Scions of Elemental Evil Released on D&D Beyond

The short adventure is set in Greyhawk.

elemental evil scion.jpg

D&D Beyond has released the new short adventure Scions of Elemental Evil ahead of its exclusive stores and convention organized play release. This week, Wizards of the Coast released the short adventure, which is set in the Greyhawk region and pits players against the Elemental Evil fanatic Ulsedra Vox. The adventure is made for up to six Level 4 adventurers with the D&D cartoon cast (plus new character Niko) provided as pregenerated characters. Amanda Hamon is credited as the lead designer while Will Doyle is credited as a designer on the adventure.

Notably, Scions of Elemental Evil uses the 2024 rule set and contains several magic items from the 2024 Dungeon Master's Guide. It also contains updated statblocks for several monsters, including the incubus and succubus demons. Notably, an incubus can shapeshift into a succubus and vice versa once per long rest, with each statblock containing different abilities and access to different spells. The succubus has access to an 8th level Dominate Person spell at will, while the incubus has access to a Nightmare bonus action that renders a creature with 20 or less HP unconscious on a failed saving throw.

The adventure will be available to play at organized play events at stores and conventions from October 29th to November 25th.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer


log in or register to remove this ad

Not really understanding people’s complaints here. The stat blocks outside of the Ogre seem like clear upgrades that keep the best design aspects from MotM (namely simplifying casting creatures and providing ranged options for otherwise melee focused builds) and seem to have gotten rid of the primary issue people had (counterspell not having an affect on most “magic” in stat blocks).
Now that I've seen all the statblocks I'm feeling better overall. I especially like the Fire Elemental's new aura and the Pirate Captain's use of Vex and their one-turn Charm.
 


Zaukrie

New Publisher
The fire elemental......does it's aura cause "burning" as a condition? It reads that way, but it also doesn't read that way.

Burning does 1d4.....a creature used to take 1d10 while "burning" (it wasn't a condition before) from a fire elemental. The elemental has less hp and takes more damage from water. On the other hand, the aura is now 10 feet, rather than when hitting or touching the elemental. But, IMO, it's clearly weaker than the old one.

I do like the wording of the aura and form, much easier to read than before.
 

Zaukrie

New Publisher
Not really understanding people’s complaints here. The stat blocks outside of the Ogre seem like clear upgrades that keep the best design aspects from MotM (namely simplifying casting creatures and providing ranged options for otherwise melee focused builds) and seem to have gotten rid of the primary issue people had (counterspell not having an affect on most “magic” in stat blocks).
I don't want to have to look up spells. Not sure how to be more clear.

The easy way to let people know if a magical ability is a spell is to call it a spell attack....easy peasy. They chose to have us look up spells instead.
 

pukunui

Legend
Now that I've seen all the statblocks I'm feeling better overall. I especially like the Fire Elemental's new aura and the Pirate Captain's use of Vex and their one-turn Charm.
I don't like that the pirate captain has a pistol. I know it's thematically appropriate, but I'm highly resistant to adding firearms to my D&D campaigns, and I don't like that 2024 5e has now put them in the PHB and in at least one NPC statblock.

I don't want to have to look up spells. Not sure how to be more clear.

The easy way to let people know if a magical ability is a spell is to call it a spell attack....easy peasy. They chose to have us look up spells instead.
They're obviously banking on people using DDB for the handy-dandy tooltips.
 

coyote6

Adventurer
I'm baffled by the stone golem completely losing immunity to nonmagical, non-adamantine bludgeoning/slashing/piercing. Downgrade to Resistance I could understand; but letting a few no-account horse archers safely destroy stone golems with longbows and cheap arrows offends my delicate sensibilities. 😆

edit: also seems wrong that the succubus/incubus is totally open to being steak-knifed to death.
 

Xeviat

Dungeon Mistress, she/her
I'm baffled by the stone golem completely losing immunity to nonmagical, non-adamantine bludgeoning/slashing/piercing. Downgrade to Resistance I could understand; but letting a few no-account horse archers safely destroy stone golems with longbows and cheap arrows offends my delicate sensibilities. 😆

edit: also seems wrong that the succubus/incubus is totally open to being steak-knifed to death.
I'm finding I'm missing needing adamantine, cold iron, and silver weapons for some creatures.
 

I don't want to have to look up spells. Not sure how to be more clear.
I totally understand that. But I rather look up a spell than having to read every little detail in none-spells.

Ans many common spells don't need to be looked up. I know them.

I think the design should have the best of both worlds: just repeating the most important parts of spells:

X casts fireball (range 100ft/20ft radius sphere/8d6 fire damage/ DC 13 DEX save: half damage.)
The easy way to let people know if a magical ability is a spell is to call it a spell attack....easy peasy. They chose to have us look up spells instead.
Or that.
 

Has anyone else mentioned that they're a bit confused about the lore of the princes of elemental evil now? The two fire-adjacent ones, Gazra and Chilimbra, seem to be interchangeably referred to as elementals, fiends and gods, and conspicuously terms like "primordial" or "archomental" are absent. Also IIRC in earlier editions Gazra was "just" a really powerful mephit who hadn't yet achieved the position of "prince" or "archomental", so... good for him?
 

Remove ads

Remove ads

Top