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! I've never been compelled to use a 2e Planescape monster, but this one works for what we are doing in G3 I think. It's like the drow worshipping the elder elemental evil type stuff have caused problems/caught the attention of this thing.
- 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...
- Intelligence: Low to average (7-10) (((doesn't talk, but understands common))).
- Hit Dice: 11+6 --->>88+6 max HP for 2e, so in 5e terms probably stay around that 100-150HP range.
- Movement: 12 for 2e, that means speed 60 ft. for 5e. VERY fast.
- Damage/Attack: (3 attacks) 1d8/1d8/1d12 for 2e, so add +5 for each for 5e.
- And for 5e, I think allow it to do these attacks AND the super AoE attacks ... almost every round instead of every 3 rounds. Need to do some math to be sure though... maybe every 3 rounds is better (But TELL the party??? Or do the visual description... all four of its eyes are lit up, BAM, a major AoE attack, now only one eye is lit up, next round 2 eyes light up, once four are lit up again, BLAM!) .
- 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. (((In 5e Terms, it'd just last a day)))
- 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. (((In 5e terms.... OMG this is scary as hell. Good thing party has some wish ring stuff.)))
- 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 Extras I might add for our 5e campaign -
- maybe it can go into a hole in one spot and teleport to anywhere nearby and reappear... making a new hole. OUCH. So maybe that makes it seem gone for half a round or something? Think of it like 5e Lair Actions or something, in which case it is skipping the turn of one or two goodguys and then appearing in backlines to do dmg on casters.
- Head or body changes
- it's head might change to be the head of a dragon for a split second when doing certain elemental attacks
- head might be more like an UNDEAD(?? or is that spacey enough) for a split second when doing a Negative Energy attack. How about... Black Void like a blackhole??
- head might be like a beholder (it already looks like one) when...
- head split second like a fish-sea-serpent-whale when water and salt attack
- head split sec like a ... volcano(????) when doing ash, dust, smoke, steam............ maybe something better, but what..........
- If it hits with a claw, maybe it gets an auto-bite and doesn't have to roll to hit for bite? Or maybe if it hits with 1st or 2nd attack, it auto hits on just one more attack. If MISS MISS then HIT I'm rolling for 3rd attack, that's it... it'll either hit with 3rd attack or not.
- 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.... - Since it is about entropy, I think a RANDOM save stat roll is appropriate for each big AoE attack. So it could be anything if I do it this way... might be Int, might be Dex, might be Con. Is that cooler/funner?






















