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 » Mon Oct 03, 2016 3:14 pm

RobJN wrote:But are they ill-tempered?
If I'm not mixing things up here and having a memory-fart, I believe the RC described them as shy fish and only attacking if threatened or enticed by a the prospects of food (halfling-sized or smaller?). Of course, the very presence of PCs should upset nature itself. ;) lol.

I have been leaving out a lot of descriptions since I'm concerned about rehashing what is in the RC; copyright and such.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by RobJN » Mon Oct 03, 2016 3:22 pm

Hugin wrote:
RobJN wrote:But are they ill-tempered?
If I'm not mixing things up here and having a memory-fart, I believe the RC described them as shy fish and only attacking if threatened or enticed by a the prospects of food (halfling-sized or smaller?). Of course, the very presence of PCs should upset nature itself. ;) lol.

I have been leaving out a lot of descriptions since I'm concerned about rehashing what is in the RC; copyright and such.
Austin Powers reference. I'll tempered mutated sea bass, when you can't get sharks with frickin' laser-beams on their heads.
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Oct 03, 2016 3:35 pm

Oh, right! Totally slipped by me, and I should have picked that one up! :lol:

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Oct 12, 2016 3:00 am

GIANT ROCKFISH
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 60 (8d10 + 16)
Speed swim 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|10 (+0)|14 (+2)|1 (-5)|9 (-1)|4 (-3)

---------------------------------------------------------------------------
Skills Stealth +2, Perception +1
Senses darkvision 40 ft., passive Perception 11
Languages -----
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Underwater Camouflage. The rockfish has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The rockfish can breathe only underwater.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The rockfish makes two spine attacks.

Spine. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (3d4) 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 Hugin » Tue Oct 18, 2016 1:34 am

GIANT STURGEON
Huge beast, unaligned
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 123 (13d12 + 39)
Speed swim 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|12 (+1)|17 (+3)|1 (-5)|10 (+0)|5 (-3)

---------------------------------------------------------------------------
Skills Stealth +4, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages -----
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------

Water Breathing. The sturgeon can breathe only underwater.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 4) piercing damage, If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the sturgeon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the sturgeon, and it takes 9 (2d8) acid damage at the start of each of the sturgeon's turns. The sturgeon can have up to two targets swallowed at a time. If the sturgeon 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 » Wed Oct 26, 2016 2:13 am

GARGANTUA CARRION CRAWLER
Gargantuan beast, unaligned
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 279 (18d20 + 90)
Speed 50 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
21 (+5)|9 (-1)|21 (+5)|1 (-5)|12 (+1)|6 (-2)

---------------------------------------------------------------------------
Saving Throws Str +9, Con +9
Skills Perception +5
Senses darkvision 90 ft., passive Perception 15
Languages -----
Challenge 11 (7,200 XP)
---------------------------------------------------------------------------

Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

Unnatural Size. The carrion crawler is not naturally this large and tend to be noisy when moving. This gives them disadvantage on Dexterity (Stealth) checks.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The carrion crawler makes three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 20 (6d4 + 5) piercing damage.

Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature.
Hit: 12 (3d4 + 5) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for one minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by RobJN » Wed Oct 26, 2016 7:24 pm

Hugin wrote: Unnatural Size. The gargantua carrion crawler is not naturally this large and tend to be noisy when moving. This gives them disadvantage on Dexterity (Stealth) checks.
So, if a gargantuan carrion crawler crawling through the woods rolls double natural 20s, nobody hears all those trees he's knocking down? ;)
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Oct 26, 2016 9:32 pm

RobJN wrote:
Hugin wrote: Unnatural Size. The gargantua carrion crawler is not naturally this large and tend to be noisy when moving. This gives them disadvantage on Dexterity (Stealth) checks.
So, if a gargantuan carrion crawler crawling through the woods rolls double natural 20s, nobody hears all those trees he's knocking down? ;)
It means it was able to find a path through the trees that was just wide enough for it. OR, the DM doesn't even roll if it isn't possible. :halo:

Here's my though process: That trait was created to reflect the RC description of gargantua monsters not being able to surprise anyone, ever, in no uncertain terms. I'm not overly fond of "never" in these kinds of contexts and so gave them disadvantage on top of their already crappy Dexterity (Stealth) checks. I'd rather there be a mechanism for the DM to utilize rather than an outright 0-chance.

So even if it did manage that 20, it's actually a 19 since it has a -1 DEX modifier, AND it is an opposed roll, not an auto success. At CR 11 the PCs are still reasonably likely to overcome that as group. But, let's say the crawler is still, and it's dark; I think it deserves a sporting chance to crush the evil PCs.

Side Topic (sort of)
The next creature is the Gargantua Gargoyle, however, 5E's gargoyles are elementals while Mystara's are constructs. I've decided that I'm going to do a construct version of the regular gargoyle and then the Gargantua version. I personally prefer the construct type of gargoyle and so I think having the option of either is a good idea.

I have proposed in my mind that the constructs were originally created in the image of the real, elemental gargoyles, as decorations and guardians. This keeps both types viable, although the Gargantua Gargoyle will be a construct as in the RC.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Mon Nov 21, 2016 10:12 pm

Mountain Lion and Cave Bear scheduled for tomorrow's session. I am making this thread part of my adventure design process for this campaign :ugeek:

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Nov 22, 2016 1:59 am

Cool stuff, Havard!

I know it's been a while since I've done any updates but I haven't abandoned it. Things at work have been priority lately as we plan ownership succession to my colleague and myself from the current owner.

Here's a gargoyle update: I started to stat up a construct version to compliment the 5E MM elemental version. As I progressed, it became obvious that the two were nearly identical; both would even be CR 2. You can pretty much use the existing MM version but call it a construct. I might add a note or two to give it construct type traits, but that's about all.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by graven13 » Wed Nov 30, 2016 12:15 pm

I really appreciate all of the conversions! I'm not very good at it myself, so thank you!

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Dec 03, 2016 12:37 am

graven13 wrote:I really appreciate all of the conversions! I'm not very good at it myself, so thank you!
You're absolutely welcome, Graven13! I hope to post some more in the near future. Life sometimes has the ability to suck the time and energy right out of you.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu May 11, 2017 2:49 am

Alright, so I'm back to being able to work on this again. I stopped while working on the second Gargantua creature when I realized it should utilize some high level stuff like legendary actions, etc., but I'm not familiar enough with high levels to feel like I'm doing it justice. I had actually just skipped them on moved on before this project went on hiatus but didn't post them.

So, I'm posting the two missing giants from the RC that do not appear in the 5E MM. After these, I hope to be posting the Golems every couple of days and maintain that pace from there.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu May 11, 2017 2:53 am

MOUNTAIN GIANT
Huge giant, lawful neutral
---------------------------------------------------------------------------
Armour Class 19 (splint, shield)
Hit Points 207 (18d12 + 90)
Speed 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
28 (+9)|9 (-1)|21 (+5)|11 (+0)|15 (+2)|14 (+2)

---------------------------------------------------------------------------
Saving Throws Con +9, Wis +6, Cha +6
Skills Athletics +13, Perception +6, Intimidation +6
Senses passive Perception 16
Languages Common, Giant
Challenge 11 (7,200 XP)
---------------------------------------------------------------------------
ACTIONS
Multiattack. The giant makes two longsword attacks.

Longsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 22 (3d8 + 9) slashing damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target.
Hit: 35 (4d12 + 9) bludgeoning damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu May 11, 2017 2:58 am

SEA GIANT
Huge giant, neutral good
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 195 (17d12 + 85)
Speed 40 ft., swim 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
28 (+9)|14 (+2)|21 (+5)|12 (+1)|14 (+2)|13 (+1)

---------------------------------------------------------------------------
Saving Throws Dex +6, Con +9, Wis +6, Cha +5
Skills Athletics +13, Insight +6, Perception +6
Senses passive Perception 16
Languages Giant, Aquan, Deep Speech
Challenge 10 (5,900 XP)
---------------------------------------------------------------------------

Water Breathing. The giant can breath only underwater.

Hold Breath. The giant can hold its breath for 10 minutes.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The giant makes two spear attacks.

Spear. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 19 (3d6 + 9) piercing damage, 22 (3d8 + 9) piercing damage if used with two hands to make a melee attack.

Forceful Current (Recharge 4-6). The giant can force water into a strong current which blasts out 60 feet in a cone. The cone can point out in any direction from the giant, including above or below. Each creature in the cone is pushed back 30 feet unless it succeeds on a DC 21 Strength saving throw. If successful, the creature is only pushed back 15 feet. The creature must also succeed on a DC 17 Constitution saving throw or be stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat May 13, 2017 5:10 pm

WOOD GOLEM
Small construct, unaligned
---------------------------------------------------------------------------
Armour Class 13 (Innate Shield)
Hit Points 27 (6d6 + 6)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
13 (+1)|7 (-2)|12 (+1)|3 (-4)|7 (-2)|1 (-5)

---------------------------------------------------------------------------
Vulnerabilities fire
Damage Immunities cold, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages of its creator but cannot speak
Challenge 1 (200 XP)
---------------------------------------------------------------------------

Innate Shield. The golem has an innate shield spell on it, granting a +5 bonus to AC (already included above) and immunity to magic missiles.

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

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

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

---------------------------------------------------------------------------
ACTIONS
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) bludgeoning damage.


Image

[Edit: Lowered the HD, as I did not factor in the +2 to "effective AC" that immunity to normal weapons when calculating CR. It would have been a CR 2 monster had I not lowered the hps.]
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue May 16, 2017 12:53 am

BONE GOLEM
Medium construct, unaligned
---------------------------------------------------------------------------
Armour Class 15 (natural armour)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|9 (-1)|15 (+2)|3 (-4)|10 (+0)|1 (-5)

---------------------------------------------------------------------------
Damage Resistances piercing
Damage Immunities cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 3 (700 XP)
---------------------------------------------------------------------------

Four-Armed. The golem has four arms, which may be attached at any point on its body. It may wield 4 one-handed weapons or 2 two-handed weapons.

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

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

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

---------------------------------------------------------------------------
ACTIONS
Multiattack. The golem makes three melee attacks if armed with at least three short swords, or two melee attacks if armed with at least two longswords.

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

Longsword (2H). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
---------------------------------------------------------------------------
REACTIONS
Parry. The golem adds 2 to its AC against one melee attack that would hit it. To do so, the golem must see the attacker and be wielding a melee weapon.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu May 18, 2017 12:57 am

OBSIDIAN GOLEM
Large construct, unaligned
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 57 (6d10 + 24)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|9 (-1)|18 (+4)|4 (-3)|11 (+0)|1 (-5)

---------------------------------------------------------------------------
Vulnerabilities thunder
Damage Immunities lightning, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages one language known by its creator
Challenge 3 (700 XP)
---------------------------------------------------------------------------

Shatter. If the golem is reduced to 0 hit points, its body shatters into innumerable pieces, causing 1d10 slashing damage to each creature within 10 feet of it. If the golem was reduced to 0 hit points from thunder damage, each creature within 15 feet of it takes 2d10 slashing damage instead.

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

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

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

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

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.


Image

[Edit: Lowered the AC by 2, as I did not factor in the +2 to "effective AC" that immunity to normal weapons when calculating CR. It would have been a CR 4 monster had I not lowered the AC.]
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon May 22, 2017 11:10 pm

MUD GOLEM
Medium construct, unaligned
---------------------------------------------------------------------------
Armour Class 10
Hit Points 67 (9d8 + 27)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|10 (+0)|17 (+3)|3 (-4)|8 (-1)|1 (-5)

---------------------------------------------------------------------------
Damage Immunities acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

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

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

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

Mud Glide. The golem can swim through, stand on, or submerge itself, in mud and quicksand without sinking. It uses its swim speed when it substances like mud or quicksand.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage, . If the golem successfully hits one creature with two slam attacks in the same round, the target is grappled (escape DC 14). Until this grapple ends, the creature is smothered in mud and must hold its breath or suffocate. The creature must make a DC 13 Constitution saving throw or it runs out of breath. If the saving throw was a success, it must repeat this saving throw at the end of each of its turns until it is no longer grappled or it has failed. When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). After these rounds have pasted, at the start of its next turn, the creature drops to 0 hit points and is dying.


Image

[Edit: Lowered the HD by 1, as I did not factor in the +2 to "effective AC" that immunity to normal weapons when calculating CR. It would have been a CR 5 monster had I not lowered the hps.]
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Tue May 23, 2017 2:07 pm

I love Mud Golems.

I wonder if they are based on Mokkurkalfe, the creature made from clay by the Giants to fight against Thor in Norse Mythology. In any case, I like having giants be able to create Mud Golems as servants. :)

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed May 24, 2017 12:25 am

Havard wrote:I love Mud Golems.

I wonder if they are based on Mokkurkalfe, the creature made from clay by the Giants to fight against Thor in Norse Mythology. In any case, I like having giants be able to create Mud Golems as servants. :)

-Havard
I have no idea. :? I can barely read English! :mrgreen:

I know golems in general have their origins in Polish/Jewish history and were expanded from there, possibly adding in other sources like the one above to get other varieties.

And mud golems love us too! That's why they hug anyone they can get two arms around. :facepalm:

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu May 25, 2017 4:13 am

AMBER GOLEM
Large construct, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 66 (7d10 + 28)
Speed 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|13 (+1)|18 (+4)|3 (-4)|10 (+0)|1 (-5)

---------------------------------------------------------------------------
Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------

Faultless Tracker. When the golem makes a Wisdom (Survival) to follow the tracks of another creature, it gets a +10 bonus to the roll.

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

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

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

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

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) slashing damage.


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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat May 27, 2017 4:26 am

BRONZE GOLEM
Large construct, unaligned
---------------------------------------------------------------------------
Armour Class 17 (natural armour)
Hit Points 157 (15d10 + 75)
Speed 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
23 (+6)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5)

---------------------------------------------------------------------------
Damage Immunities 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 can't speak
Challenge 10 (5,900 XP)
---------------------------------------------------------------------------

Blood of Liquid Fire. When the golem takes slashing damage, any creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 7 (3d4) fire damage.

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

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

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

---------------------------------------------------------------------------
ACTIONS
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) bludgeoning damage, plus 4 (1d8) fire damage.


Image
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue May 30, 2017 1:25 am

GREMLIN
Small fey, chaotic neutral
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Armour Class 13
Hit Points 7 (3d6 -3)
Speed 30 ft.
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STR|DEX|CON|INT|WIS|CHA
8 (-1)|17 (+3)|9 (-1)|9 (-1)|5 (-3)|16 (+3)

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Skills Acrobatics +5, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 7
Languages Common, Gnomish, Dwarvish, Sylvan
Challenge ½ (100 XP)
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Chaotic Aura. The gremlin has a chaotic aura that radiates from it in all directions for 20 feet. Within this aura, "anything that can go wrong will go wrong". If a creature begins its turn in the aura, or moves into it during its turn, it must make a DC 13 Charisma saving throw or be affected by the chaotic aura until the start of its next turn. The effect is at the DM's discretion, although it tends to affect mechanical things first and is generally small in scope. Examples include crossbows falling apart, bow strings snapping, axeheads falling off, belts and straps coming undone, or even slipping and tripping. If a creature affected by the aura attacks the gremlin and misses, it must roll a second attack against an ally within 5 feet the attacker, if there is one, doing damage on a successful hit. Any creature, whether affected by the aura or not, attempting to casting a spell or use magic within the chaotic aura must make a separate DC 13 Charisma saving throw. If it is a failure, roll on the sorceror's Wild Magic Surge table to determine the result. If the saving throw failed by 5 or more, the spell or magic targets the caster instead.

Hide in Crannies. The gremlin has advantage on Dexterity (Stealth) checks made to hide.

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

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ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., . one target.
Hit: 5 (1d4 + 3) piercing damage.


Image

[Edit: Yep. Caved. Couldn't help it. Made Gremlins a fey creature despite the other reasons.]
Last edited by Hugin on Fri Oct 05, 2018 4:17 am, edited 2 times in total.

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Havard
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Tue May 30, 2017 10:32 am

Awesome! Gotta love the Gremlins.

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

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