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General Tabletop Discussion
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Reskinning monsters, how much are DMs using it to bulk up monster options?
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<blockquote data-quote="DaveDash" data-source="post: 6527545" data-attributes="member: 6786202"><p>I critically hit the Bard in my party with this fella (He took about 117 damage). The Abjurer throwing his Arcane Ward over the Bard saved him.</p><p></p><p><strong><span style="font-size: 15px">Kuo-Toa Assassin</span></strong></p><p>Medium Humanoid (Kua-Toa), Neutral Evil</p><p>Armor Class 18 (natural armour)</p><p>Hit Points 266</p><p>Speed: 30ft., swim 30ft.</p><p>STR DEX CON INT WIS CHA</p><p>10 (+0) 20 (+5) 18 (+4) 11 (+0) 14(+2) 16 (+3)</p><p>Saving Throws Dexterity +10, Constitution +9, Wisdom +7</p><p>Skills Perception +10, Stealth +7, Acrobatics +7</p><p>Senses darkvision 120ft., passive Perception 20</p><p>Languages Undercommon</p><p>Challenge 14 (11,500XP)</p><p></p><p>Amphibious. The kuo-toa can breath air and water.</p><p>Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</p><p>Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</p><p>Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.</p><p>Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</p><p></p><p>Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</p><p></p><p>Sneak attack (1/turn). The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll.</p><p></p><p>ACTIONS</p><p>Multiattack. The kua-toa makes two dagger attacks.</p><p>Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 7 (1d4+5) piercing damage plus 28 (8d6) poison damage, and the target must make a DC 17 constitution saving throw of be poisoned.</p><p></p><p>I have about 20-30 more 5e conversions here (and more offline): <a href="http://www.enworld.org/forum/showthread.php?414777-My-custom-monsters-and-NPC-s" target="_blank">http://www.enworld.org/forum/showthread.php?414777-My-custom-monsters-and-NPC-s</a></p></blockquote><p></p>
[QUOTE="DaveDash, post: 6527545, member: 6786202"] I critically hit the Bard in my party with this fella (He took about 117 damage). The Abjurer throwing his Arcane Ward over the Bard saved him. [B][SIZE=4]Kuo-Toa Assassin[/SIZE][/B] Medium Humanoid (Kua-Toa), Neutral Evil Armor Class 18 (natural armour) Hit Points 266 Speed: 30ft., swim 30ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 18 (+4) 11 (+0) 14(+2) 16 (+3) Saving Throws Dexterity +10, Constitution +9, Wisdom +7 Skills Perception +10, Stealth +7, Acrobatics +7 Senses darkvision 120ft., passive Perception 20 Languages Undercommon Challenge 14 (11,500XP) Amphibious. The kuo-toa can breath air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak attack (1/turn). The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. The kua-toa makes two dagger attacks. Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 7 (1d4+5) piercing damage plus 28 (8d6) poison damage, and the target must make a DC 17 constitution saving throw of be poisoned. I have about 20-30 more 5e conversions here (and more offline): [URL]http://www.enworld.org/forum/showthread.php?414777-My-custom-monsters-and-NPC-s[/URL] [/QUOTE]
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