Converting Rules Cyclopedia Monsters to 5E

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RobJN
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by 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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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by 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

Post by 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)
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|10 (+0)|11 (+0)|16 (+3)|17 (+3)|15 (+2)

---------------------------------------------------------------------------
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, unconscious
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, +5 to hit with spell attacks). 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.


Image
Last edited by Hugin on Fri Oct 05, 2018 4:19 am, edited 4 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by 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

Post by 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

Post by 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

Post by Hugin » Sun Nov 26, 2017 4:09 am

HORDE (MEDIUM)
Medium aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|11 (+0)|15 (+2)|15 (+2)|11 (+0)|7 (-2)

---------------------------------------------------------------------------
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 12, +4 to hit with spell attacks). 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.

Image


HORDE (LARGE)
Large aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 85 (10d10 + 30)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|10 (+0)|17 (+3)|15 (+2)|11 (+0)|7 (-2)

---------------------------------------------------------------------------
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 12, +4 to hit with spell attacks). 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.

Image


HORDE (HUGE)
Huge aberration, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 133 (14d12 + 42)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
23 (+6)|9 (-1)|17 (+3)|15 (+2)|11 (+0)|7 (-2)

---------------------------------------------------------------------------
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 12, +4 to hit with spell attacks). 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.

Image


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.
Last edited by Hugin on Fri Oct 05, 2018 4:22 am, edited 3 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Tue Nov 28, 2017 7:52 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? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Nov 29, 2017 12:35 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

Post by Hugin » Wed Dec 06, 2017 2:21 am

HSIAO (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 39 (6d10 + 6)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
14 (+2)|12 (+1)|12 (+1)|11 (+0)|16 (+3)|15 (+2)

---------------------------------------------------------------------------
Saving Throws Wis +5, Cha +4
Skills Stealth +3, Nature +2, Insight +5, Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Sylvan, Druidic, Giant Owl
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) slashing damage.

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

Image


HSIAO CURATE (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 15 (natural armour)
Hit Points 78 (12d10 + 12)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
15 (+2)|12 (+1)|13 (+1)|11 (+0)|18 (+4)|15 (+2)

---------------------------------------------------------------------------
Saving Throws Wis +6, Cha +4
Skills Stealth +3, Nature +2, Insight +6, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Sylvan, Druidic, Giant Owl
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) slashing damage.

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

Image


HSIAO ELDER (GUARDIAN OWL)
Large humanoid, any lawful
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 169 (26d10 + 26)
Speed 20 ft., fly 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
14 (+2)|12 (+1)|12 (+1)|12 (+1)|20 (+5)|16 (+3)

---------------------------------------------------------------------------
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, Druidic, Giant Owl, Common
Challenge 9 (5,000 XP)
---------------------------------------------------------------------------

Spellcasting. The hsiao is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 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) slashing damage.

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

Image
Last edited by Hugin on Fri Oct 05, 2018 4:25 am, edited 2 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Wed Dec 06, 2017 6:39 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? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Dec 06, 2017 11:41 pm

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

Post by Hugin » Fri Dec 08, 2017 2:38 am

HYDRAX
Large elemental, lawful evil
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 66 (7d10 + 28)
Speed 20 ft., swim 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
18 (+4)|13 (+1)|19 (+4)|9 (-1)|10 (+0)|10 (+0)

---------------------------------------------------------------------------
Saving Throws Con +7
Vulnerabilities thunder
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.


Image
Last edited by Hugin on Fri Oct 05, 2018 4:25 am, edited 3 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Dec 09, 2017 9:14 pm

KRYST
Medium elemental, any lawful
---------------------------------------------------------------------------
Armour Class 16 (natural armour)
Hit Points 52 (7d8 + 21)
Speed 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|11 (+0)|17 (+3)|10 (+0)|13 (+1)|12 (+1)

---------------------------------------------------------------------------
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 Terran (cannot speak, via telepathy or writing only), 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.


Image
Last edited by Hugin on Fri Oct 05, 2018 4:26 am, edited 2 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Dec 12, 2017 4:00 am

LAVA OOZE
Large ooze, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 45 (7d10 + 7)
Speed 20 ft., climb 20 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
14 (+2)|10 (+0)|13 (+1)|1 (-5)|2 (-4)|2 (-4)

---------------------------------------------------------------------------
Vulnerabilities cold
Damage Immunities fire, lightning, necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
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 3 (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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Last edited by Hugin on Fri Oct 05, 2018 4:27 am, edited 3 times in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Tue Dec 12, 2017 8:18 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? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Wed Dec 13, 2017 12:50 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

Post by Dread Delgath » Wed Dec 13, 2017 7:22 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

Post by Hugin » Wed Dec 13, 2017 2:56 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

Post by Dread Delgath » Wed Dec 13, 2017 3:44 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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shesheyan
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by shesheyan » Wed Dec 13, 2017 4:31 pm

This is an awesome and useful thread ! 5 stars !

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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Dec 14, 2017 1:33 am

Thanks so much for the encouragement, guys. I really appreciate it.

And with that said, I better get the next one posted!

The dreaded, blood-letting, giant leech. Sucks to be you...

:roll:

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Thu Dec 14, 2017 1:36 am

GIANT LEECH
Medium beast, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 75 (10d8 + 30)
Speed 10 ft., swim 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|13 (+1)|17 (+3)|1 (-5)|7 (-2)|3 (-4)

---------------------------------------------------------------------------
Skills Athletics +5
Senses blindsight 60 ft. (blind beyond this radius) , passive Perception 8
Languages -----
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Amphibious. The leech can breath air and water.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage, and the target is grappled (escape DC 15). A creature, including the target, may only use Strength (Athletics) to escape the grapple.

Drink. The leech feeds on the grappled target. The target takes 12 (2d8 + 3) piercing damage and gains one level of exhaustion due to blood loss. The leech will remain grappled until it suffers at least 1 fire damage, has 10 or less hit points remaining, or the target dies. A creature, including the target, must succeed on a DC 15 Strength (Athletics) check to escape the leech's grapple.
---------------------------------------------------------------------------
REACTIONS
Nourish. At the end of the leech's turn, if it has taken the Drink action this round, the leech recovers 5 hit points, up to its maximum hit point total.


Image
Last edited by Hugin on Fri Oct 05, 2018 4:29 am, edited 3 times in total.

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Coronoides
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Thu Dec 14, 2017 11:43 am

The giant leech is a great build that will put a quirk into the combat. Also fun fact: in Queensland when you walk through the rainforest leeches can fall out of the trees onto you. Gotta love 'Straya'
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Thu Dec 14, 2017 11:52 am

Coronoides wrote:Also fun fact: in Queensland when you walk through the rainforest leeches can fall out of the trees onto you. Gotta love 'Straya'
Are you saying we could have a setting with Endor-style trees and Giant leeches falling on top of adventuring parties? :D

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