Pathfinder – D&D Combat Puzzle for your Game – The Adaptor
Hello there adventurers! Great news, Wally DM and Dungeon Dad have teamed up to present two Combat Puzzles that you can use in your #DnD, Pathfinder or RPG Game. Featured on the Wally DM channel is the Puzzle of the Adaptor. Today I will share with you the YouTube video so that you can see this puzzle in action as well as the Stat block that was created by Dungeon Dad! A piece of history for you, the Adaptor was an original monster in the Dungeons & Dragons Master Rulebook in the original BECMI set of the 1980s.
Our adventurers have found the item that they have spent the entire campaign looking for. But, it is protected by a strange being that absorbs and becomes immune to their attacks. Will they defeat the Adaptor and claim their prize or will they fail to realize how to manipulate damge and find themselves falling to the blade it wields?
D&D Combat Puzzle – The Adaptor
The Adaptor – 5E Monster Statblock
Medium humanoid, chaotic neutral
Armor Class – 18 (plate)
Hit Points – 74 (10d8 + 30)
Speed – 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 14 (+2)
WIS 11 (+0)
CHA 18 (+4)
Saves DEX +5, WIS +3
Senses darkvision 60 ft., passive Perception 13
Challenge 6 (2,300 XP)
Whenever the adaptor takes damage, it gains resistance to that type of damage for 1 minute. If the adaptor takes damage from a type of damage it has resistance to, it gains immunity to that type of damage for until the end of its next turn.
The adaptor is immune to any spell or effect that would alter its form.
The adaptor’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: absorb elements, detect magic
2/day each: branding smite, searing smite, thunderous smite, wrathful smite
The adaptor makes two weapon attacks and uses its energy purge.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage.
The adaptor unleashes a wave of energy 30 feet in all directions, centred on it. All creatures within the area take 17 (4d6 + 3) damage, or half as much on a successful DC 15 Dexterity saving throw. The damage type is the same as the last type of damage the adaptor has taken. The adaptor can only use this action if it has taken damage in the past 24 hours.
The adaptor adds 3 to its AC against one melee attack that would hit it. To do so the adaptor must see the attacker and be wielding a melee weapon.
The adaptor prevents itself from moving to a different plane until the start of its next turn.
That is all I have for you. I hope you enjoyed this D&D Combat Puzzle. If you would like one more collaboration between Dungeon Dad and Wally DM, be sure to check out the D&D Water Puzzle over on the Dungeon Dad Channel!
Stalking Catfish D&D Puzzle
On to the Next!