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5E: Fifth Edition Monster Variants Inspired by Fourth Edition Sources
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<blockquote data-quote="Cleon" data-source="post: 9051044" data-attributes="member: 57383"><p>Agreed.</p><p></p><p>So are we adding a special effect to the <em><strong>Chaos Staff</strong></em>?</p><p></p><p>The original Derro's <em><strong>Scourge</strong></em> automatically gave the target penalties on their attack rolls:</p><p></p><p></p><p></p><p>One option is to just treat the Scourge as a melee version of its Bolts:</p><p></p><p style="margin-left: 20px"><em><strong>Chaos Staff #2.</strong> Melee Spell Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Constitution saving throw. If they fail, the target suffers a special effect that depends on the bolt's damage type:</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><em>Necrotic Damage:</em> Target can't regain hit points until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Poison Damage:</em> Target is poisoned until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Cold Damage:</em> Target's speed is reduced by 10 feet until the start of the chaos savant's next turn.</li> <li data-xf-list-type="ul"><em>Lightning Damage:</em> Target can't take reactions until the start of the target's next turn.</li> </ul><p></p><p>Or we could mix it up a bit and make it:</p><p></p><p style="margin-left: 20px"><em><strong>Chaos Staff #3.</strong> Melee Spell Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Charisma saving throw. If they fail, the target has disadvantage on Intelligence and Wisdom ability checks and Attack Rolls until the start of the chaos savant's next turn.</p><p></p><p>Which is meant to be closer to the original.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9051044, member: 57383"] Agreed. So are we adding a special effect to the [I][B]Chaos Staff[/B][/I]? The original Derro's [I][B]Scourge[/B][/I] automatically gave the target penalties on their attack rolls: One option is to just treat the Scourge as a melee version of its Bolts: [INDENT][I][B]Chaos Staff #2.[/B] Melee Spell Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Constitution saving throw. If they fail, the target suffers a special effect that depends on the bolt's damage type:[/INDENT] [INDENT][LIST] [*][I]Necrotic Damage:[/I] Target can't regain hit points until the start of the chaos savant's next turn. [*][I]Poison Damage:[/I] Target is poisoned until the start of the chaos savant's next turn. [*][I]Cold Damage:[/I] Target's speed is reduced by 10 feet until the start of the chaos savant's next turn. [*][I]Lightning Damage:[/I] Target can't take reactions until the start of the target's next turn. [/LIST][/INDENT] Or we could mix it up a bit and make it: [INDENT][I][B]Chaos Staff #3.[/B] Melee Spell Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Charisma saving throw. If they fail, the target has disadvantage on Intelligence and Wisdom ability checks and Attack Rolls until the start of the chaos savant's next turn.[/INDENT] Which is meant to be closer to the original. [/QUOTE]
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