Tuesday, December 18, 2018

Dagonites for 0e and 5e

The horrid Dagonites can be readily ported back to 0e as well as forward to 5e. One interesting element of 5e monster design is the extreme reluctance to give monsters spellcasting ability. Most standard 5e demons, for example, do not come with the many spells that they have wielded since Eldritch Wizardry. (There is an option in the Monster Manual for adding this ability back in.)

In some ways, this ellision is a sensible design decision: many of the original spells were fairly weak, and a grab-bag of minor abilities dilutes some of the thematic focus of the monster. And from a practical standpoint, in most encounters a monster will only have limited opportunity to use spells. Starting with 3.5e the designers began to prune back the number of spell-like abilities given to demons and to boost their power. This editing continued into 4e until reaching its conclusion in 5e, where the spells were mostly dropped altogether. Why not save these for a monster like the lich, where spellcasting is central to the concept?

That said, I do think there is something limiting about exclusively viewing monster design through the prism of a combat encounter. There should be room to occasionally give monsters interesting or useful non-combat abilities. For the dagonites, I felt like using cleric spells was an important part of their concept, so I retained the spellcasting for 5e.

The following text is Open Game Content.

Dagonite

This grotesque creature has the tail and body of a scaled fish but the head of a bearded man, its gaping mouth lined with tiny, jagged teeth. Two frog-like forelegs end in webbed hands and are matched with two sweeping pectoral fins.

Vile Creatures of the Deep. The dagonites are rarely seen abominations that dwell in warm, shallow seas. They readily prey upon all other intelligent aquatic creatures.

Bearers of an Ancient Curse. Dagonites are rumored to be the descendants of wicked humans who were transformed into monsters when their mighty kingdom was sunk beneath the waves as divine punishment.

Unholy Disciples of Chaos and Evil. The dagonites owe allegiance to an ancient and powerful demon prince of immense size and horrific appearance, said to dwell in the inky depths of an Abyssal sea. This prince endows his servitors with dark spells.

0e

Dagonite CL 2 (30 XP)

A Dagonite casts spells as a 2nd level cleric (1).

Typical Cleric Spells: Cause Light Wounds (1).

HD 1; AC 5 [14]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 17; Al C; Special spells.

Dagonite Leader CL 4 (120 XP)

A Dagonite leader casts spells as a 5th level cleric (2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2).

HD 3; AC 3 [16]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 14; Al C; Special spells.

Dagonite High Priest CL 8 (800 XP)

A Dagonite high priest casts spells as an 8th level cleric (2/2/2/2/2).

Typical Cleric Spells: Cause Light Wounds (1), Detect Good (1), Hold Person (2), Silence, 15 ft. Radius (2), Cause Disease (3), Prayer (3), Cause Serious Wounds (4), Protection from Good, 15 ft. Radius (4), Finger of Death (5), Insect Plague (5).

HD 5; AC 1 [18]; Atk 1 bite (2d6); Move 9/12 (Swimming); Save 12; Al C; Special spells.

5e

Dagonite
Medium aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 22 (4d8+4 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)15 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
Saving Throws Wis +3, Cha +2
Senses darkvision 60 ft.; passive Perception 12
Languages Abyssal
Challenge 1/2 (100 XP)
Limited Amphibiousness. The dagonite can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The dagonite has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy 1st (2 slots): bane, inflict wounds
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) necrotic damage.
Dagonite Leader
Medium aberration, chaotic evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8+18 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+9)16 (+3)16 (+3)10 (+0)15 (+2)10 (+0)
Saving Throws Wis +4, Cha +2
Senses darkvision 60 ft.; passive Perception 14
Languages Abyssal
Challenge 2 (450 XP)
Limited Amphibiousness. The dagonite leader can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite leader is an 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The dagonite leader has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage. damage.
Dagonite High Priest
Medium aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 90 (12d8+36 HD)
Speed 20 ft., swim 30 ft.
StrDexConIntWisCha
11 (+0)18 (+4)16 (+3)11 (+0)17 (+3)12 (+1)
Saving Throws Wis +6, Cha +4
Senses darkvision 60 ft.; passive Perception 15
Languages Abyssal
Challenge 6 (2,300 XP)
Limited Amphibiousness. The dagonite high priest can breathe air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating.
Spellcasting. The dagonite high priest is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The dagonite high priest has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st (4 slots): bane, detect good, inflict wounds
2nd (3 slots): find traps, hold person, silence
3rd (3 slots): animate dead, bestow curse, dispel magic
4th (2 slots): control water, guardian of faith
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 27 (6d8) necrotic damage.

OPEN GAME LICENSE Version 1.0a

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