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<blockquote data-quote="pukunui" data-source="post: 6520113" data-attributes="member: 54629"><p>I'm working on updating and upscaling the <em>Scourge of the Sword Coast</em> for levels 5-7. Most of the monsters have finalized stats in the MM that I can use, but there are a few that are unique to the adventure and will need tweaking. One such set of monsters are the evil elemental grues.</p><p></p><p>The grues as presented in the module are pretty simple and probably only need a bit of adjustment in the AC/HP/Atk modifier departments. However, for the fun of it, I went back and had a look at some of the earlier versions. I haven't got the 1e <em>Monster Manual II</em> in which they first appeared, but I have got both <em>Dragon #285</em> and <em>Complete Arcane</em>, which give me the 3e and 3.5 versions respectively.</p><p></p><p>I think the devs did a pretty decent job representing the spirit of the grues in <em>Scourge</em>. However, the 3.x versions have this ability called Spell Disruption. In the original 3e stats, the ability stopped any spells of the corresponding elemental type from being cast within 40 feet of it, while also dispelling any such pre-existing spells. For 3.5, it was modified so that the caster has to make a check to be able to successfully cast the spell.</p><p></p><p>While I can understand why the devs might have opted to ignore that for 5e, with its emphasis on streamlined simplicity, I think it could potentially make the grues a little more interesting - and tougher to fight, which I'll need since my PCs will be 5th-7th level rather than 2nd-4th.</p><p></p><p><strong>How would you go about updating the Spell Disruption trait for 5e?</strong></p><p></p><p>For starters, I'd probably reduce the range to 30 ft, as that seems to be one of the standard range marks in 5e. Perhaps the advantage/disadvantage mechanic could come into play, although I'm sure there are plenty of spells that wouldn't be targeting the grue directly that could still be affected, so maybe stick with a spellcasting check (like trying to cast a higher-level spell from a scroll)?</p><p></p><p>In addition, the 3.5 earth grue gains Sneak Attack, while the 3.5 fire grue has a burning hands-like ability in addition to its blink effect (which is present in the Scourge version). Meanwhile, the water grue's 30-ft water jet attack has been reduced to 5ft and it has gained a rechargeable "blinding jet" ability instead.</p><p></p><p>What do you guys reckon?</p><p></p><p></p><p></p><p>Thanks,</p><p>Jonathan</p><p></p><p> </p><p>p.s. On a side note, I wonder if we'll be getting updated grue stats in <em>Princes of the Apocalypse</em>?</p></blockquote><p></p>
[QUOTE="pukunui, post: 6520113, member: 54629"] I'm working on updating and upscaling the [I]Scourge of the Sword Coast[/I] for levels 5-7. Most of the monsters have finalized stats in the MM that I can use, but there are a few that are unique to the adventure and will need tweaking. One such set of monsters are the evil elemental grues. The grues as presented in the module are pretty simple and probably only need a bit of adjustment in the AC/HP/Atk modifier departments. However, for the fun of it, I went back and had a look at some of the earlier versions. I haven't got the 1e [I]Monster Manual II[/I] in which they first appeared, but I have got both [I]Dragon #285[/I] and [I]Complete Arcane[/I], which give me the 3e and 3.5 versions respectively. I think the devs did a pretty decent job representing the spirit of the grues in [I]Scourge[/I]. However, the 3.x versions have this ability called Spell Disruption. In the original 3e stats, the ability stopped any spells of the corresponding elemental type from being cast within 40 feet of it, while also dispelling any such pre-existing spells. For 3.5, it was modified so that the caster has to make a check to be able to successfully cast the spell. While I can understand why the devs might have opted to ignore that for 5e, with its emphasis on streamlined simplicity, I think it could potentially make the grues a little more interesting - and tougher to fight, which I'll need since my PCs will be 5th-7th level rather than 2nd-4th. [B]How would you go about updating the Spell Disruption trait for 5e?[/B] For starters, I'd probably reduce the range to 30 ft, as that seems to be one of the standard range marks in 5e. Perhaps the advantage/disadvantage mechanic could come into play, although I'm sure there are plenty of spells that wouldn't be targeting the grue directly that could still be affected, so maybe stick with a spellcasting check (like trying to cast a higher-level spell from a scroll)? In addition, the 3.5 earth grue gains Sneak Attack, while the 3.5 fire grue has a burning hands-like ability in addition to its blink effect (which is present in the Scourge version). Meanwhile, the water grue's 30-ft water jet attack has been reduced to 5ft and it has gained a rechargeable "blinding jet" ability instead. What do you guys reckon? Thanks, Jonathan p.s. On a side note, I wonder if we'll be getting updated grue stats in [I]Princes of the Apocalypse[/I]? [/QUOTE]
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