elemental grues

Post/Author/DateTimePost
#1

pukunui

Mar 03, 2015 17:27:13

I'm working on updating and upscaling the Scourge of the Sword Coast 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 Monster Manual II in which they first appeared, but I have got both Dragon #285 and Complete Arcane, 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 Scourge. 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.

 

How would you go about updating the Spell Disruption trait for 5e?

 

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 Princes of the Apocalypse?

#2

pukunui

Mar 03, 2015 17:48:35

I've made a first attempt at updating the grues. I've taken cues from both the standard elementals in the 5e MM and also the 3.5 versions from Complete Arcane. Let me know what you think!

 

AIR GRUE
Small elemental, neutral evil


AC 13
HP 27 (5d6 + 10)
Spd 5 ft., fly 50 ft.

----------------------------

STR 12  DEX 17  CON 14  INTWIS 11  CHA 8

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Skills Stealth +5
Damage Resistances lightning, thunder; bludgeoning, piercing and slashing damage from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 15 ft., darkvision 120 ft., passive Perception 10
Languages Auran
Challenge 1 (200 XP)

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Flyby. The grue doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Invisibility. The grue is naturally invisible.

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Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning dmg.

 

 

EARTH GRUE
Small elemental, neutral evil

 

AC 13 (natural armor)
HP 32 (5d6 + 15)
Spd 30 ft., burrow 20 ft.
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STR 16  DEX 10  CON 16  INTWIS 11  CHA 7
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Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Terran
Challenge 1 (200 XP)

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Earth Glide. The grue can burrow through nonmagical unworked earth and stone. While doing so, the grue doesn't disturb the material it moves through. A coating of filth is left on the surface the grue enters.

Surprise Attack. If the grue surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack.

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Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing dmg.

 


FIRE GRUE
Medium elemental, neutral evil


AC 13
HP 26 (4d8 + 8)
Spd 30 ft.

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STR 11  DEX 17  CON 15  INT 10  WIS 10  CHA 8
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Skills Stealth +5

Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Ignan
Challenge 1 (200 XP)

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Blur. The grue's body flickers and wavers continuously, imposing disadvantage on any attack rolls made against it. A creature that doesn't rely on sight is immune to this effect.

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Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire dmg.

Fire Spray (Recharge 5-6). A thin sheet of flame erupts from the grue's body in a 15-foot cone. Each creature in that area must make a DC 12 Dex save, taking 10 (3d6) fire dmg on a failed save, or half as much on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

 

 

WATER GRUE
Medium elemental, neutral evil


AC 13
HP 33 (6d8 + 6)
Spd 30 ft., swim 30 ft.
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STR 12  DEX 16  CON 13  INT 10  WIS 10  CHA 8
----------------------------

Damage Resistances acid; bludgeoning, piercing and slashing damage from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Aquan
Challenge 1 (200 XP)

----------------------------

Actions
Water Jet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning dmg.

Blinding Jet (Recharge 5-6). The grue blasts a jet of water at a target within 15 feet of it that it can see. The target must succeed on a DC 12 Dex save or take 10 (2d6 + 3) bludgeoning dmg and be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success.

 

#3

grendel111111

Mar 03, 2015 20:06:37

I'd be inclined to add a thunder wave ability to the air Grue (simmilar to the fire jet or bliding jet) with a 5-6 recharge on it.

 

 I'd also increase the earth Grues AC due to it's hardened natural armour (see earth elemental) Maybe AC 15. It's surprise attack is fairly weak compared to the fire and water special powers. (maybe give it tremor sense too.)

#4

pukunui

Mar 03, 2015 20:38:12

grendel111111 wrote:
#5

Mistwell

Mar 03, 2015 20:45:05

You could also take the playtest version of the 5e Next grues from (I think) Scourge of the Sword Coast.

#6

pukunui

Mar 03, 2015 22:51:38

Mistwell wrote: