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How to make an awesome Underdark encounter table in 5e?
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<blockquote data-quote="ccooke" data-source="post: 6678052" data-attributes="member: 6695890"><p>For what it's worth... I used the allip as one of my tests of the DMG monster creation rules a while back. I'm quite happy with the result - it worked out about right for CR3 when I ran it:</p><p></p><p>[sblock=Allip]</p><p>Medium undead, evil</p><p>---------------------------------------------</p><p>Armour Class 13</p><p>Hit Points: 24 (6d8)</p><p>Speed 0ft, fly 40ft</p><p>---------------------------------------------</p><p>STR 7, DEX 12, CON 10, INT 11, WIS 11, CHA 18</p><p>---------------------------------------------</p><p>Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons</p><p>Damage Immunities: cold, necrotic, poison</p><p>Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</p><p>Senses: Darkvision 60 ft, passive Perception 11</p><p>Languages: The allip cannot speak intelligably, but understands any languages it knew in life</p><p>Challenge: 3 (700xp)</p><p>---------------------------------------------</p><p>Ethereal Sight: The allip can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa</p><p></p><p>Incorporeal Movement: The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inide an object</p><p></p><p>Gibbering: The allip babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the allip and can hear the gibbering must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it dows during its turn. On a 1-4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creaure within its reach or does nothing if it can't make such an attack.</p><p></p><p>Madness: Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind. Its Wisdom is reduced by 1d4.</p><p>---------------------------------------------</p><p>Actions</p><p></p><p>Touch of Madness. The allip attempts to touch one creature within 5'. The target must succeed on a DC 15 Dexterity saving throw or its Wisdom is reduced by 1d4 and the allip regains 5hp. If this reduces the target's Wisdom to 0, the target is stunned until it regains at least one point of Wisdom. Otherwise, the reduction lasts until the target takes a short or long rest (The target cannot take a long or short rest while on 0 Wisdom)</p><p></p><p>Etherealness. The allip enters the Etheral Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa, yet it can't affect or be affected by anything on the other plane.</p><p>---------------------------------------------</p><p>[/sblock]</p><p></p><p>Dropping it in here in case it's useful to you (or anyone else, I guess)</p></blockquote><p></p>
[QUOTE="ccooke, post: 6678052, member: 6695890"] For what it's worth... I used the allip as one of my tests of the DMG monster creation rules a while back. I'm quite happy with the result - it worked out about right for CR3 when I ran it: [sblock=Allip] Medium undead, evil --------------------------------------------- Armour Class 13 Hit Points: 24 (6d8) Speed 0ft, fly 40ft --------------------------------------------- STR 7, DEX 12, CON 10, INT 11, WIS 11, CHA 18 --------------------------------------------- Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities: cold, necrotic, poison Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses: Darkvision 60 ft, passive Perception 11 Languages: The allip cannot speak intelligably, but understands any languages it knew in life Challenge: 3 (700xp) --------------------------------------------- Ethereal Sight: The allip can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa Incorporeal Movement: The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inide an object Gibbering: The allip babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the allip and can hear the gibbering must succeed on a DC 15 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it dows during its turn. On a 1-4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creaure within its reach or does nothing if it can't make such an attack. Madness: Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind. Its Wisdom is reduced by 1d4. --------------------------------------------- Actions Touch of Madness. The allip attempts to touch one creature within 5'. The target must succeed on a DC 15 Dexterity saving throw or its Wisdom is reduced by 1d4 and the allip regains 5hp. If this reduces the target's Wisdom to 0, the target is stunned until it regains at least one point of Wisdom. Otherwise, the reduction lasts until the target takes a short or long rest (The target cannot take a long or short rest while on 0 Wisdom) Etherealness. The allip enters the Etheral Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa, yet it can't affect or be affected by anything on the other plane. --------------------------------------------- [/sblock] Dropping it in here in case it's useful to you (or anyone else, I guess) [/QUOTE]
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