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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 8463735" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Pine Kindred, Resin-Hound</span></strong></p><p><em>Medium undead, neutral evil</em></p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 11 (2d8 + 2)</p><p><strong>Speed</strong> 40 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">13 (+1)</p> </td><td><p style="text-align: center">2 (−4)</p> </td><td><p style="text-align: center">11 (+0)</p> </td><td><p style="text-align: center">3 (−4)</p> </td></tr></table><p></p><p><strong>Saving Throws</strong> Wis +2</p><p><strong>Skills</strong> Perception +2</p><p><strong>Damage Vulnerabilities</strong> fire</p><p><strong>Damage Resistances</strong> cold, poison</p><p><strong>Condition Immunities</strong> exhaustion</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> —</p><p><strong>Challenge</strong> 1/4 (50 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><span style="font-size: 22px">Special Traits</span></p><p></p><p><em><strong>Keen Scent.</strong></em> The resin-hound has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p><em><strong>Pine Blood.</strong></em> Pine kindred count as both plant and undead for any effect related to type.</p><p></p><p><em><strong>Pounce.</strong></em> If a resin-hound moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 11 Strength saving throw, or be forced prone.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage.</p><p></p><p><em><strong>Baying Wail.</strong></em> The resin-hound bays a terrifying hunting call as a bonus action. The hound must take a bonus action on its subsequent turns to continue wailing but can stop wailing at any time. The wail ends if the resin-hound is incapacitated or makes a bite attack. Every animal within 300 feet of the resin-hound that can hear the wail must succeed on a DC 8 Wisdom saving throw or be frightened and act as if affected by a <em>suggestion</em> spell telling them to "run in terror".</p><p> If the animal is within 300 feet of the kindred, it must move on its turn away from the hound by the most direct route, trying to get as far away as possible. The target tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit. While affected by the wail, a target ignores the wails of other pine kindred (including resin-hounds). If the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing hound) they are no longer affected by that wail.</p><p> Whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns. A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the resin-hound they saved against, but can be affected by wail attacks from pine kindred with more Hit Dice, such as the shrieking wails of standard Pine Kindred and Thanes.</p><p></p><p><span style="font-size: 22px">Reactions</span></p><p></p><p><em><strong>Ferocity.</strong></em> When the resin-hound drops to 0 hit points, it immediately makes one attack against a creature within 5 feet as a reaction before dying.</p><p></p><p></p><p><span style="font-size: 22px"><strong>Description</strong></span></p><p></p><p>Lean wolflike beasts with bodies of gnarled wood and bones with a bristling coat of pine needles as fur, resin-hounds are undead creations of the <strong><a href="https://enworld.org/index.php?posts/8463640" target="_blank">Pine Kindred</a></strong>. They serve their masters as hunting beasts, war hounds and guard dogs.</p><p></p><p> <em><strong>Meat Eating.</strong></em> If a resin-hound eats meat or is infused with the <em>Gift of Nidhogg</em> it temporarily gains the pine kindred trait of <em>Regrowth</em>. This allows the hound to slowly regenerate lost body parts and heal itself (a hungry resin-hound does not recover lost hit points naturally). One pound of meat gives a resin-hound one day of healing; one dose of <em>Necrotic Sap Infusion</em> is worth three months of healing. A resin-hound can store up to a year's worth of healing before it can eat or absorb no more. They can devour a month's worth of meat in a day, about 30 pounds. The meat's condition does not matter; putrescent carrion provides the same healing time as fresh flesh. Pine kindred often use resin-hounds to dispose of unwanted corpses.</p><p></p><p> <em><strong>Resin-Hound Creation.</strong></em> A resin-hound can be made from the dead body of any Medium size carnivorous quadrupedal animal. Most were once wolves or mastiffs, but the corpses of other predators like hyenas, panthers, or giant weasels serve just as well. Such creatures differ in appearance but have the same statistics as a canine resin-hound. Note that bears and boars are too omnivorous to become resin-hounds.</p><p> The majority of resin-hounds are made with a <em>Dark Druidic Mystery</em> spell called <em>animate resin-hound</em>. Most <strong><u><a href="https://enworld.org/index.php?posts/8463658" target="_blank">Jarls</a></u></strong> and even some <strong><u><a href="https://enworld.org/index.php?posts/8463645" target="_blank">Thanes</a></u></strong> know this spell, which works like <em>animate dead</em> but produces resin-hounds instead of skeletons and zombies.</p><p> A rare few jarls possess a secret ceremony, <em>Pine Wolf Transformation</em>. Similar to <em>Pine Kindred Initiation</em>, it can create many resin-hounds and/or one <a href="https://enworld.org/index.php?posts/8475648" target="_blank"><strong>Tree-Vargr</strong></a>.</p><p></p><p>(Inspired by the Pine Kindred by Julian Lawrence; appeared in <em>White Dwarf Magazine #21</em> (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8463735, member: 57383"] [B][SIZE=7]Pine Kindred, Resin-Hound[/SIZE][/B] [I]Medium undead, neutral evil[/I] [B]Armor Class[/B] 12 (natural armor) [B]Hit Points[/B] 11 (2d8 + 2) [B]Speed[/B] 40 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [TD][CENTER]2 (−4)[/CENTER][/TD] [TD][CENTER]11 (+0)[/CENTER][/TD] [TD][CENTER]3 (−4)[/CENTER][/TD] [/TR] [/TABLE] [B]Saving Throws[/B] Wis +2 [B]Skills[/B] Perception +2 [B]Damage Vulnerabilities[/B] fire [B]Damage Resistances[/B] cold, poison [B]Condition Immunities[/B] exhaustion [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] — [B]Challenge[/B] 1/4 (50 XP) [B]Proficiency Bonus[/B] +2 [SIZE=6]Special Traits[/SIZE] [I][B]Keen Scent.[/B][/I] The resin-hound has advantage on Wisdom (Perception) checks that rely on smell. [I][B]Pine Blood.[/B][/I] Pine kindred count as both plant and undead for any effect related to type. [I][B]Pounce.[/B][/I] If a resin-hound moves at least 15 feet directly toward a creature, and then hits it with a bite attack on the same turn, the target must succeed on a DC 11 Strength saving throw, or be forced prone. [SIZE=6]Actions[/SIZE] [I][B]Bite.[/B] Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit:[/I] 4 (1d6 + 1) piercing damage. [I][B]Baying Wail.[/B][/I] The resin-hound bays a terrifying hunting call as a bonus action. The hound must take a bonus action on its subsequent turns to continue wailing but can stop wailing at any time. The wail ends if the resin-hound is incapacitated or makes a bite attack. Every animal within 300 feet of the resin-hound that can hear the wail must succeed on a DC 8 Wisdom saving throw or be frightened and act as if affected by a [I]suggestion[/I] spell telling them to "run in terror". If the animal is within 300 feet of the kindred, it must move on its turn away from the hound by the most direct route, trying to get as far away as possible. The target tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit. While affected by the wail, a target ignores the wails of other pine kindred (including resin-hounds). If the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing hound) they are no longer affected by that wail. Whenever it takes damage, the target can repeat the saving throw. The target can also repeat the saving throw at the end of each of its turns. A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the resin-hound they saved against, but can be affected by wail attacks from pine kindred with more Hit Dice, such as the shrieking wails of standard Pine Kindred and Thanes. [SIZE=6]Reactions[/SIZE] [I][B]Ferocity.[/B][/I] When the resin-hound drops to 0 hit points, it immediately makes one attack against a creature within 5 feet as a reaction before dying. [SIZE=6][B]Description[/B][/SIZE] Lean wolflike beasts with bodies of gnarled wood and bones with a bristling coat of pine needles as fur, resin-hounds are undead creations of the [B][URL='https://enworld.org/index.php?posts/8463640']Pine Kindred[/URL][/B]. They serve their masters as hunting beasts, war hounds and guard dogs. [I][B]Meat Eating.[/B][/I] If a resin-hound eats meat or is infused with the [I]Gift of Nidhogg[/I] it temporarily gains the pine kindred trait of [I]Regrowth[/I]. This allows the hound to slowly regenerate lost body parts and heal itself (a hungry resin-hound does not recover lost hit points naturally). One pound of meat gives a resin-hound one day of healing; one dose of [I]Necrotic Sap Infusion[/I] is worth three months of healing. A resin-hound can store up to a year's worth of healing before it can eat or absorb no more. They can devour a month's worth of meat in a day, about 30 pounds. The meat's condition does not matter; putrescent carrion provides the same healing time as fresh flesh. Pine kindred often use resin-hounds to dispose of unwanted corpses. [I][B]Resin-Hound Creation.[/B][/I] A resin-hound can be made from the dead body of any Medium size carnivorous quadrupedal animal. Most were once wolves or mastiffs, but the corpses of other predators like hyenas, panthers, or giant weasels serve just as well. Such creatures differ in appearance but have the same statistics as a canine resin-hound. Note that bears and boars are too omnivorous to become resin-hounds. The majority of resin-hounds are made with a [I]Dark Druidic Mystery[/I] spell called [I]animate resin-hound[/I]. Most [B][U][URL='https://enworld.org/index.php?posts/8463658']Jarls[/URL][/U][/B] and even some [B][U][URL='https://enworld.org/index.php?posts/8463645']Thanes[/URL][/U][/B] know this spell, which works like [I]animate dead[/I] but produces resin-hounds instead of skeletons and zombies. A rare few jarls possess a secret ceremony, [I]Pine Wolf Transformation[/I]. Similar to [I]Pine Kindred Initiation[/I], it can create many resin-hounds and/or one [URL='https://enworld.org/index.php?posts/8475648'][B]Tree-Vargr[/B][/URL]. (Inspired by the Pine Kindred by Julian Lawrence; appeared in [I]White Dwarf Magazine #21[/I] (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.) [/QUOTE]
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