Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 8701254" data-attributes="member: 57383"><p>Incidentally, I've done some work on the <strong><a href="https://enworld.org/index.php?posts/8475648" target="_blank">Tree-Vargr Pine Kindred</a></strong> and posted the result in the Enworld version.</p><p></p><p>The <span style="color: blue"><strong>Blue</strong></span> section is the bit I'm pretty happy with.</p><p></p><p>Any feedback?</p><p></p><p>I've yet to decide what to do with its Wail attack to distinguish it from other Pine Kindred.</p><p></p><p>How about the Tree-Vargr's wail causing panic in animals, humanoids and giants?</p><p></p><p>Hmm, that makes me think I should modify the <strong><a href="https://enworld.org/index.php?posts/8463735" target="_blank">Resin-Hound</a></strong> so its wail only panics animals and either does not affect or only unnerves humanoids or giants.</p><p></p><p>Perhaps like so:</p><p></p><p style="margin-left: 20px"><em><strong>Howling 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 and humanoid within 300 feet of the resin-hound that can hear the wail must succeed on a DC 8 Wisdom saving throw or be affected as described below until the wail ends.</p> <p style="margin-left: 20px"> Animals that fail their saving throw become frightened and act as if affected by a <em>suggestion</em> 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 animal tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit.</p> <p style="margin-left: 20px"> Humanoids that fail their saving throw become unnerved, gaining disadvantage on Dexterity, Intelligence, Wisdom and Charisma ability checks. Whenever it takes damage, the humanoid can repeat the saving throw, ending the unnerving effect on a success. Any effect that removes the frightened condition also removes the unnerving effect.</p> <p style="margin-left: 20px"> 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 style="margin-left: 20px"> 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 the wails of pine kindred with more Hit Dice, such as the shrieking wails of standard <strong><a href="https://enworld.org/index.php?posts/8463640" target="_blank">Pine Kindred</a></strong> and <strong><a href="https://enworld.org/index.php?posts/8463645" target="_blank">Thanes</a></strong>.</p><p></p><p>In 3E there are three levels of fear (shaken, frightened, and panicked) but 5E doesn't use such fine divisions in its conditions, so we'd have to homebrew a rule if we want resin-hounds' baying to invoke a lesser grade of <strong><a href="https://www.5esrd.com/gamemastering/conditions/#Frightened" target="_blank">frightened</a></strong>.</p><p></p><p>Come to think of it, I forgot to mention the frightened condition in the <em><strong>Shrieking Wail</strong></em> of the regular <strong><a href="https://enworld.org/index.php?posts/8463640" target="_blank">Pine Kindred</a></strong>. I'll add that in, as follows:</p><p></p><p style="margin-left: 20px"><em><strong>Shrieking Wail.</strong></em> The pine kindred howls a terrifying dirge. Every humanoid and giant within within 300 feet of the pine kindred that can hear the wail must succeed on a DC 10 Wisdom saving throw or be frightened until the wail ends and compelled to flee in panic; acting as if they had failed a save against a <em>suggestion</em> spell telling them to "run in terror". The kindred must take a multiattack action on its subsequent turns to continue wailing but can stop wailing at any time. The wail ends if the kindred is incapacitated. While affected by the wail, a target ignores the wails of other pine kindred. If the target is within 300 feet of the kindred, the target must move on its turn away from the kindred 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. 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. If the saving throw is successful, the <em>suggestion</em> effect ends on it. The <em>suggestion</em> also ends if the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing kindred). A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the kindred they saved against, but can be affected by the shrieking wails of pine kindred with more Hit Dice, such as Thanes or Jarls.</p><p></p><p>With slight modifications to the <strong><a href="https://enworld.org/index.php?posts/8463645" target="_blank">Thanes</a></strong> and <strong><a href="https://enworld.org/index.php?posts/8463658" target="_blank">Jarls</a></strong> versions the wail.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8701254, member: 57383"] Incidentally, I've done some work on the [B][URL='https://enworld.org/index.php?posts/8475648']Tree-Vargr Pine Kindred[/URL][/B] and posted the result in the Enworld version. The [COLOR=blue][B]Blue[/B][/COLOR] section is the bit I'm pretty happy with. Any feedback? I've yet to decide what to do with its Wail attack to distinguish it from other Pine Kindred. How about the Tree-Vargr's wail causing panic in animals, humanoids and giants? Hmm, that makes me think I should modify the [B][URL='https://enworld.org/index.php?posts/8463735']Resin-Hound[/URL][/B] so its wail only panics animals and either does not affect or only unnerves humanoids or giants. Perhaps like so: [INDENT][I][B]Howling 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 and humanoid within 300 feet of the resin-hound that can hear the wail must succeed on a DC 8 Wisdom saving throw or be affected as described below until the wail ends.[/INDENT] [INDENT] Animals that fail their saving throw become 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 animal tries to circumvent opportunity attacks and obvious damaging terrain, such as lava or a pit.[/INDENT] [INDENT] Humanoids that fail their saving throw become unnerved, gaining disadvantage on Dexterity, Intelligence, Wisdom and Charisma ability checks. Whenever it takes damage, the humanoid can repeat the saving throw, ending the unnerving effect on a success. Any effect that removes the frightened condition also removes the unnerving effect.[/INDENT] [INDENT] 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.[/INDENT] [INDENT] 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 the wails of pine kindred with more Hit Dice, such as the shrieking wails of standard [B][URL='https://enworld.org/index.php?posts/8463640']Pine Kindred[/URL][/B] and [B][URL='https://enworld.org/index.php?posts/8463645']Thanes[/URL][/B].[/INDENT] In 3E there are three levels of fear (shaken, frightened, and panicked) but 5E doesn't use such fine divisions in its conditions, so we'd have to homebrew a rule if we want resin-hounds' baying to invoke a lesser grade of [B][URL='https://www.5esrd.com/gamemastering/conditions/#Frightened']frightened[/URL][/B]. Come to think of it, I forgot to mention the frightened condition in the [I][B]Shrieking Wail[/B][/I] of the regular [B][URL='https://enworld.org/index.php?posts/8463640']Pine Kindred[/URL][/B]. I'll add that in, as follows: [INDENT][I][B]Shrieking Wail.[/B][/I] The pine kindred howls a terrifying dirge. Every humanoid and giant within within 300 feet of the pine kindred that can hear the wail must succeed on a DC 10 Wisdom saving throw or be frightened until the wail ends and compelled to flee in panic; acting as if they had failed a save against a [I]suggestion[/I] spell telling them to "run in terror". The kindred must take a multiattack action on its subsequent turns to continue wailing but can stop wailing at any time. The wail ends if the kindred is incapacitated. While affected by the wail, a target ignores the wails of other pine kindred. If the target is within 300 feet of the kindred, the target must move on its turn away from the kindred 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. 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. If the saving throw is successful, the [I]suggestion[/I] effect ends on it. The [I]suggestion[/I] also ends if the target stops hearing the wail or flees outside ear shot (i.e. more than 300 feet away from the wailing kindred). A target who successfully saves is immune to the wails of any pine kindred with the same or fewer Hit Dice as the kindred they saved against, but can be affected by the shrieking wails of pine kindred with more Hit Dice, such as Thanes or Jarls.[/INDENT] With slight modifications to the [B][URL='https://enworld.org/index.php?posts/8463645']Thanes[/URL][/B] and [B][URL='https://enworld.org/index.php?posts/8463658']Jarls[/URL][/B] versions the wail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
Top