Conversions for the Eyes of At'ar
Monster/NPC conversions for the adventure, "Eyes of At'ar," in Forgotten Realms: Adventures in Faerun.
From Monsters and More:
- Commoner
- Assassin
- Bandit
- Bandit Captain
Advantage on attacks against a Creature in melee of an ally engaged with it.
- •Warhammer (2x).2d10+3.
Push 2.
- •Heavy Crossbow (2x).2d10+2.
(Range 16)
This is a generic block and can be either Small or Medium.
Can choose to appear as a Large or Medium biped when first seen.
Can exchange up to 6 Move for Jump of equal amount.
- •Assaulting Claw (2x).2d8+5 Psychic.
(ignores Defense) and Poisoned (magical healing ends).
- •Corrupting Touch.
(A Creature Poisoned by Assaulting Claws) DC13 WIS save or 3d8+20 Psychic and Dazed for 1 minute (magical healing ends), half damage only on save.
Treat attacks against you that roll 2 as a miss.
- •Dipped Dagger (3x).2d8+3 Poison.
(Reach 4) Crits on a 7 or 8.
- •Blinding Flash (1 use).
(Range 8, 4x4 Area) DC14 DEX save or 3d8 and Blinded, half damage only on save.
- •Hold Person (1 use).
(Range 8) DC14 WIL save or Restrained (Escape DC14)
This is a generic block and can be either Small or Medium.
Advantage on saves VS magical effects and spells. Gains Resistance to attacks from Creature's it has Poisoned.
- •Dread Stinger.3d6 (Vicious) Poison.
On Damage: Poisoned (magical healing ends)
- •Mindwarp Ray.2d6+2 Psychic.
(ignores Defense), Poisoned until the start of the phaerimm's next Turn.
- •Synaptic Static (1 use).
(Range 6, 6x6 Area) DC15 INT save or 3d6+20 Psychic and Poisoned until the start of the phaerimm's next Turn, half damage only on save. A Creature that fails the save has their Concentration broken.