Converting Rules Cyclopedia Monsters to 5E

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Re: Converting Rules Cyclopedia Monsters to 5E

Postby RobJN » Tue May 30, 2017 11:41 am

Havard wrote:Awesome! Gotta love the Gremlins.

I have made them dark Fey IMC, but there is no particular canical argument for that I think :)

-Havard

I always likened them to the Nighmare DImensional reflection of gnomes.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Wed May 31, 2017 7:19 pm

Havard wrote:Awesome! Gotta love the Gremlins.

I have made them dark Fey IMC, but there is no particular canical argument for that I think :)

-Havard

It's quite interesting that you say that because I was this close (*holding thumb and finger barely apart from each other*) to making them Fey. The only thing that stopped me was the info in PC2(?) Top Ballista that suggests they were created by some chaotic being.

In my mind though, they seem perfectly fit for the chaotic fey mold.

RobJN wrote:I always likened them to the Nighmare DImensional reflection of gnomes.

That's a real good approach too! It makes a lot of sense, and in fact, could be connected to the info found in Top Ballista.

There will certainly be an encounter with gremlins in my game in the near future!
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Mon Jun 05, 2017 12:40 am

HELION
Large elemental, lawful good
---------------------------------------------------------------------------
Armour Class 15 (natural armour)
Hit Points 49 (9d10)
Speed 30 ft., fly 60 ft. (hover)
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Saving Throws Int +5, Wis +5
Skills History +5, Persuasion +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire; poison
Condition Immunities exhaustion; paralyzed; petrified; poisoned; prone
Senses darkvision 60 ft., passive Perception 13
Languages Ignan, plus up to three other languages
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

Fire Aura. At the start of each of the helion's turns, each creature within 5 feet of it, or inside its fire ring, takes 5 (1d10) fire damage. Flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the helion or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Magic Resistance. The helion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The helion's spellcasting ability is Intelligence (spell save DC 13). The helion can innately cast the following spells, requiring no material components:

At will: see invisibility
3/day each: detect magic, dispel magic 1/day: wall of fire

---------------------------------------------------------------------------
ACTIONS
Fire Ring. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage, plus 5 (1d10) fire damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the helion cannot fire ring another target.
Last edited by Hugin on Sun Dec 10, 2017 5:59 am, edited 1 time in total.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Tue Jun 13, 2017 3:30 am

Update: I have encountered a few obstacles lately. The big one being the time lost to work on this as we moved our offices this past week. So much work, energy, and time, but so worth it.

The next one is more of a puzzling quandary. I am at the Horde in the RC (and have been for quite some time as posted previously done conversions) and am really not sure how to handle this creature. I obviously don't want to do a dozen versions, as in the RC. I'm thinking (after quite a long while now) about perhaps doing 3 versions - one for each size; small, medium, large. Let me know if this sounds like a decent plan or if you have any others.

The final 'obstacle' isn't really an obstacle, but has still used up some of my efforts. The next creature after Horde for me would actually be horses, as in the various Mystara breeds of horses. I know they aren't in the RC since I homebrewed them, but I really want to convert them over to 5E from 3.5E. I think I'll make a new thread for them though now that I think about it.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby stebehil » Tue Jun 13, 2017 7:14 am

The horde is indeed a bit challenging. I think building stat blocks for size categories is probably the way to go. Maybe hd ranges are called for? I´m not sure how good hd ranges work in 5e. Perhaps like that: small 3-4 hd, medium 5-7 hd, large 8-15 hd, huge 16+ hd. The size categories given in the 5e rules are a bit vague, and are only defined in terms of what space a creature needs in combat, rather than true sizes. The largest horde creatures could even be seen as gargantuan. Looking into a 2nd ed monster manual for reference, the purple worm is given as gargantuan, with a length of 25 feet, while a giant bloodworm is "only" huge at 20 feet, so the largest horde creatures might just be gargantuan.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Tue Jun 13, 2017 10:26 pm

Thanks for the input, stebehil! I'm going to do an entry for each size category (somewhat in the manner that dragons are done), and play around with HD ranges within each entry - maybe I can get that to work.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Sun Nov 26, 2017 5:09 am

HORDE, MEDIUM
Medium aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells as a bonus action, requiring no components:
At will: detect thoughts, telekinesis

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) bludgeoning damage.


HORDE, LARGE
Large aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 85 (10d10 + 30)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells as a bonus action, requiring no components:
At will: detect thoughts, telekinesis

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 4) bludgeoning damage.


HORDE, HUGE
Huge aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 17 (natural armour)
Hit Points 157 (15d12 + 60)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Vulnerabilities fire
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed, stunned, unconscious
Senses passive Perception 10
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)
---------------------------------------------------------------------------

Disposable Bodies. The horde has disadvantage on any saving throw it must make.

Innate Spellcasting. The horde's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells as a bonus action, requiring no components:
At will: detect thoughts, telekinesis

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 25 (3d12 + 6) bludgeoning damage.


Notes: Remember that many of these creature bodies make up a single Horde being. The Rules Cyclopedia states that "one horde life force can control up to 10,000 Hit Dice of bodies". I would suggest reducing that down to perhaps 1,000 for 5E. The horde life force will not die until every one of its bodies are destroyed.
The original RC Horde entry has its HD ranging from 3, all the way through to 21, representing one foot in length for each HD. I decided to simply create three versions, one for each size category - the variations in hit points (either through rolling or assigning) can represent the variations in size within each category.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Coronoides » Tue Nov 28, 2017 8:52 am

Hi,

I’m stating out gargantua for Council of Wryms and Oriental Adventures in another thread. While the Mystara one are a little different we could look to each other for inspiration.

viewtopic.php?f=81&t=18919
Need to convert races to D&D 5e? Check out my mathematical analysis of canon races and design rules: https://rpggeek.com/filepage/120857/rev ... system-opt and excel sheet https://rpggeek.com/filepage/120858/exc ... on-article

Conversion & Review of Council of Wryms including dragon PCs compatible with other 5e settings (at level 5+). DRAFT: https://www.dropbox.com/s/kkanqpayp4v3t ... 8.pdf?dl=0
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Wed Nov 29, 2017 1:35 am

Coronoides wrote:Hi,

I’m stating out gargantua for Council of Wryms and Oriental Adventures in another thread. While the Mystara one are a little different we could look to each other for inspiration.

viewtopic.php?f=81&t=18919

Absolutely!

I ended up skipping two of the Gargantua creatures since I didn't feel like I would do them justice given the limited experience I had at conversions at the time. Hopefully see you go through yours will help with that.

And as an update, I'm nearly finished my Mystaran Horses in 5E!
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Wed Dec 06, 2017 3:21 am

HSIAO (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 33 (6d10)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Saving Throws Wis +5, Cha +4
Skills Stealth +3, Nature +2, Insight +5, Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sylvan
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Spellcasting. The hsiao is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The hsiao has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, spare the dying
1st level (4 slots): detect poison and disease, guiding bolt, healing word, sanctuary
2nd level (3 slots): aid, calm emotions, silence

Wing Flurry. When the hsiao attacks with its beak or claws, it can replace that attack with a special melee attack to shove a creature, either to knock it prone or push it away. The target must be medium size or smaller and it must be within 10 feet of the hsiao. The hsiao makes a Strength (Athletics) check with advantage contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the hsiao wins the contest, it either knocks the target prone or pushes it away 5 feet from it.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The hsiao makes two attacks: one with its beak and one with its claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d12 + 2) piercing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.


HSIAO CURATE (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 15 (natural armour)
Hit Points 78 (12d10 + 12)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Saving Throws Wis +6, Cha +4
Skills Stealth +3, Nature +2, Insight +6, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Sylvan
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

Spellcasting. The hsiao is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The hsiao has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, spare the dying
1st level (4 slots): detect poison and disease, guiding bolt, healing word, sanctuary
2nd level (3 slots): aid, calm emotions, silence
3rd level (3 slots): dispel magic, remove curse, spirit guardians
4th level (1 slot): guardian of faith

Wing Flurry. When the hsiao attacks with its beak or claws, it can replace that attack with a special melee attack to shove a creature, either to knock it prone or push it away. The target must be medium size or smaller and it must be within 10 feet of the hsiao. The hsiao makes a Strength (Athletics) check with advantage contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the hsiao wins the contest, it either knocks the target prone or pushes it away 5 feet from it.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The hsiao makes two attacks: one with its beak and one with its claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d12 + 2) piercing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.


HSIAO ELDER (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 169 (26d10 + 26)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Saving Throws Int +5, Wis +9, Cha +7
Skills Stealth +5, Nature +5, Insight +9, Perception +9
Senses darkvision 120 ft., passive Perception 19
Languages Sylvan
Challenge 9 (5,000 XP)
---------------------------------------------------------------------------

Spellcasting. The hsiao is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The hsiao has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying
1st level (4 slots): detect poison and disease, guiding bolt, healing word, sanctuary
2nd level (3 slots): aid, calm emotions, locate object, silence
3rd level (3 slots): dispel magic, remove curse, spirit guardians
4th level (3 slots): guardian of faith, locate creature
5th level (2 slots): flame strike, legend lore
6th level (1 slot): true seeing
7th level (1 slot): etherealness

Wing Flurry. When the hsiao attacks with its beak or claws, it can replace that attack with a special melee attack to shove a creature, either to knock it prone or push it away. The target must be medium size or smaller and it must be within 10 feet of the hsiao. The hsiao makes a Strength (Athletics) check with advantage contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If the hsiao wins the contest, it either knocks the target prone or pushes it away 5 feet from it.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The hsiao makes two attacks: one with its beak and one with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d12 + 2) piercing damage.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Coronoides » Wed Dec 06, 2017 7:39 am

Shouldn’t that be Beast or Fey rather than humanoid?
Anyway, I had no idea these existed. Talking owls as a PC race would be perfect for my Green Isles British Fairy tales setting too.
Need to convert races to D&D 5e? Check out my mathematical analysis of canon races and design rules: https://rpggeek.com/filepage/120857/rev ... system-opt and excel sheet https://rpggeek.com/filepage/120858/exc ... on-article

Conversion & Review of Council of Wryms including dragon PCs compatible with other 5e settings (at level 5+). DRAFT: https://www.dropbox.com/s/kkanqpayp4v3t ... 8.pdf?dl=0
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Thu Dec 07, 2017 12:41 am

Coronoides wrote:Shouldn’t that be Beast or Fey rather than humanoid?
Anyway, I had no idea these existed. Talking owls as a PC race would be perfect for my Green Isles British Fairy tales setting too.

These can always be tough calls but I do my best to apply the 5E descriptions as much as possible. Plus, a person can always change it to their preferences.

That said, I'd rule out beasts as this type is nonhumanoid, generally unitelligent, and lack society and language. None of those describe the hsiao.

Fey was a certainly a consideration due to the woodland habitat, but to me they lack any of the more common aspects of the type - that being things like Feywild origins, magic resistance, innate spellcasting, invisibility, near-agelessness, etc.. Not that fey have all of these but they almost always have at least one of them, and hsiao have none. Fey are "magical creatures" and the hsiao are spellcasters, not "magical", and that leads me into the next type choice...

Humanoids have language and culture (check and check), few if any innate magical abilities (none, so check), but they can learn spellcasting (check), and have a bipedal form (check). And there you have how I came to the choice that I did, but like I said, change to suit as desired.

I've never used them myself, but I really want to change that soon. My hope is that the PCs come to realize that the hsiao can be allies and have some good roleplaying moments with them. I specifically designed them to be a decent challenge if needed, but also to be very good aids, both in helping the woodlands and its inhabitants, and in helping the PCs along on their adventure.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Fri Dec 08, 2017 3:38 am

HYDRAX
Large elemental, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 66 (7d10 + 28)
Speed 30 ft., swim 50 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Saving Throws Con +7
Damage Resistances fire, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------

Innate Spellcasting. The hydrax's innate spellcasting ability is Intelligence (spell save DC 9). The hydrax can innately cast the following spells, requiring no material components:
At will: see invisibility
3/day each: detect magic, dispel magic, web
1/day each: ice storm

Magic Resistance. The hydrax has advantage on saving throws against spells and other magical effects.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The hydrax makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) slashing damage.
Last edited by Hugin on Sun Dec 10, 2017 6:01 am, edited 1 time in total.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Sat Dec 09, 2017 10:14 pm

KRYST
Medium elemental, any lawful
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 52 (7d8 + 21)
Speed 60 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Skills History +2, Investigation +2
Damage Resistances thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages understands and can write Terran but can't speak, telepathy 120 ft.
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

Innate Spellcasting. The kryst's innate spellcasting ability is Intelligence (spell save DC 10). The kryst can innately cast the following spells, requiring no material components:
At will: see invisibility
3/day each: detect magic, dispel magic
1/day each: haste

Magic Resistance. The kryst has advantage on saving throws against spells and other magical effects.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The kryst makes two spike attacks.

Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) piercing damage.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Tue Dec 12, 2017 5:00 am

LAVA OOZE
Large ooze, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 45 (7d10 + 7)
Speed 20 ft., climb 20 ft.
---------------------------------------------------------------------------

---------------------------------------------------------------------------
Vulnerabilities cold
Damage Immunities fire, lightning, necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 6
Languages -----
Challenge 3 (700 XP)
---------------------------------------------------------------------------

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Heated Body. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.

Water Susceptibility. For every 5 feet the ooze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The lava ooze makes three pseudopod attacks.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 15 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, plus 1d6 fire damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, takes 1d6 fire damage at the start of each of its turns, and the ooze can't make an attack with this pseudopod. The lava ooze can have up to three pseudopods in total.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Coronoides » Tue Dec 12, 2017 9:18 am

Might steal the Lava ooze for my current Underdark campaign which already has too many oozes (Mwahahahaha!)
Need to convert races to D&D 5e? Check out my mathematical analysis of canon races and design rules: https://rpggeek.com/filepage/120857/rev ... system-opt and excel sheet https://rpggeek.com/filepage/120858/exc ... on-article

Conversion & Review of Council of Wryms including dragon PCs compatible with other 5e settings (at level 5+). DRAFT: https://www.dropbox.com/s/kkanqpayp4v3t ... 8.pdf?dl=0
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Wed Dec 13, 2017 1:50 am

You can never have too many oozes! A campaign should literally ooze with them. :facepalm:
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Dread Delgath » Wed Dec 13, 2017 8:22 am

Hugin wrote:You can never have too many oozes! A campaign should literally ooze with them. :facepalm:


I think you're puddin' too much emphasis on this.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Hugin » Wed Dec 13, 2017 3:56 pm

Dread Delgath wrote:
Hugin wrote:You can never have too many oozes! A campaign should literally ooze with them. :facepalm:


I think you're puddin' too much emphasis on this.

Hahaha! You win! :lol:
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby Dread Delgath » Wed Dec 13, 2017 4:44 pm

Hugin wrote:
Dread Delgath wrote:
Hugin wrote:You can never have too many oozes! A campaign should literally ooze with them. :facepalm:


I think you're puddin' too much emphasis on this.

Hahaha! You win! :lol:


Just don't stop with the conversions! Most of these monsters haven't gelled with me, but I do use a few of them on occasion. :cool:
My D&D 5th edition Dakan Mar Campaign setting Conspectus and Campaign Rules here at The Piazza Forums, a Fool's Errand WIP.
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Re: Converting Rules Cyclopedia Monsters to 5E

Postby shesheyan » Wed Dec 13, 2017 5:31 pm

This is an awesome and useful thread ! 5 stars !
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