I am currently using Odyssey of the Dragonlords as a skeleton for my Clash of the Titans campaign – a science-fantasy Greco-Roman camping set in the distant future of Earth. For those that are not familiar with Dragonlords, the campaign is split into two parts. Part 1 is level 1 to 14 and part two is 14 to 20. Part two deals with becoming the new gods of Olympus. However, one of the scenarios is dealing with a minotaur lord in a treehouse. Something level 14 characters will just roll over and really doesn’t feel epic. So I replaced it with Broodmother Skyfortress and converted it over to 5e. For those familiar with Broodmother Skyfortress I decided that the skyfortress was Olympus, the wretches were Olympian worshipping mongrelmen lead by the skyqueen – the last priestess of Zeus who is a mongralman but all her mutations are hidden so appears as a perfectly beautiful human woman, awaiting the return of Zeus and the Olympians, the spider’s poison severed divine connections and the Skyking was Zeus and the broodgiants were god-killing fiends.
Here are the broodfiends I used, which were great fun to play and a great challenge to the group:
- Swordmaniac (the party named macheteboi).
- Vomitboy (the party, surprisingly, named him vomitboi).
- The Runt (the party named him “Runt Runt” as he said that everytime he cast a spell).
- Chinmonster (the party named Road Hog).
- The Terrible Twins (the party, surprisingly, named him vomitboi).
- The Mad Maiden (ditto, party named her the Mad Maiden).
- The Broodmother (which the party nicknamed “Godkilla”)
All the broodfiends, except the broodmother, used the same base template and I just added the following modifications to this template to customize them. But over the three sessions, some of the broodfiends started taking on personalities of their own as they interacted with the PCs and so some of them received more customised statblock – linked above.
Huge fiend (demon, aberration), chaotic evil
AC 19; HP 300; Speed 60 ft.
STR +8, DEX +8, CON +13, INT -2, WIS +10, CHA -4, +6
Resistances Cold; -1 on all and each damage die rolls
Immunities Fire, Poison; Poisoned
Senses darkvision 60 ft.
Languages Infernal, Giant; CR 20 (25,000 XP)
- Magic Resistance. Broodfiend has advantage on saving throws against spells and other magical effects.
- Magic Weapons. Broodfiend’s weapon attacks are magical.
- Siege Monster. Broodfiend’s do double damage to objects and ignore damage thresholds.
- Trampling Charge. If the broodfiend moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a STR saving throw or be knocked prone. If the target is prone, the broodfiend can make one stomp attack against it as a bonus action.
- The broodfiends have a morale rating of 10. When they are first hit, are reduced to half hit points, if an ally is kill and each time they take a critical hit roll 2d6. On an 11 and 12 the broodfiend flees.
- Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a CON saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Smash!Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
- Rock. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
- Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 8) bludgeoning damage.
Bucking Bronco. Whenever the broodfiend is in melee with more than one opponent or is flanked, all creatures within 10 ft. must make a DEX saving throw or take 23 (3d10 + 8) bludgeoning damage.
May use any available action and also move up to 30 feet as part of that action.
Individualised (“Footnote”) Broodfiends
- Acid Breath (1/Week).Vomitboy throws up acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
- A spell that cures disease turns Vomitboy into an ally, though he will not turn on the broodmother.
- Timer (1d4). Vomits but only for 7d8.
Road Hog (Chainmonster)
- Anchor-Whip.Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 24 (3d10 + 8) slashing/piercing damage. The target is grappled (escape DC 19) if chaingiant isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 24 (3d10 + 8) piercing damage at the start of each of its turns.
- Timer (1d4). Anyone grappled gets smashed to the ground like a ragdoll and flung 1d20*10 feet away (potentially over the edge of the skyfortress).
- Tactics. Smart enough to focus on spellcasters after hit by a spell.
The Terrible Twins
- Fist for a head and two heads for arms.
- Two giants in one, doubling all actions.
- HP 600.
- Two Heads.TT has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
- Wakeful. When one of TT’s heads is asleep, its other head is awake.
- If the terrible twins move at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a STR saving throw or be pushed up to 3d10 feet away and knocked prone. When it hits a solid surface, the target takes and additional 1d6 bludgeoning damage per 10 feet travelled.
- Charge. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage.
- Timer (1d4). Stomp a target, if knocked prone and pin attack.
Though my original design intention was to have these as individual fights, due to a random dice roll the first encounter with the broodfiends involved five of them which worked out well as each broodfiend ended up mimicking an NPC party that was appropriately dangerous to the PCs.