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.
 

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Christian Hoffer

Christian Hoffer

FitzTheRuke

Legend
Now these, on the other hand, are very different 2014 to 2024. Only their HP seems to have remained the same. The Incubus and Succubus are different from each other, but can transform from one to the other on a Long Rest. More of their magic abilities are listed as spells (which I don't like) but they do quite a bit more damage, I think. It's interesting.
 

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pukunui

Legend
Now these, on the other hand, are very different 2014 to 2024. Only their HP seems to have remained the same.
Looks like their AC and ability scores are the same. I wonder why proficiency in Insight and Persuasion were removed, though.

They've also lost their ability to shift into/out of the Ethereal Plane.

The Incubus and Succubus are different from each other, but can transform from one to the other on a Long Rest. More of their magic abilities are listed as spells (which I don't like) but they do quite a bit more damage, I think. It's interesting.
OK so they're still basically the same creature still but the different forms have slightly different abilities. I wonder why they didn't stick with one stat block and just have Nightmare Touch (Incubus Form Only) and Draining Kiss (Succubus Form Only) and the like. They've done that with other statblocks that are meant to represent multiple similar creatures (like yuan-ti malisons and some plant monsters).
 

R_J_K75

Legend
but can transform from one to the other on a Long Rest. More of their magic abilities are listed as spells (which I don't like)
I've been following these revision threads here and there. I don't play 5E 2014 anymore but have been considering possibly trying the 5E 2024 with the caveat that it is easier to prep and play. Making the DM track a creature's long rests and look up spells (still) just doesn't seem to be the case. I have never liked having to use spells for creatures and thought the spell-like abilities should be in the stat block itself. Having to reference a spell in the middle of combat is just a pain. IIRC 4E actually incorporated all the creatures abilities in the stat block. As much as I didn't like 4E I applaud that they took some big risks that radically changed the game, regardless of the edition's success.
 

FitzTheRuke

Legend
Looks like their AC and ability scores are the same.
Yes, that too. I noticed it, but forgot to mention.

I wonder why proficiency in Insight and Persuasion were removed, though.
That seemed strange to me too.
They've also lost their ability to shift into/out of the Ethereal Plane.
The Incubus can still do it - with the Spell Etherealness.

OK so they're still basically the same creature still but the different forms have slightly different abilities. I wonder why they didn't stick with one stat block and just have Nightmare Touch (Incubus Form Only) and Draining Kiss (Succubus Form Only) and the like. They've done that with other statblocks that are meant to represent multiple similar creatures (like yuan-ti malisons and some plant monsters).
I had posted the individual statblocks from DDB for the 2014 versions before I noticed that they were exactly the same. I agree that they could have been the same statblock, and maybe they will be in the MM. Maybe they separated them for this game day adventure because it's supposed to be newbie friendly.
 

FitzTheRuke

Legend
I've been following these revision threads here and there. I don't play 5E 2014 anymore but have been considering possibly trying the 5E 2024 with the caveat that it is easier to prep and play. Making the DM track a creature's long rests and look up spells (still) just doesn't seem to be the case. I have never liked having to use spells for creatures and thought the spell-like abilities should be in the stat block itself. Having to reference a spell in the middle of combat is just a pain. IIRC 4E actually incorporated all the creatures abilities in the stat block. As much as I didn't like 4E I applaud that they took some big risks that radically changed the game, regardless of the edition's success.
One of the only things that I miss about 4e (and I liked it fine, for all its faults) was the Monster Design.

Not the math! That was broken until 4e's MM3 and many fights before that were a grind, but the rest of the monster design was wonderful. Really easy to homebrew monsters, and really easy to build and balance encounters when compared to 5e.

The only thing they needed, generally, was their HP halved and their damage doubled, and then all of 4e's (rather long) combats were exciting and much quicker.
 


R_J_K75

Legend
One of the only things that I miss about 4e (and I liked it fine, for all its faults) was the Monster Design.

Not the math! That was broken until 4e's MM3 and many fights before that were a grind, but the rest of the monster design was wonderful. Really easy to homebrew monsters, and really easy to build and balance encounters when compared to 5e.

The only thing they needed, generally, was their HP halved and their damage doubled, and then all of 4e's (rather long) combats were exciting and much quicker.
I think we played 4E for the majority of its run but I dont recall the finer points though it was easier to play. The biggest hurdle my group had was getting out of the 3.x mentality and adopting the new terminology
 

Gorck

Prince of Dorkness
Yes, a colorized version of the temple itself.


These all have appearing statblocks (they note that they may not be the final versions that will appear in the MM)

Berserker
Cultist
Cultist Fanatic
Fire Elemental
Gray Ooze
Incubus
Knight
Ogre
Pirate
Pirate Captain
Stone Golem
Succubus
Tough Boss
Does the Stone Golem have the Damage Threshold mechanic/trait that some people have been speculating that Constructs might have?
 

Zaukrie

New Publisher
Ya. Making more things spells is literally 180 degrees from good. Ugh. So much for easier for DMs to run.

So far, I see nothing about making the monsters better. A decade of seeing what other companies have done, of reading that 5e monsters are just the same as every other monster with different fluff, and they double down on this. Sigh.
 

FitzTheRuke

Legend
Does the Stone Golem have the Damage Threshold mechanic/trait that some people have been speculating that Constructs might have?
Nope. Just a lot of HP.

Comparison time!

Stone Golem (2014)
Large Construct, Unaligned

Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.

STR 22 (+6) DEX 9 (-1) CON 20 (+5)
INT 3 (-4) WIS 11 (+0) CHA 1 (-5)

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4

Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

* * *

Stone Golem (2024)
Large Construct, Unaligned

AC 18 Initiative +3 (13)
HP 252 (24d10 + 120)
Speed 30 ft.

MOD SAVE
STR 22 +6 +6
DEX 9 −1 −1
CON 20 +5 +5
INT 3 −4 −4
WIS 11 +0 +0
CHA 1 −5 −5
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands Common plus two other languages but can’t speak
CR 10 (XP 5,900; PB +4)

Traits
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions
Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.
Force Bolt. Ranged Attack Roll: +9, range 90 ft. Hit: 26 (4d12) Force damage.
Slow (Recharge 5–6). The golem casts Slow (spell save DC 17), requiring no spell components and using Constitution as the spellcasting ability.
 

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