ok - doing 90 ft darkvision. yes to extra skills. obvs not abyssal re langauges, common ...maybe goblin???
Updated the
Green Gremlin with 90 foot darkvision and the Skills.
re throwing things - is improvised object-throwing skill? Idea is that they hurl anything as a missle at enemies
Yes, I was thinking they'd use the bric-a-brac they collected as improvised weapons, but I fancy allowing them to just smash enemies in the face with their junk as well as throw it.
I can visualize the Gremlin slicing enemies with broken bottles, bashing them with candlesticks
et cetera.
Oh, andI'm thinking it's technically not proficient in the bric-a-brac as it's an improvised weapon so it shouldn't get its Proficiency Bonus.
Speaking of which, its regular Attacks should have +5 to hit not +4, since they're presumably based on the +3 bonus of its DEX.
Maybe:
Weaponized Bric-a-Brac #1. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: # (1d4 + #) bludgeoning damage.
Weaponized Bric-a-Brac #2. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: # (1d4 + #) bludgeoning damage or slashing damage.
Weaponized Bric-a-Brac #3. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: # (1d4 + #) damage of randomly determined type: roll d6; 1-3 is bludgeoning damage, 4-6 is slashing damage.
will post screenshot once we sort rocks/claws
For the other attacks, I was thinking the Claws (of which it only has ONE attack) would do slightly more damage than its Bite, since I reckon the 5E should follow the precedent of a bear and the like and only make ONE Claws attack with its Multiattack.
Oh, and the original text says the venom works like the
fear spell, so I'm thinking we should crib some of the mechanics from that spell. For a start, it's a Wisdom save rather than Constitution.
Maybe one of the following:
Bite #1. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and the target must succeed on a DC 11 Wisdom saving throw (target's choice) or become frightened for 1 minute, during which they must take the Dash action to move away from the green gremlin on each of their turns, unless there is nowhere to move. The target can repeat the saving throw at the end of each of its turns, ending the fear effect on itself on a success.
Bite #2. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and the target must succeed on a DC 11 Wisdom saving throw (target's choice) or become frightened for 1 minute, during which they must take the Dash action to move away from the green gremlin on each of their turns, unless there is nowhere to move. If the target ends its turn in a location it doesn't have line of sight to the gremlin, it can make a Wisdom saving throw, ending the fear effect on itself on a success.
If the frightened condition is caused by a magical venom rather than a supernatural curse, I'd allow immunity/resistance to poison to have an effect.
A green gremlin's bite does not cause fear in other gremlins or creatures with immunity to being poisoned, and creatures with resistance to poison gain advantage on their saving throws.
However it apparently works just like the
fear spell, which suggests poison resistance shouldn't have any effect, so I'd likely just say:
A green gremlin's bite does not cause fear in other gremlins.
Oh, I was thinking the Claws would do a bit more damage than its Bite, since it only gets one Claws attack with its Multiattack (following the 5E precedent of a bear) and the original could potentially do 2d3 damage with both its claws compared to 1d6 with its bite.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
fixed root orge and thorn ogre - they ready for publishing then?
I'm happy with the Enworld versions if you are.