Converting Rules Cyclopedia Monsters to 5E

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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Jul 07, 2016 4:40 am

Thanks a bunch, Tim! I'll update with links as soon as I get the chance.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Jul 10, 2016 7:52 pm

GIANT OIL BEETLE
Medium beast, unaligned
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Armour Class 14 (natural armour)
Hit Points 16 (3d8 + 3)
Speed 30 ft., borrow 10 ft.
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STR|DEX|CON|INT|WIS|CHA
10 (+0)|12 (+1)|13 (+1)|1 (-5)|7 (-2)|3 (-4)

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Senses blindsight 30 ft., passive Perception 8
Languages -----
Challenge ¼ (50 XP)
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ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d8) slashing damage.

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REACTIONS

Blistering Oil (Recharge 4-6). When the beetle is attacked, it defends itself by spraying an oily fluid, which causes painful blisters to form on the skin of a targeted creature within 5 feet. The target must make a DC 11 Constitution saving throw. On a failed saving throw, the target is poisoned until it has a short rest. If the saving throw is successful, the target is still poisoned, but may make another saving throw at the end of each of its turns to end the poisoned condition.


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GIANT TIGER BEETLE
Medium beast, unaligned
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Armour Class 16 (natural armour)
Hit Points 39 (6d8 + 12)
Speed 40 ft.
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STR|DEX|CON|INT|WIS|CHA
13 (+1)|10 (+0)|14 (+2)|1 (-5)|7 (-2)|4 (-3)

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Saving Throws
Skills
Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses blindsight 30 ft., passive Perception 8
Languages -----
Challenge ½ (100 XP)
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ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Jul 15, 2016 11:23 pm

CAECILIA
The caecilia is a giant, amphibious, 30 foot long, wormlike creature. Its body has the appearance of being segmented and most commonly ranges in colour from light gray to dark gray, although bluish and purplish hues have also been encountered. They are meat-eaters, burying themselves just under loose earth and turf, waiting for animals or humans to pass by. Once they are in range, the caecilia strikes with their large mouth and sharp teeth. If the victim is unable to resist, the caecilia swallows their meal whole.

CAECILIA
Huge beast, unaligned
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Armour Class 13 (natural armour)
Hit Points 76 (9d12 + 18)
Speed 20 ft., borrow 10 ft.
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STR|DEX|CON|INT|WIS|CHA
18 (+4)|13 (+1)|14 (+2)|1 (-5)|8 (-1)|3 (-4)

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Skills Stealth +3
Senses tremorsense 30 ft., passive Perception 9
Languages -----
Challenge 3 (700 XP)
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ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage, If the attack hits and target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be swallowed by the caecilia. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the caecilia, and it takes 10 (3d6) acid damage at the start of each of the caecilia's turns. The caecilia can have up to two targets swallowed at a time. If the caelilia dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Jul 23, 2016 9:31 pm

CAT, GREAT
MOUNTAIN LION
Medium beast, unaligned
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Armour Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 30 ft.
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STR|DEX|CON|INT|WIS|CHA
13 (+1)|14 (+2)|10 (+0)|3 (-4)|13 (+1)|7 (-2)

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Skills Stealth +4, Perception +3
Senses passive Perception 13
Languages -----
Challenge ¼ (50 XP)
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Keen Smell. The mountain lion has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the mountain lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the mountain lion can make one bite attack against it as a bonus action.

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ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Jul 29, 2016 2:31 am

Here's another quick commentary on things so far since I wanted to add a note about the next creature anyway.

The next creature is the Crocodile; specifically the Large Crocodile. The RC has 3 sizes of croc stated out - normal, large, and giant. The 5E D&D Monster Manual has a normal version and giant version. Some quick chart referencing shows that the 20xp RC version should map out to about a 1/2 CR 5E creature... and it does. So far so good.

The giant croc in the RC is 1,350xp which shows about 4 CR in 5E. The giant crocodile in the 5E MM is actually 5 CR. Pretty close correlation to its RC counterpart. (Interestingly to me, when I apply the formula which translates an RC creature's hit dice and asterisks into a CR, it actually comes out as 5.4. This suggests to me that the giant crocodile in the RC is fairly tough for its xp points.)

Anyway, to the point, 5E already has the normal and giant variations of the crocodile so I need only supply the large version. I'll post that next.

If anybody is following this you may have noticed that I've skipped over a few monsters in the list. These weren't by mistake. I already mentioned the Archon in a previous post - it's just too high a level for me to confidently do justice to at the moment.

The next one skipped was the Blackball (aka, Deadly Sphere). It is such a unique creature thing that I honestly am not sure the best way to handle it. I mean, it "is immune to everything except Immortal control" and "whatever it touches simply disintegrates (no saving throw), so it moves freely through anything"! In many ways a stat block seems insulting to the thing. ;)

There are some up coming monsters that I have or will be passing over as well. The Devilfish are something I need to mull over with their 11 different varieties.

Djinni and Efreeti have been boosted in power in 5E. Basically, the RC's "greater" versions are about the same CR as the 5E regular ones. This means I'll either just leave it at that (no 'lesser' versions), or create the lesser versions to supplement the ones in the 5E MM. Not sure what I'll do here yet.

Finally (for now), I'll also be skipping the Dragon Rulers. It's the same issue as with the Archon - they're just too powerful (actually, insanely powerful) for me to do at this point.

Well that was longer than I thought it would be... :x

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Jul 29, 2016 2:35 am

LARGE CROCODILE
Large beast, unaligned
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Armour Class 13 (natural armour)
Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 40 ft.
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STR|DEX|CON|INT|WIS|CHA
18 (+4)|9 (-1)|15 (+2)|2 (-4)|10 (+0)|6 (-2)

---------------------------------------------------------------------------
Skills Stealth +1
Senses passive Perception 10
Languages -----
Challenge 2 (450 XP)
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Hold Breath. The crocodile can hold its breath for 20 minutes.

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ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Aug 04, 2016 3:48 am

DOLPHIN
Large beast, neutral good
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Armour Class 12
Hit Points 45 (7d10 + 7)
Speed swim 50 ft.
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STR|DEX|CON|INT|WIS|CHA
15 (+2)|14 (+2)|13 (+1)|9 (-1)|13 (+1)|11 (+0)

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Senses passive Perception 11
Languages Dolphin, telepathy 50 miles (dolphin only)
Challenge ½ (100 XP)
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Charge. If the dolphin moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hold Breath. The dolphin can hold its breath for 15 minutes.

Telepathic Bond. The dolphin can communicate telepathically with any other dolphin within a 50 mile radius, and can take a bonus action to use its telepathy to aid another dolphin within 30 feet that it can see. A dolphin aided in this manner gains a +2 bonus to its AC until the start of the aiding dolphin's next turn.

Detect Magic. The dolphin can use its action to detect magic as the spell of the same name. This is an innate ability, and is not a cast spell.

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ACTIONS
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Aug 11, 2016 2:16 am

DRAKE
Sometimes referred to as the Fey-dragons, these elusive beings appear as man-sized dragons in their true form, although they do not have forelimbs and their wings are rather small for their body. They are rarely seen in this form for two main reasons; they spend most of their time polymorphed in the form of a human, elf, dwarf, halfling, or gnome, and, their fey heritage provides them with the ability to turn invisible while in their true form.

Champions of Chaos The drakes were first formed when humans and elves threatened the entire world with their civilizations of magic and technology. The fey, as protectors of the ecology of the world, saw this threat grow to the point where humans unleashed the Great Rain of Fire. Vowing to ensure this cannot happen again, a group of fey became the first of the drakes, infiltrating the societies of humans, elves, and dwarves.
Law was deemed the enemy, as it was perceived to lead to stagnation, corruption, and self-destruction. Chaos was used to promote progress and limit the authority of any specific person or group to wield too great a power. Some drakes have embraced evil along with their chaotic philosophies, either because they have been corrupted themselves by an evil patron, or they have been lured by wealth, power, or pure selfishness.
Those drakes that know of their distant past are sometimes called 'good' by mortals, since they hold to the old ideals, keep watch for places where order has been corrupted, and attempt to overthrow it. A drake is always either chaotic good or chaotic evil, never neutral. No matter the motive, a drake ultimately sees all order as corrupt and only in anarchy can nature thrive.

Fair Folk Heritage Since drakes were 'birthed' from fey creatures (or 'Fair Folk' as many of them call themselves), they have several qualities that are relatively common among the fey. Their ability to shapechange between their natural dragon-like form and that of a humanoid is pivotal to their cause. Drakes can become invisible, however they can only use it when in their true form. They also possess a resistance to magic that is common among many of the Fair Folk. Lastly, they have that fey behavioural trait of enjoying tricks and pranks, and causing mischief.

Innate Roguishness A drake's natural behaviour would very well be described as roguish; spying, setting traps, infiltrating, stealing, spreading rumours and lies, and spreading anarchy in general. There have been instances where drakes have joined Thieves' Guilds to hone their skills, although these are usually too organized for their chaotic mindset.

MANDRAKE
Mandrakes in their true, or natural form, are tan in colour. They can change into a human form and tend to enjoy the company humans. Mandrakes have no difficulty hiding within human societies and often keep minor jobs that allow them to keep in touch with news. These jobs may be working in stables, inns, taverns, trading posts, etc. but do not take jobs of prominence or power. They sometimes use the guise of being an adventurer. Mandrakes often cause trouble by stealing from a town's food-stores, sowing anti-authority sentiment, and stealing from anyone.

WOODDRAKE
Wooddrakes are dark green in their natural form and can polymorph into the form of an elf or an halfling. Their behaviour is generally similar to mandrakes, but adapted more so to the elven or halfling culture they are in.

COLDDRAKE
Colddrakes are perhaps the most reclusive of the drakes since they shun daylight and live deep underground. They love subterranean areas that are coated in ice, but may also be found among underground communities of dwarves and gnomes. This connection is not surprising since they have the ability to polymorph into the form of a dwarf or gnome. In their natural form they are white.

ELEMENTAL DRAKE
Elemental Cousins
The elemental drakes are only distantly related to the fey. There are four types, each type being native to one of the elemental planes; airdrakes (blue), earthdrakes (brown), firedrakes (red), and waterdrakes (sea-green). They do not possess the ability to travel between planes on their own and instead 'piggy back' with another creature that can travel between planes. On their native elemental plane the drake can assume the form and attributes of a normal elemental. On the rare occasions that an elemental drake is on the Prime Plane, they can polymorph into the form of a giant, although they tend to be just a few feet shorter than the average giant and they have difficulty throwing rocks. Airdrakes can polymorph into a cloud giant form, earthdrakes into stone giants, firedrakes into fire giants, and waterdrakes into storm giants, and may be found among these giants for their own purposes.

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MANDRAKE
Medium fey (shapechanger), chaotic good (50%) or chaotic evil (50%)
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Armour Class 14 in human form (studded leather), 14 in natural form (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., fly 10 ft. (hover)
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STR|DEX|CON|INT|WIS|CHA
11 (+0)|15 (+2)|13 (+1)|12 (+1)|11 (+0)|14 (+2)

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Skills Sleight of Hand +4, Stealth +4, Perception +2, Deception +4
Senses darkvision 50 ft., passive Perception 12
Languages Common, Sylvan
Challenge 1 (200 XP)
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Magic Resistance. The mandrake has advantage on saving throws against spells and other magical effects.

Rogue Proficiencies. The mandrake has the armor, weapon, and tool proficiencies of a rogue.

Shapechanger. The mandrake can use its action to polymorph into a human, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sneak Attack. Once per turn, the mandrake can deal an extra 7 (2d6) damage when it hits a creature with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drake that isn't incapacitated and the drake doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranges weapon.

Cunning Action. On each of its turns, the mandrake can use a bonus action to take the Dash, Disengage, or Hide action.

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ACTIONS
Multiattack. When in its natural (dragon-like) form, the mandrake makes three melee attacks: two with its claws and one with its bite. When in its human form, the mandrake can make two weapon attacks.

Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., . one target.
Hit: 4 (1d4 + 2) piercing damage.

Shortbow (Human Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Claws (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.

Bite (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.

Invisibility. The mandrake magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the mandrake wears or carries is invisible with it.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Aug 13, 2016 2:25 am

WOODDRAKE
Wooddrakes are dark green in their natural form and can polymorph into the form of an elf or an halfling. Their behaviour is generally similar to mandrakes, but adapted more so to the elven or halfling culture they are in.

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WOODDRAKE
Medium fey (shapechanger), chaotic good (50%) or chaotic evil (50%)
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Armour Class 15 in halfling or elf form (studded leather), 15 in natural form (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., fly 10 ft. (hover)
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STR|DEX|CON|INT|WIS|CHA
10 (+0)|17 (+3)|12 (+1)|13 (+1)|11 (+0)|15 (+2)

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Skills Sleight of Hand +5, Stealth +5, Nature +3, Perception +2, Deception +4
Senses darkvision 50 ft., passive Perception 12
Languages Common, Sylvan, Elvish, Halfling
Challenge 2 (450 XP)
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Magic Resistance. The wooddrake has advantage on saving throws against spells and other magical effects.

Rogue Proficiencies. The wooddrake has the armor, weapon, and tool proficiencies of a rogue.

Shapechanger. The wooddrake can use its action to polymorph into an elf or a halfling, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sneak Attack. Once per turn, the wooddrake can deal an extra 7 (2d6) damage when it hits a creature with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drake that isn't incapacitated and the drake doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranges weapon.

Cunning Action. On each of its turns, the wooddrake can use a bonus action to take the Dash, Disengage, or Hide action.

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ACTIONS
Multiattack. When in its natural (dragon-like) form, the wooddrake makes three melee attacks: one with its bite and two with its claws. When in its elven or halfling form, the wooddrake can make two melee weapon attacks or two ranged weapon attacks.

Shortsword (Elf or Halfling Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Shortbow (Elf or Halfling Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Claws (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.

Bite (Natural Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d8) piercing damage.

Invisibility. The wooddrake magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the wooddrake wears or carries is invisible with it.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Aug 18, 2016 4:33 am

COLDDRAKE
Colddrakes are perhaps the most reclusive of the drakes since they shun daylight and live deep underground. They love subterranean areas that are coated in ice, but may also be found among underground communities of dwarves and gnomes. This connection is not surprising since they have the ability to polymorph into the form of a dwarf or gnome. In their natural form they are white.

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COLDDRAKE
Medium fey (shapechanger), chaotic good (50%) or chaotic evil (50%)
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Armour Class 14 in dwarf or gnome form (studded leather), 14 in natural form (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 10 ft. (hover)
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STR|DEX|CON|INT|WIS|CHA
16 (+3)|14 (+2)|16 (+3)|12 (+1)|10 (+0)|12 (+1)

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Saving Throws Con +5
Skills Sleight of Hand +4, Stealth +4, Perception +2, Deception +3, Intimidation +3
Senses darkvision 50 ft., passive Perception 12
Languages Common, Sylvan, Dwarvish, Gnomish
Challenge 3 (700 XP)
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Magic Resistance. The colddrake has advantage on saving throws against spells and other magical effects.

Rogue Proficiencies. The colddrake has the armor, weapon, and tool proficiencies of a rogue.

Shapechanger. The colddrake can use its action to polymorph into a dwarf or a gnome, or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Sneak Attack. Once per turn, the colddrake can deal an extra 7 (2d6) damage when it hits a creature with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drake that isn't incapacitated and the drake doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranges weapon.

Cunning Action. On each of its turns, the colddrake can use a bonus action to take the Dash, Disengage, or Hide action.

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ACTIONS
Multiattack. When in its natural (dragon-like) form, the colddrake makes three melee attacks: one with its bite and two with its claws. When in its dwarf or gnome form, the colddrake can make two weapon attacks.

Light hammer (Dwarf or Gnome Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.

Handaxe (Dwarf or Gnome Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., 20/60 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Claws (Natural Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Bite (Natural Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) piercing damage.

Invisibility. The colddrake magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the colddrake wears or carries is invisible with it.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Aug 21, 2016 4:09 am

DRAKE, ELEMENTAL
Sometimes referred to as the Fey-dragons, these elusive beings appear as man-sized dragons in their true form, although they do not have forelimbs and their wings are rather small for their body. They are rarely seen in this form for two main reasons; they spend most of their time polymorphed in the form of a human, elf, dwarf, halfling, or gnome, and, their fey heritage provides them with the ability to turn invisible while in their true form.

Elemental Cousins The elemental drakes are only distantly related to the fey. There are four types, each type being native to one of the elemental planes; airdrakes (blue), earthdrakes (brown), firedrakes (red), and waterdrakes (sea-green). They do not possess the ability to travel between planes on their own and instead 'piggy back' with another creature that can travel between planes. On their native elemental plane the drake can assume the form and attributes of a normal elemental. On the rare occasions that an elemental drake is on the Prime Plane, they can polymorph into the form of a giant, although they tend to be just a few feet shorter than the average giant and they have difficulty throwing rocks. Airdrakes can polymorph into a cloud giant form, earthdrakes into stone giants, firedrakes into fire giants, and waterdrakes into storm giants, and may be found among these giants for their own purposes.


ELEMENTAL DRAKE
Medium elemental (shapechanger), neutral
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Armour Class 16 (natural armour)
Hit Points 71 (11d8 + 22)
Speed 30 ft., fly 10 ft. (hover)
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STR|DEX|CON|INT|WIS|CHA
17 (+3)|16 (+3)|15 (+2)|12 (+1)|11 (+0)|15 (+2)

---------------------------------------------------------------------------
Saving Throws Con +5, Cha +5
Skills Athletics +6, Perception +3, Deception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 50 ft., passive Perception 13
Languages Common, Giant, (airdrake: Auran, earthdrake: Terran, firedrake: Ignan, waterdrake: Aquan)
Challenge 5 (1,800 XP)
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Magic Resistance. The elemental drake has advantage on saving throws against spells and other magical effects.

Shapechanger. On the Prime Plane, the elemental drake can use its action to polymorph into a giant, or back to its true form. An airdrake in cloud giant form will tend to use a morningstar, an earthdrake in stone giant form will tend to use a greatclub, a firedrake in fire giant form or waterdrake in storm giant form will tend to use a greatsword. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Elemental Shapechanger. On its home elemental plane, the elemental drake can use its action to polymorph into an elemental, or back to its true form. In its elemental form, the drake has all the statistics and abilities of the elemental. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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ACTIONS
Multiattack. When in its natural (dragon-like) form, the elemental drake makes three melee attacks: two with its claws and one with its bite. When in its giant form, the elemental drake can make two weapon attacks or one thrown rock attack.

Morningstar (Giant Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Greatclub (Giant Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.

Longsword (Giant Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Claws (Natural Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

Bite (Natural Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Rock. Melee Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 14 (2d10 + 3) bludgeoning damage.

Invisibility. As an action, the elemental drake magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the elemental drake wears or carries is invisible with it.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Aug 26, 2016 1:00 am

DROLEM
The drolem, as the name suggests, is a particularly powerful type of golem that is created to resemble a dragon. It may made to look like any colour of dragon, or even simply as a dragon skeleton. Since the drolem is a construct, even though it is created by a powerful magic-user, it is not alive, nor is it undead; a common mistake made with skeletal drolems. These great constructs are very rare, requiring specific magical texts and materials, and are created to guard specific items or areas.

Golems (See under Golems in the 5E Monster Manual, page 167, for the characteristics of Golems in general. These apply to Drolems as well.)


DROLEM
Huge construct, unaligned
---------------------------------------------------------------------------
Armour Class 19 (natural armour)
Hit Points 212 (17d12 + 102)
Speed 30 ft., fly 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
24 (+7)|8 (-1)|23 (+6)|3 (-4)|11 (+0)|7 (-2)

---------------------------------------------------------------------------
Damage Immunities cold, fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 15 (13,000 XP)
---------------------------------------------------------------------------

Poison Absorption. Whenever the drolem is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt. A drolem is immune to its own poison breath and that of any other drolem, and therefore cannot benefit from this trait through its own poison.

Immutable Form. The drolem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The drolem's weapon attacks are magical.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The drolem makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 17 (3d6 + 7) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 20 (3d8 + 7) piercing damage.

Poison Breath (Recharge 5-6). Poisonous gas erupts from the drolem's mouth to create a deadly cloud in a 20-foot sphere centred on its head. Each creature in that area must make a DC 19 Constitution saving throw, taking 52 (8d12) poison damage on a failed save, or half as much damage on a successful one.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Tim Baker » Fri Aug 26, 2016 2:04 am

Hugin wrote:DROLEM
The drolem, as the name suggests, is a particularly powerful type of golem that is created to resemble a dragon. It may made to look like any colour of dragon, or even simply as a dragon skeleton. Since the drolem is a construct, even though it is created by a powerful magic-user, it is not alive, nor is it undead; a common mistake made with skeletal drolems. These great constructs are very rare, requiring specific magical texts and materials, and are created to guard specific items or areas.
Cool monster. I may have to find a way to incorporate one of these into an adventure.
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Aug 31, 2016 1:55 am

Tim Baker wrote:
Hugin wrote:DROLEM...
Cool monster. I may have to find a way to incorporate one of these into an adventure.
Indeed. I found it very interesting how close some of the description from the Rules Cyclopedia was to the Golem description in the 5E Monster Manual. The more I examine the RC's monsters and the 5E monsters, the more I believe the development team when they said they went into previous versions and collected all the material they could on each monster before designing them for 5E.

I can't wait to get the chance to use one of these against my players. I have never used one before when playing BECMI simply because we never had a campaign get to that high of a level.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Sep 01, 2016 3:04 am

MASTODON (PREHISTORIC ELEPHANT)
Huge beast, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 105 (10d12 + 40)
Speed 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
23 (+6)|9 (-1)|19 (+4)|3 (-4)|10 (+0)|6 (-2)

---------------------------------------------------------------------------
Senses passive Perception 10
Languages -----
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------

Trampling Charge. If the mastodon 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 DC 17 Strength saving throw or be knocked prone. If the target is prone, the mastodon can make one stomp attack against it as a bonus action.

---------------------------------------------------------------------------
ACTIONS
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage.

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


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Sat Sep 03, 2016 8:06 pm

Will be using one monster from this thread in my Mystara game tomorrow. Just because :)

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Sep 04, 2016 7:06 pm

Havard wrote:Will be using one monster from this thread in my Mystara game tomorrow. Just because :)

-Havard
Awesome! Please provide any feedback afterwards.

It's always nice to know that others are getting some use out of the work too.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Sep 06, 2016 1:08 am

FAERIE
The faerie, far above the lands of other "lower" beings, call the air and clouds their home. They show physical similarities to the demihumans but are very light and can fly with minimal effort with their gossamer wings.

Demihuman Relatives. Faerie display physical attributes of each of the demihuman races, despite the fact that their bodies are made up of a mysterious airy substance. This is likely due to the simple fact that they are close relatives, and has led to various theories of the origins of the three demihuman types. It has also been suggested the the faerie are in fact the very rare "missing demihuman" of legend. Their frame resemble winged halflings, though slightly smaller. They have share the plump dwarven nose and beard growth, and have the eyes and ears of the elvish race. Although they are close relatives, the faerie rarely interact with the demihumans as their domain and interests are of the air and not the ground or what is under it.

Reign Clouds. High above the earth and trees and the kingdoms on and in them, there exists the faerie's great empire of the wind. Faeries build their homes out of the floating clouds and drift along with them. They truly are the rulers of the sky, even though so few know of their existence, except a number of other air creatures. Conflicts in this empire are rare indeed, however there have been a few instances of strained relations with the gnomes of the flying city of Serraine after it crushed faerie homes while flying through clouds. Faerie have also been known to live near the cloud castles of both cloud and storm giants.

Air Natures. Not only do the faerie live in the clouds and surrounded by air, their natural abilities reflect their environment. Most of their lives are spent while invisible, which is no difficulty in relating to other faerie since they possess truesight. They are capable of assuming gaseous forms, as well as creating fog and wind. The gusts of wind that they are able to summon can be utilized by the faerie to allow them to fly at greater speeds.

FAERIE
Small fey, any alignment
---------------------------------------------------------------------------
Armour Class 13
Hit Points 10 (3d6)
Speed 30 ft., fly 60 ft. (hover)
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
7 (-2)|16 (+3)|10 (+0)|13 (+1)|11 (+0)|12 (+1)

---------------------------------------------------------------------------
Skills Stealth +5, Perception +2
Senses truesight 120 ft., passive Perception 12
Languages Faerie, Giant, Draconic, Sylvan
Challenge ½ (100 XP)
---------------------------------------------------------------------------

Superior Invisibility. As a bonus action, the faerie can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the faerie wears or carries is invisible with it.

Gaseous Cloud Form. The faerie can use its bonus action to polymorph into a Small gaseous cloud, or back to its true form. While in cloud form, the faerie can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the cloud can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all non-magical damage.

Innate Spellcasting. The faerie's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The faerie can innately cast the following spells, requiring no material components:

At will: mending, shillelagh
1/day each: gust of wind, charm person, faerie fire, fog cloud, speak with animals

---------------------------------------------------------------------------
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 15/45 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

---------------------------------------------------------------------------
REACTIONS
Ride the Wind. When the it enters the line of strong wind created by a gust of wind spell, the faerie can use its reaction to ride the line of wind to its end point without having to spend movement.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Sep 11, 2016 4:16 am

FAERIE LEADER
Small fey, any alignment
---------------------------------------------------------------------------
Armour Class 13
Hit Points 21 (6d6)
Speed 30 ft., fly 60 ft. (hover)
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
8 (-1)|17 (+3)|10 (+0)|13 (+1)|13 (+1)|14 (+2)

---------------------------------------------------------------------------
Skills Stealth +5, Perception +3
Senses truesight 120 ft., passive Perception 13
Languages Faerie, Giant, Draconic, Sylvan
Challenge 1 (200 XP)
---------------------------------------------------------------------------

Superior Invisibility. As a bonus action, the faerie can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the faerie wears or carries is invisible with it.

Gaseous Cloud Form. The faerie can use its bonus action to polymorph into a Small gaseous cloud, or back to its true form. While in cloud form, the faerie can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the cloud can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all non-magical damage.

Innate Spellcasting. The faerie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The faerie can innately cast the following spells, requiring no material components:

At will: mending, shillelagh
2/day each: charm person, faerie fire, fog cloud, speak with animals
1/day each: goodberry, gust of wind, moonbeam

---------------------------------------------------------------------------
ACTIONS
Multiattack. The faerie makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 15/45 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
---------------------------------------------------------------------------
REACTIONS
Ride the Wind. When the it enters the line of strong wind created by a gust of wind spell, the faerie can use its reaction to ride the line of wind to its end point without having to spend movement.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Sep 16, 2016 4:37 am

FAERIE ELDER
Small fey, any alignment
---------------------------------------------------------------------------
Armour Class 15 (mage armor)
Hit Points 28 (8d6)
Speed 30 ft., fly 60 ft. (hover)
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
6 (-2)|14 (+2)|10 (+0)|15 (+2)|13 (+1)|16 (+3)

---------------------------------------------------------------------------
Saving Throws Cha +5
Skills Stealth +4, Arcana +4, Perception +3
Senses truesight 120 ft., passive Perception 13
Languages Faerie, Giant, Draconic, Sylvan
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Superior Invisibility. As a bonus action, the faerie can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the faerie wears or carries is invisible with it.

Gaseous Cloud Form. The faerie can use its bonus action to polymorph into a Small gaseous cloud, or back to its true form. While in cloud form, the faerie can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the cloud can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all non-magical damage.

Innate Spellcasting. The faerie's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The faerie can innately cast the following spells, requiring no material components:

At will: mending, produce flame, shillelagh
3/day each: faerie fire, fog cloud, mage armor
2/day each: charm person, goodberry, speak with animals
1/day each: dispel magic, gust of wind, hold person, moonbeam, protection from energy

---------------------------------------------------------------------------
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 15/45 ft., . one target.
Hit: 4 (1d4 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 0 (1d4 + -2) bludgeoning damage.

Club (shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
---------------------------------------------------------------------------
REACTIONS
Ride the Wind. When the it enters the line of strong wind created by a gust of wind spell, the faerie can use its reaction to ride the line of wind to its end point without having to spend movement.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Limitless Adventures » Sat Sep 17, 2016 3:03 am

Love this thread! The RC is still my favorite D&D of all times! We joke that whoever compiled/wrote it was promptly fired for creating a perfect book that allowed a DM to run D&D without purchasing any further books. Great job!
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Sep 20, 2016 2:40 am

Limitless Adventures wrote:Love this thread! The RC is still my favorite D&D of all times! We joke that whoever compiled/wrote it was promptly fired for creating a perfect book that allowed a DM to run D&D without purchasing any further books. Great job!
Thanks for the compliment, and I almost agree about the RC - I bought a second copy! :mrgreen:

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Sep 25, 2016 1:57 am

GIANT FERRET
Small beast, unaligned
---------------------------------------------------------------------------
Armour Class 13
Hit Points 7 (2d6)
Speed 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
11 (+0)|17 (+3)|10 (+0)|4 (-3)|12 (+1)|6 (-2)

---------------------------------------------------------------------------
Skills Acrobatics +5, Stealth +5, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages -----
Challenge ⅛ (25 XP)
---------------------------------------------------------------------------

Keen Hearing and Smell. The ferret has advantage on Wisdom (Perception) checks that rely on hearing or smell.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Oct 02, 2016 8:51 pm

GIANT BASS
Medium beast, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 13 (2d8 + 4)
Speed swim 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
15 (+2)|11 (+0)|14 (+2)|1 (-5)|10 (+0)|3 (-4)

---------------------------------------------------------------------------
Skills Stealth +2
Senses darkvision 30 ft., passive Perception 10
Languages -----
Challenge ¼ (50 XP)
---------------------------------------------------------------------------

Water Breathing. The bass can breathe only underwater

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


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by RobJN » Mon Oct 03, 2016 4:18 am

But are they ill-tempered?
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