Mind-Bats, Giant Pill Bugs, Giant Ape Myrmidon, Eyes of Shaggath-Ka, and Worm Soldiers!
I am adapting B/X creatures from Operation Unfathomable! and Odious Uplands!, by Jason Sholtis.
In converting statblocks to 5e, I have relied on three tools: Open5e, Flee, Mortals!, and Forge of Foes.
Mind-Bats
Mind-bats stun prey with a focused beam of mental energy. This attack causes both the creature’s brain and that of the intended victim to momentarily glow a bright green. Mind-Bats also use this ability as a psychic analogue to echolocation and can detect active nervous systems from a distance of 100 feet. Wicked serrated claws serve as defensive weapons and to scoop up fallen prey for leisurely consumption back at their lairs in lofty underworld grottoes.
Medium creature
AC 12 HP 22 (4d8+1) Speed 5', fly 40'
STR +2 DEX +1 CON +1 INT 0 WIS 0 CHA 0
Condition Immunity: Blinded
Senses: Psycholocation (detects nervous systems, 100' range), passive Perception 10
ACTIONS
Saber-Claws. +4 to hit, _Hit:_ 8 (1d12 + 2) slashing damage.
Psychic Stun. INT 12 Save or stunned and prone for 1d4-1 rounds.
Giant Pill Bugs
Giant pill bugs are simple scavengers, but they can weigh the numbers in any given encounter and attack or flee accordingly.
Medium Beast
AC 14 (16 in ball) HP 5 (1d8) Speed 30' (45' when rolling)
STR +2 DEX +1 CON +1 INT -3 WIS 0 CHA -2
Senses: passive Perception 10
ACTIONS
Bite. +4 to hit, 5 (1d6 + 2) piercing damage.
Rolling Attack. +4 to hit, 8 (1d12 + 1) crushing damage to target in a 45' line. STR 12 Save or prone.
Ootherion, Ape Myrmidon
A huge carnivorous ape from an ancient Grecian intelligent carnivorous ape society. Talks like Brian Blessed.
- Set sail from Samos, a prominent city-state in his native dimension, and blundered into an interdimensional maelstrom.
- Has settled into a new career as hired tough guy for a series of Underworld potentates and Chaos godlings.
- In his travels, Ootherion acquired an only moderately inaccurate map of the Underworld, marked with a route plotted for the possible location of the Grand Pleasure Dome of the slugmen, his final destination.
- He has no idea that the “overworld” exists as it just hasn’t yet come up in his dealings with Underworlders.
- Hair-trigger sense of personal honor never misses a slight and never lets a challenge go unanswered.
- He would love to perform one of the epic poems of his culture to any who might indulge him: it’s four hours of rhythmic fist-pounding and chanting in High Apish.
Large creature
AC 16 (bronze breastplate and helmet) HP 130 (20d8+40) Speed 30', climb 30'
STR +4 DEX +2 CON +2 INT +1 WIS +2 CHA 0
Saving Throws: Dex +5, Wis +5
Skills: Perception +5
Senses: passive Perception 15
Languages: Undercommon, High Apish
ACTIONS
Multiattack. 3 attacks.
Ape Bronze Sword. +7 to hit, reach 10 ft., 17 (3d8 + 4) damage.
The Eyes of Shaggath-Ka
The Eyes of Shaggath-Ka act as advance reconnaissance for the Worm Sultan's army, reporting their perceptions via an innate telepathic ability. They depend upon flight, speed, and their ocular flash to avoid enemy aggression. Ingesting an Eye’s cerebrospinal fluid will induce a rush of mental images gathered by the creature in the past twenty-four hours that can yield insights into the lay of the land, activities of denizens, etc. This action will also telepathically inform Shaggath-Ka of the drinker’s mind and whereabouts.
Small creature
AC 14 HP 2 (1d4) Speed 15', fly 40'
STR -2 DEX +2 CON 0 INT 0 WIS +3 CHA -3
Senses: passive Perception 14
Telepathic
ACTIONS
Wing Buffet. +3 to hit, 4 (1d6 + 1) damage.
Blinding Flash. DEX 12 Save or blinded for 1 round.
Worm Soldiers
The inexhaustible cannon fodder of Shaggath-Ka, worm soldiers gnash their mandibles and froth menacingly with barely contained battle lust.
Medium creature
AC 14 HP 19 (2d8) Speed 30' (35' if activated by an Eye of Shaggath-Ka)
STR +2 DEX -1 CON +1 INT 0 WIS +1 CHA 0
Skills: Athletics +4
Senses: darkvision 60', passive Perception 10
Languages: Undercommon, Wormtongue
Shieldwall. The worm soldier gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wield- ing a shield, and isn’t incapacitated or prone. To benefit from this trait, the worm soldier must be wielding a shield.
Unshakeable Morale. Once set to a task by their master or his high priests, worm soldiers sacrifice their lives toward these ends without the slightest hesitation.
ACTIONS
Javelin. +4 to hit, range 30/120', (1d6 + 2) piercing damage.
Burning Javelin (2 each). 60' range. Every creature in a 5' line must make a DEX 13 Save or take (2d4) fire damage.
Exploding Javelin (1 each). 60' range. Every creature in a 5' line must make a CON 13 Save or take (2d6) thunder damage + knocked prone + deafened for 1 minutes (save ends at end of each turn). Success takes half damage.
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