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Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sun Feb 24, 2019 10:20 am
by Havard
Giant slugs make for great beasts of burden too! :)

-Havard

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Mon Feb 25, 2019 1:28 am
by Hugin
Very true, f you can get to stop spitting acid. Hopefully they aren't as ill tempered as camels!

Also added the variant info for the use of giant snails.

Next to slither their way into the conversion thread will be the 6 varieties of snakes! With some more spitting, too.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Tue Feb 26, 2019 6:00 am
by Coronoides
Giant slugs also useful in my current Underdark game.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Tue Feb 26, 2019 10:51 pm
by Hugin
Coronoides wrote:
Tue Feb 26, 2019 6:00 am
Giant slugs also useful in my current Underdark game.
Indeed! One can never have enough to dwell in the lands below!

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Fri Mar 08, 2019 6:48 pm
by pawsplay
Hugin wrote:
Mon Oct 15, 2018 4:50 am
REVENER
This monster appears as a human figure with skeletal hands and a skull head with flowing, white hair. A revener prowls dark, underground caverns and dust-filled tombs and crypts.
Like you, I found the revener a little awkward and I changed it more than other monsters. I kept the multiple ways of removing senses, but I added a claws attack and generally rationalized its stats.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat Mar 09, 2019 4:45 am
by Hugin
Yep, that revener was a tough one to convert. The version I posted was my attempt to stay as close to the RC incarnation as possible while fitting cleanly within the 5E design structure and philosophy.

It could be tweeked in a number of ways if those two principles were relaxed. I'd love to hear about how the creature was used in people's games (in any version)!

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat Mar 23, 2019 10:06 am
by Dragon Turtle
Stickied. Hope you are cool with this Hugin. :)

-Dragon Turtle

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat Mar 23, 2019 1:20 pm
by Hugin
Ya, I can live with that.

:ugeek:

(It's all the more reason to keep at, despite hitting the busiest time of the year for me.)

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Mon Apr 01, 2019 12:54 am
by Seethyr
enderxenocide0 wrote:
Wed May 25, 2016 6:37 pm
Dread Delgath wrote:
Hugin wrote:Indeed, enderxenocide0. There are a few things that interact with a creature's type, but not a lot.

The main thing is that nothing "breaks" or is "disrupted" and there is no recalculating to do when changing monster type. Besides what you mentioned, there could be some other qualities to adjust, like condition immunities for instance.
This is one of the modular things in 5e that I DO like. :cool:

...and it follows the guideline philosophy from the very beginning, and that is if you don't like something - change it.

It is nice to find that this is easily done in 5e, considering all the problems I had with adjusting to the change to 3.0 all those years ago. :oops: LOL!
Right?! I can crank out a new monster in 5E fairly quickly compared to 3.X and can tweak things that I like or don't like without having to overhaul the concept.
This conversation has me nodding as I read it, but its funny how long it took me to just accept that it wasn't so difficult anymore. I wrote tons of monsters for 3e and I kept looking for some obscure or hidden bonus when I started with the 5e monsters. I keep asking myself, "this is all I have to do?"

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Mon Apr 01, 2019 7:18 pm
by Dread Delgath
Seethyr wrote:
Mon Apr 01, 2019 12:54 am
enderxenocide0 wrote:
Wed May 25, 2016 6:37 pm
Dread Delgath wrote:
Hugin wrote:Indeed, enderxenocide0. There are a few things that interact with a creature's type, but not a lot.

The main thing is that nothing "breaks" or is "disrupted" and there is no recalculating to do when changing monster type. Besides what you mentioned, there could be some other qualities to adjust, like condition immunities for instance.
This is one of the modular things in 5e that I DO like. :cool:

...and it follows the guideline philosophy from the very beginning, and that is if you don't like something - change it.

It is nice to find that this is easily done in 5e, considering all the problems I had with adjusting to the change to 3.0 all those years ago. :oops: LOL!
Right?! I can crank out a new monster in 5E fairly quickly compared to 3.X and can tweak things that I like or don't like without having to overhaul the concept.
This conversation has me nodding as I read it, but its funny how long it took me to just accept that it wasn't so difficult anymore. I wrote tons of monsters for 3e and I kept looking for some obscure or hidden bonus when I started with the 5e monsters. I keep asking myself, "this is all I have to do?"
I find that creating monsters (for any edition) is still easy, but assigning a CR to it for 5th ed is still a nebulous challenge for me. :oops: Its best if I re-skin an existing monster and change things from there, adjusting the CR up or down according to the things I've changed or switched out for other similar, but not exactly the same power level.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Tue Apr 02, 2019 2:31 am
by Hugin
Dread Delgath wrote:
Mon Apr 01, 2019 7:18 pm
I find that creating monsters (for any edition) is still easy, but assigning a CR to it for 5th ed is still a nebulous challenge for me. :oops: Its best if I re-skin an existing monster and change things from there, adjusting the CR up or down according to the things I've changed or switched out for other similar, but not exactly the same power level.
And here's my confession - I use excel to do the math to give me the CR, which I then adjust according to the guidelines in the DMG in just a few cases. But to be able to "create" a monster by eyeballing it against an existing monster to get its CR in 5E is actually reasonably easy.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Tue Apr 02, 2019 3:43 am
by Seethyr
Hugin wrote:
Tue Apr 02, 2019 2:31 am
Dread Delgath wrote:
Mon Apr 01, 2019 7:18 pm
I find that creating monsters (for any edition) is still easy, but assigning a CR to it for 5th ed is still a nebulous challenge for me. :oops: Its best if I re-skin an existing monster and change things from there, adjusting the CR up or down according to the things I've changed or switched out for other similar, but not exactly the same power level.
And here's my confession - I use excel to do the math to give me the CR, which I then adjust according to the guidelines in the DMG in just a few cases. But to be able to "create" a monster by eyeballing it against an existing monster to get its CR in 5E is actually reasonably easy.
Those modifiers at the end for special abilities in the DMG really muck things up. Newly invented special abilities for new monsters don’t always fit the templates well. Yeah, a lot of eyeballing there, but it certainly does beat the insane crunch of 3.5.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Thu May 02, 2019 12:40 am
by genghisdon
wonderful project!

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Thu May 02, 2019 1:16 am
by Hugin
genghisdon wrote:
Thu May 02, 2019 12:40 am
wonderful project!
Thank you very much! It has stalled for a bit while I went through my busiest time of the year at the office (tax season), but the deadline has just passed (Apr 30th) and life can get back to normal for me.

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Fri Jan 17, 2020 12:45 am
by Hugin
SPECTRAL HOUND

Spectral hounds are creatures from the Dimensional Vortex - the void between all dimensions. They live between two planes of existence at the same time, for example, between the Material Plane and the Border Ethereal. When viewed from the Material Plane they appear as ghostly dogs that are pale in color and translucent. Their eyes are formless pools of utter blackness.

They are excellent trackers and once on the trail of a creature they follow it for days. They are bred and trained by interplanar beings, such as elemental rulers, as hunting animals, and are sometimes used to track intrusive adventurers back to their home planes. Likewise, adventurers might be able to charm spectral hounds and train them to track villians through the planes. Spectral hounds never come to the Material (or rather, never come 'next' to it) except when being used in this manner by greater powers.

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SPECTRAL HOUND
Medium monstrosity, unaligned
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Armour Class 18 (natural armour)
Hit Points 49 (9d8 + 9)
Speed 50 ft.
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STR|DEX|CON|INT|WIS|CHA
16 (+3)|15 (+2)|12 (+1)|3 (-4)|19 (+4)|8 (-1)

---------------------------------------------------------------------------
Saving Throws Dex +4, Con +3
Skills Perception +6, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, fire
Senses truesight 120 ft., passive Perception 16
Languages -----
Challenge 3 (700 XP)
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Planar Tracker. The spectral hound is able to track creatures on any plane of existance. Skill checks made by a spectral hound to track a creature have advantage.

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ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
"Hit: 7 (1d8 + 3) piercing damage, , and the target must succeed on a DC 12 Charisma saving throw against fading into the Border Ethereal. On a failed save, the creature begins to fade. This fading only effects the creature, not anything worn or carried, and is very gradual, taking 24 hours to completely fade to the Border Ethereal.
After 24 hours the target has entered the Border Ethereal. It is visible on the Material Plane, appearing translucent in the manner that a spectral hound does, yet it can't affect or be affected by anything on the other plane."


Image

[Design Note: For a relatively straight-forward creature this one got rather difficult due to its "fading" effect. In the end I decided to use the Border Ethereal plane as the reason for the "ghostly" appearance and inability of the victim to affect, or be affected by, anything on the Material Plane.

The real question then became, "why can the spectral hound interact with the Material Plane when those it causes to fade cannot?" Indeed, why not!? That's where the thought of being from the Dimensional Vortex (the void BETWEEN all dimensions) meant that it was never actually on a plane of existence, but instead dwelt between two at the same time. Well, I hope that works out. Thoughts are welcome as always.]

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Thu Jan 23, 2020 3:11 am
by Hugin
GIANT TARANTELLA SPIDER

Giant spiders are simply huge versions of normal spider species. All giant spiders can be dangerous, and many are poisonous. All are carnivores, either trapping their prey in webs or jumping at victims by surprise. However, they are rarely intelligent, and will often flee from fire.

A giant tarantella is a huge hairy magical spider that looks like a 7 foot long tarantella. The poison from its bite does not cause damage; instead, it has the magical effect of the Otto's Irresistible Dance spell. This magical effect extends to those who observe it's effect on others.

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GIANT TARANTELLA SPIDER
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 52 (7d10 + 14)
Speed 30 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
17 (+3)|14 (+2)|14 (+2)|2 (-4)|12 (+1)|8 (-1)

---------------------------------------------------------------------------
Saving Throws Str +5, Con +4, Cha +1
Skills Athletics +5, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages -----
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage and the target must make a successful DC 13 Wisdom saving throw or be subject to a magical effect identical to the Otto's Irresistible Dance spell. During their turn, any creature who observes another dancing under this affect must also make a successful Wisdom saving throw or be subject to the same effect.

Image

[Design Notes: I did not convert the other two giant spiders in the RC, the Giant Crab Spider and Giant Black Widow, as they are very closely paired to the Giant Wolf Spider and Giant Spider (respectively) found in the 5E Monster Manual.

The Giant Tarantella, with its magically dance-inducing poison, is very different. As is my usual modus-operandi, I did my best to use existing 5E elements to translate mechanics from the RC into. In this case my option was to describe a unique and isolated mechanic for this specfic creature, or adapt something that already exists. I found that the spell "Otto's Irresistible Dance" fit the bill quite well. It doesn't work exactly like the effect in the RC, but it is pretty darn close.]

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat May 23, 2020 4:28 pm
by Motorskills
I checked with Hujin that it was okay to post my thoughts in this thread. I like a lot of what he has done, some I am less keen on, no biggie.

One thing I will note is that just because the monster appears in the 5e Monster Manual, it doesn't necessarily mean it is a useful conversion. The classic examples for me are the Ghost and the Spectre, both of which are dramatically different - and much less scary - compared to their BECMI versions. That's important when considering module adaptions.

After that, there are conversions which don't do the original justice, and my mind immediately turns to (yet) another Undead, the Nightwalker, for which 5e has committed the ultimate sin of making such an amazing invention....boring.

So with that philosophy in mind, I have taken a first pass at the Spirit (Hand Druj), which I think cleaves closer to the original BECMI creation. I'd very much appreciate all y'all's feedback before taking a similar crack at the Haunts and Nightshades.

https://imgur.com/Xqs0UTW

(I failed in my effort to embed the image, if anyone can advise....)

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat May 23, 2020 4:58 pm
by Havard
Motorskills wrote:
Sat May 23, 2020 4:28 pm
I checked with Hujin that it was okay to post my thoughts in this thread. I like a lot of what he has done, some I am less keen on, no biggie.

One thing I will note is that just because the monster appears in the 5e Monster Manual, it doesn't necessarily mean it is a useful conversion. The classic examples for me are the Ghost and the Spectre, both of which are dramatically different - and much less scary - compared to their BECMI versions. That's important when considering module adaptions.

After that, there are conversions which don't do the original justice, and my mind immediately turns to (yet) another Undead, the Nightwalker, for which 5e has committed the ultimate sin of making such an amazing invention....boring.

So with that philosophy in mind, I have taken a first pass at the Spirit (Hand Druj), which I think cleaves closer to the original BECMI creation. I'd very much appreciate all y'all's feedback before taking a similar crack at the Haunts and Nightshades.

https://imgur.com/Xqs0UTW

(I failed in my effort to embed the image, if anyone can advise....)
Image

I think this is what you tried to do.

If you click quote on my post you can see what tags I used :)

-Havard

Re: Converting Rules Cyclopedia Monsters to 5E

Posted: Sat May 23, 2020 7:55 pm
by Motorskills
Thanks Havard, useful for next time!

**

I was a bit fast and loose with Armour Class, Hit Points, Ability Scores, and Senses, so feedback on those would be good in particular.