G3, third level, mostly clear. Room 8 and room 15(?).
Wand of viscous globs… used the 5e version. Will only last an hour… sunlight (sunsword) will destroy in one hour. Kid beat me to it, used dimension door. Smart.
Killed 8, aka half the drow with a level 8 spell. Rest of drow retreated.
Then uncovered… the Entrope (2e monster). For next time!
- https://adnd2e.fandom.com/wiki/Entrope
- https://www.completecompendium.com/appendix/entrope/
- Some 2e stats below... so think of them in 2e terms and convert.
- For 5e conversion: I'm going to add 1 die to each super attack AoE thing... hell maybe I should add two, but we'll see.
- For 5e conversion: Maybe add a +5 per melee dmg.
- WHAT ELSE
- 2e stats below, as I was saying...
- Hit Dice: 11+6 --->>88+6 max, so in 5e terms probably stay around that 100-150HP area.
- XP Value: 10,000 for 2e, (that means dangerous at medium to even medium high levels maybe even in 5e).
- Dangerous tone right off the bat in description- There are holes throughout the multiverse. Call them conduits, portals or any other name, they're still holes. The Inner Planes are no exception. In fact, these planes in particular are full of tiny leaks where bits of one element seep into another plane. Some graybeards theorize that one day, in the far distant reaches of the future, the borders of the Elemental Planes will completely break down and all the elements will combine. Such a thing could signal the end of the multiverse, if it's true.
- Combat: Because the entrope can literally break down the fabric of reality, it's nothing to fool around with. Anywhere within the Inner Planes, the beast can “eat” through elermental borders, creating a small, temporary hole in space leading to any other Inner Plane. The rent results in a mass of the foreign element bursting into the plane with great power. While the entrope itself isn't harmed by this action, anyone within 25 feet is subject to the elemental explosion. The results depend on which plane the hole leads to (a decision made by the entrope):
- Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, inflicting 3d10 points of impact damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet; they're also stunned for 1 round afterward.
- Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of impact damage (save versus breath weapons for half). What's more, all victims must save versus poison or cough and choke for 1d6 rounds, incapacitated.
- Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, inflicting 8d6 points of damage (save versus breath weapon for half).
- Ice, Magma: Energy (along with varying amounts of matter) erupts through the tear, inflicting 6d6 points of heat or cold damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet.
- Negative Energy: This hole sucks the life energy from all victims, draining one experience level from each.
- Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage (save versus breath weapon for half) on victims and requires them to make a save versus death magic to avoid being pulled into the plane of Vacuum before the hole closes.
- The entrope can open these holes once every three rounds. The rest of the time, it defends itself with two huge claws (1d8 points of damage each) and a gigantic tooth-filled maw (1d12 points of damage).
- The strange creature is also immune to the effects of all elements, even ignoring impact damage from thrown boulders or similar attacks. Graybeards know of only two ways to harm an entropy[entrope they meant]: strike it with a magical weapon of +2 or greater enchantment, or subject it to nonelemental-based spells such as cause light wounds, magic missile, and so on.
- ok
- So in 5e Terms - can say arcane type dmg would work, like magic missile or eldrich blast. I might still stick to +2 magic weapons or greater, since the party has SOME of those.
- NOPE, they mention Radiant.
Would RADIANT dmg count... that'd make the sunsword yet another counter to something so... not sure it should count. Think about it though. Radiant spells aren't super common, the warlock has them and has eldrich blast. Maybe that'd be OK since only Sunbeam would work for Druid....









