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 Oct 11, 2018 4:00 am

PLASM

A plasm looks like a human- or giant sized skeleton made of elemental and ethereal matter. There are four types of plasm; one for each of elements of air, earth, fire, and water. A plasm is made of a combination of elemental material and ectoplasm (solid ether). It cannot safely exist on any plane except the Ethereal, or interplaner portal or wormhole, where it may sometimes be encountered.

---------------------------------------------------------------------------
PLASM, GREATER
Large elemental, chaotic neutral
---------------------------------------------------------------------------
Armour Class 17 (ethereal armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
20 (+5)|12 (+1)|17 (+3)|8 (-1)|10 (+0)|12 (+1)

---------------------------------------------------------------------------
Damage Resistances force
Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poisoned
Senses passive Perception 10
Languages -----
Challenge 6 (2,300 XP)
---------------------------------------------------------------------------

Ethereal Dependant. At the start of each of the plasm's turns, if it is not on the Ethereal Plane or in an inter-planar portal, it takes 4 (1d10) force damage and its hit point maximum is reduced by an amount equal to the force damage taken.

Elemental Absorption. Whenever the plasm is subjected to the following damage - thunder damage against an air plasm; bludgeoning, piercing, or slashing damage against an earth plasm; fire damage against a fire plasm; acid damage against a water plasm - it takes no damage. Instead, its hit point maximum is increased, and hit points are regained, by an amount equal to the damage.

---------------------------------------------------------------------------
ACTIONS

Multiattack. The plasm makes two claw attacks.

Claws. Melee Weapon Attack: +8 to hit, range ft., one target.
Hit: 19 (4d6 + 5) slashing damage.

Ether-Elemental Cloud (Recharge 6). The plasm creates a 15-foot-radius sphere of ether-elemental cloud based on its type, centered on the plasm. Each creature within the cloud takes 34 (6d10) force damage, including the plasm, although it has resistance to force damage. Afterward, when a creature enters the cloud's area for the first time on a turn or start's its turn there, that creature must make a DC 15 Constitution saving throw, taking 16 (3d10) force damage on a failed save, or half that amount if successful. The cloud is composed of the element matching the plasm's type and lasts for 3 rounds. The cloud does not move and its area is lightly obscured. The plasm normally reserves this action for when it wants to flee.


Image

[Design Note: The Greater Plasm should actually have been a CR 5 creater if I went strictly by my conversion guide, but I just couldn't get it down the that level and not feel too close to the lesser version. One or more of its HD or strength or other aspect would be too close to the lesser's that it didn't feel right. So we end up with a (possibly) slightly more powerful version in 5E than in the RC.]

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Dread Delgath » Sun Oct 14, 2018 3:52 pm

I'd also noticed that about the Undead CR gap between 5 - 13! I've picked up several homebrew undead that also fit in that gap, and yours are a great addition!

Thank you for your hard work! :mrgreen:
A big THANKS! to Giant Space Hamster & Chimpman for the cookies! (Dark Side be damned!) :D

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Oct 15, 2018 2:43 am

It sure is quite the gap, but more will appear soon to help fill it in.

And thanks for the comment!

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » 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.

---------------------------------------------------------------------------
REVENER
Medium monstrosity, chaotic evil
---------------------------------------------------------------------------
Armour Class 17 (natural armour)
Hit Points 71 (11d8 + 22)
Speed 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
13 (+1)|16 (+3)|14 (+2)|10 (+0)|11 (+0)|12 (+1)

---------------------------------------------------------------------------
Saving Throws Wis +3, Cha +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 10
Languages -----
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------
ACTIONS
Multiattack. The revener makes two claw attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) slashing damage, plus 10 (3d6) psychic damage. The creature loses any sense of taste it may have had and must make a DC 16 Intelligence saving throw. On a failed save, the creature is deafened. If the save failed by 3 or more, it is also blinded. If the save failed by 5 or more, the creature is also stunned. Conditions gained from the revener last for one minute. The creature can repeat the saving throw at the end of each of its turns, ending one condition on itself on a success.


Image

[Design notes: I departed from the RC version moreso here than I tend to do. The original is basically a "screw the PCs" monster as it removes senses, not damages them. While I think the aftermath could be a great roleplay opportunity, the monster really doesn't threaten them in any real way.

Its hps and xp from the RC suggested a CR 5 creature in 5E, and I really struggled to get there without creating a decent damaging component to it. The idea I came up with (from the sparce info in the RC) is that it is essentially a mind effecting creature, manifesting in 5E as pyschic damage and its ability to drain senses from creatures. (If I was a creature that could not harm anyone else, only remove their senses one by one, I wouldn't be attacking anything!)

Finally, the RC version's sense-draining ability is much longer lasting and that doesn't gel well with the 5E handling of conditions like that - it generally provides recurring saving throw attempts. To increase the potency I gave it the ability to inflict several conditions at once, and only one can be 'cured' each round. This was a tough one to convert to 5E's structure but I'm pretty happy with it actually.
]
Last edited by Hugin on Fri Oct 19, 2018 1:49 am, edited 1 time in total.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by barrataria » Tue Oct 16, 2018 12:52 am

What a fantastic thread! I am thinking about running a scenario I pencilled out for B/X and now I don't have to fake the giant gecko and ferret! Thanks so much for these.... will you compile them for the DMs Guild someday? I see in your sig you've published before :)
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Oct 16, 2018 3:14 am

Thanks! And I'm very happy to see that some of these will be useful.

However, I don't have a sig and I've never published on DM's Guild before. :P

I don't see myself collecting these into any single work; mainly because it's outside my knowedge and ability so far. Plus, these are conversions of someone else's work (i.e. TSR) and don't have much of the flavor attached. It's targetted mainly for those running adventures linked to BECMI D&D in fifth edition and/or in the Mystara setting, but can obviously be used by anyone running 5E.

And since I'm posting anyway, I'll be away for the rest of the week at a conference, so I won't be able to work on any more creatures (Rhagodessa is next) until after I get back. ;(

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by barrataria » Wed Oct 17, 2018 5:15 pm

Sorry I misread :( I hope you consider compiling/releasing it!
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Fri Oct 19, 2018 1:51 am

No worries! I really don't think I could do a compilation, but you never know if someone else were to do it.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Oct 22, 2018 3:16 am

RHAGODESSA
A rhagodessa is a giant spiderlike carnivore, about the size of a small horse. It has an oversized head and mandibles colored yellow, and a dark brown thorax. It has five pairs of legs; the front pair end in suckers which help the creature grasp its prey.

Rhagodessae are nocturnal carnivores, hunting only in the dark. They are normally found in caves, and can climb walls.

---------------------------------------------------------------------------
RHAGODESSA
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 52 (7d10 + 14)
Speed 40 ft., climb 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
15 (+2)|15 (+2)|14 (+2)|1 (-5)|10 (+0)|3 (-4)

---------------------------------------------------------------------------
Senses darkvision 60 ft., passive Perception 10
Languages -----
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Spider Climb. The rhagodessa can climb difficult surfaces, including vertical surfaces, without needing to make an ability check.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The rhagodessa makes two slam attacks. If the rhagodessa has at least one creature grappled, it may also use its bite attack against that creature.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage, , and the target is grappled (escape DC 12). If one target is grappled by both of the rhagodessa's slam attacks, it is also restrained.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 13 (2d10 + 2) piercing damage.


Image

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Oct 22, 2018 3:19 am

ROBBER FLY
A robber fly is a 3 foot long giant fly with black and yellow stripes. From a distance, robber flies look like giant bees. They are carnivores, and may attack adventurers. However, they prefer giant bees and wasps as food, and are immune to their poisons.

Robber flies are patient hunters - they often hide in shadows and wait to surprise prey.

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ROBBER FLY
Small beast, unaligned
---------------------------------------------------------------------------
Armour Class 13
Hit Points 5 (1d6 + 2)
Speed 25 ft., fly 50 ft. (hover)
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
4 (-3)|17 (+3)|14 (+2)|1 (-5)|9 (-1)|3 (-4)

---------------------------------------------------------------------------
Senses passive Perception 9
Languages -----
Challenge ¼ (50 XP)
---------------------------------------------------------------------------
ACTIONS

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

Image

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Oct 29, 2018 1:19 am

PTEROSAURS

These are hollow-boned flying and gliding reptiles. They have long beaks filled with numerous teeth, and reptilian arm structures with skin webbing which constitutes their wings.

PTERODACTYL, Small Pterosaur

The pterodactyl are batlike reptiles with wingspans of 8 to 1o feet. They hunt insects, birds, and small animals, gliding slowly along air currents to spot their prey. If driven by great hunger, they may attack human-sized creatures.

---------------------------------------------------------------------------
PTERODACTYL
Small beast, unaligned
---------------------------------------------------------------------------
Armour Class 13
Hit Points 3 (1d6)
Speed 10 ft., fly 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
10 (+0)|16 (+3)|10 (+0)|2 (-4)|7 (-2)|4 (-3)

---------------------------------------------------------------------------
Skills Perception +0
Senses passive Perception 10
Languages -----
Challenge 0 (10 XP)
---------------------------------------------------------------------------

Flyby. The Pterodactyl doesn't provoke an opportunity attack when it flies out of an enemy's reach.

---------------------------------------------------------------------------
ACTIONS

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


Image



PTERANODON, Medium Pterosaur

Pteranodons are much larger and more aggressive. They have a wingspan of up to 50 feet.

[See 5E D&D Monster Manual page 80.]



PTEROSAUR, Large Pterosaur

Pterosaurs have a wingspan of over 50 feet.

---------------------------------------------------------------------------
PTEROSAUR
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 37 (5d10 + 10)
Speed 10 ft., fly 60 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
16 (+3)|14 (+2)|14 (+2)|2 (-4)|11 (+0)|6 (-2)

---------------------------------------------------------------------------
Skills Perception +2
Senses passive Perception 12
Languages -----
Challenge 1 (200 XP)
---------------------------------------------------------------------------

Flyby. The Pterodactyl doesn't provoke an opportunity attack when it flies out of an enemy's reach.

---------------------------------------------------------------------------
ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (3d4 + 3) piercing damage.


Image

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Havard » Mon Oct 29, 2018 3:18 pm

Nice work Hugin!

I'd love to use Pteradactyl riders more! They fit well in the Hollow World, in Blackmoor, on the Isle of Dawn and elsewhere.

Obligatory Fire and Ice video.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Mon Oct 29, 2018 9:17 pm

Love Fire and Ice!
Also could see a lot of use in Tomb of Annihilation games.
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Oct 30, 2018 12:07 am

That reminds me that there is also the skinwing from the Shadow Elves Gaz, but it isn't in the RC so I'm not converting it... yet.

I actually skipped over doing the pterosaurs thinking there wasn't any need to do size variations of a creature already in the 5E MM. But then my OCD kicked in and I had to go back and do them.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Nov 03, 2018 6:31 pm

ROC, SMALL
Large monstrosity, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 39 (6d10 + 6)
Speed 20 ft., fly 100 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
18 (+4)|10 (+0)|13 (+1)|3 (-4)|8 (-1)|7 (-2)

---------------------------------------------------------------------------
Saving Throws Dex +2, Con +3
Skills Perception +1
Senses passive Perception 11
Languages -----
Challenge 2 (450 XP)
---------------------------------------------------------------------------

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

---------------------------------------------------------------------------
ACTIONS

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

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

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, , and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Image


ROC, LARGE
Huge monstrosity, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 95 (10d12 + 30)
Speed 20 ft., fly 120 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
21 (+5)|10 (+0)|16 (+3)|3 (-4)|9 (-1)|8 (-1)

---------------------------------------------------------------------------
Saving Throws Dex +3, Con +6, Wis +2
Skills Perception +2
Senses passive Perception 12
Languages -----
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------

Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

---------------------------------------------------------------------------
ACTIONS

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) slashing damage, , and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Image

[Design Note: While the large roc maps to a CR 4 creature in the RC, I had to make it a CR 5 creature in 5E in order to have its attack progressions between the three sizes flow nicely; i.e. the "giant" roc in the 5E MM has attacks with 4 dice, and the ganeral method of adjusting attack when size changes is to multiply the number of dice. So if a guargantuan size creature's beak does 4 dice damage, the huge sized creature's beak does 3 dice, large sized does 2, and medium sized 1. Thus, I wanted the "huge" sized roc, known as the large roc in the RC, to have 3 dice damage, and therefore it had to be 5 CR.]


ROC, GIANT

[See 5E D&D Monster Manual page 260.]

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Nov 20, 2018 4:20 am

SALAMANDER

Salamanders are free-willed beings from the elemental planes, common there but rare elsewhere. Both look like giant lizards: flame salamanders are from the plane of Fire, and frost salamanders are from the plane of Air. The two types are mortal enemies, and will attack each other on sight.

SALAMANDER, FLAME

This monster is a snakelike lizard, 12 to 16 feet long, with bright orange-yellow and orange-red scales. When not on its own plane, it prefers to live in or near volcanoes, or in very hot lands. Intense heat is radiated by the creature.

---------------------------------------------------------------------------
SALAMANDER, FLAME
Large elemental, unaligned
---------------------------------------------------------------------------
Armour Class 14 (natural armour)
Hit Points 67 (9d10 + 18)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
17 (+3)|12 (+1)|15 (+2)|1 (-5)|7 (-2)|6 (-2)

---------------------------------------------------------------------------
Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire
Senses passive Perception 8
Languages -----
Challenge 4 (1,100 XP)
---------------------------------------------------------------------------

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

---------------------------------------------------------------------------
ACTIONS

Multiattack. The salamander makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage, plus 4 (1d8) fire damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) bludgeoning damage, plus 4 (1d8) fire damage.

Image



SALAMANDER, FROST

This monster has six legs and white or blue-white scales. When not on its own plane, it prefers frozen wastelands, glaciers, and icy tundra. It attacks by rearing up, striking with its legs and bite. Intense cold is radiated by the creature.

---------------------------------------------------------------------------
SALAMANDER, FROST
Large elemental, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
19 (+4)|10 (+0)|16 (+3)|1 (-5)|7 (-2)|8 (-1)

---------------------------------------------------------------------------
Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold
Senses passive Perception 8
Languages -----
Challenge 5 (1,800 XP)
---------------------------------------------------------------------------
ACTIONS

Multiattack. The salamander makes three attacks: one with its bite and two with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage, plus 4 (1d8) cold damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage, plus 4 (1d8) cold damage.

Image

Note: These salamanders are not the same as the one found on page 266 on the 5E Monster Manual. Those are intelligent beings while the ones given here are elemental equivilents of animals.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Mon Dec 03, 2018 4:59 am

SHADOW

Shadows are noncorporeal, ghostlike, intelligent creatures found in eerie, dark places such as dungeons, deep forests, or ruins. They look like real shadows and can alter their shape slightly. Shadows are hard to see and usually gain surprise.

---------------------------------------------------------------------------
SHADOW
Medium aberration, chaotic evil
---------------------------------------------------------------------------
Armour Class 12
Hit Points 31 (7d8)
Speed 25 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
6 (-2)|14 (+2)|11 (+0)|4 (-3)|9 (-1)|10 (+0)

---------------------------------------------------------------------------
Saving Throws Dex +4
Skills Stealth +4
Damage Resistances cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone
Senses blindsight 90 ft. (blind beyond this radius) , passive Perception 9
Languages Deep Speech, telepathy 90 ft.
Challenge 1 (200 XP)
---------------------------------------------------------------------------

Incorporeal Movement. The shadow can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a creature or object.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

---------------------------------------------------------------------------
ACTIONS

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) psychic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid dies from this attack, a new shadow rises from the corpse.

Image


[Notes: The Shadow found in the 5E Monster Manual (page 269) is certainly based on the shadow found in the Rules Cyclopedia. The most obvious change is from being a non-undead monster to an undead. Ingoring that change and you can substitute the 5E one if desired. Speaking of creature type, I used aberration instead of monstrosity based on its very unusual physiology. Other slight adjustments are changing it from noncorporeal to "amorphous", and giving it a sunlight weakness. The 5E version of the shadow is CR 1/2, while my formulasfor converting the RC version to 5E suggest making it CR 1, so I went with that. This conversion is really not needed overall, but did it to provide yet another option.]

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Jan 26, 2019 2:10 am

SHARK
Sharks are predators, feeding mostly on fish. They have little intelligence and are unpredictable. They are attracted to the scent of blood and it can drive them into a feeding frenzy. Sharks are found in salt water.

BULL SHARK
These are 8 feet long and brown in color. Bull sharks will ram their prey first to stun it, and then attack the helpless prey.

BULL SHARK
Medium beast, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 32 (5d8 + 10)
Speed swim 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
14 (+2)|12 (+1)|14 (+2)|1 (-5)|10 (+0)|4 (-3)

---------------------------------------------------------------------------
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Challenge ½ (100 XP)
---------------------------------------------------------------------------

Charge. If the shark moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. If the target is stunned, the shark can make one bite attack against it as a bonus action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Water Breathing. The shark can breathe only underwater.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, range ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Ram. Melee Weapon Attack: +4 to hit, range ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.

Image


MAKO SHARK
These are 12 feet long and blue-grey or tan in color. Mako sharks are very unpredictable, ignoring prey one moment and attacking another.

MAKO SHARK
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 12 (natural armour)
Hit Points 52 (7d10 + 14)
Speed swim 40 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
17 (+3)|13 (+1)|14 (+2)|1 (-5)|10 (+0)|4 (-3)

---------------------------------------------------------------------------
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Challenge 1 (200 XP)
---------------------------------------------------------------------------

Water Breathing. The shark can breathe only underwater.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, range ft., one target.
Hit: 12 (2d8 + 3) piercing damage.

Image


GREAT WHITE SHARK
These are 30 feet long or larger and grey with a white underside. They have been known to destroy small boats.

GREAT WHITE SHARK
Huge beast, unaligned
---------------------------------------------------------------------------
Armour Class 13 (natural armour)
Hit Points 94 (9d12 + 36)
Speed swim 50 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
21 (+5)|12 (+1)|19 (+4)|1 (-5)|10 (+0)|5 (-3)

---------------------------------------------------------------------------
Skills Perception +2
Senses blindsight 60 ft., passive Perception 12
Challenge 3 (700 XP)
---------------------------------------------------------------------------

Water Breathing. The shark can breathe only underwater.

---------------------------------------------------------------------------
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, range ft., one target.
Hit: 18 (3d8 + 5) piercing damage.

Image


Design Notes: The 3 sharks in the RC actually mapped quite closely to the ones in the 5E MM (Bull -> Reef, Mako -> Hunter, and Great White -> Giant), however, I figured I might as well convert using the RC info to provide just a few more options for water encounters. The bull shark is the main one I wanted converted since its ram-&-stun tactic was interesting and different from the others.

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shesheyan
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by shesheyan » Sat Jan 26, 2019 2:41 pm

Now we can unleash the sharknado on our players! :twisted: :lol:

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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sat Jan 26, 2019 2:57 pm

Or, perhaps that would be its own 'swarm' creature! :lol:

:facepalm:

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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Tue Feb 19, 2019 2:57 am

GIANT SHREW
Giant shrews look like large, brown-furred rats with long snouts. They can burrow, climb, or jump. The eyes of a the shrew are so weak that the creature is not affected by light or the lack of it. A shrew uses radarlike squeaks to "see" its surroundings, in a similar manner to bats. Since it needs echos to "see", a shrew dislikes open areas, and remains underground most of the time. Magical silence will "blind" a shrew.

A shrew is a very quick creature, and its attacks so ferocious - attacking the head and shoulder areas of defenders - it has been known to cause even experienced warriors to retreat in fearful surprise.

They only eat insects and vegetable mater, but they are so nervous and aggressive that they are likely to attack anything that comes within 20 feet of them.
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GIANT SHREW
Small beast, unaligned
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Armour Class 12
Hit Points 13 (3d6 + 3)
Speed 40 ft., borrow 10 ft.
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STR|DEX|CON|INT|WIS|CHA
9 (-1)|15 (+2)|12 (+1)|2 (-4)|11 (+0)|4 (-3)

---------------------------------------------------------------------------
Skills Athletics +1, Perception +2
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Challenge ¼ (50 XP)
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Echolocation. The shrew can't use its blindsight while deafened. While deafened, it has disadvantage on attack rolls, and attack rolls against it have advantage.

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ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.

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REACTIONS
Ferocious Bite. When the shrew hits a target with its bite attack, it will attack that same target the with a second bite attack. This second bite attack has advantage. If the second bite attack hits, the target must succeed on a DC 12 Wisdom saving throw or be frightened 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.

Image


Design Notes: This one was a lot more fun than I was expecting. I originally had it as a simple Multiattack with 2 bites, but wasn't sure about how, or even if, I would include the fear effect, especially since this was only bordering on being a CR 1/4 creature (instead of CR 1/8). Thus, I decided to try out using the reaction to get in the second attack, if the first one hit, and have the fear effect dependant on that as well. Seemed like a good compromise.
Last edited by Hugin on Sun Feb 24, 2019 12:27 am, edited 1 time in total.

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Dread Delgath
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Dread Delgath » Sat Feb 23, 2019 9:44 pm

I think that is an excellent effect. It gives a 'normal', albeit a giant sized version of a normal creature something extraordinary in a game where the players usually take normal beasts for granted. :cool:
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Coronoides » Sat Feb 23, 2019 9:54 pm

A great addition to the ecology of the Underdark of FR or your local equivalent
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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Hugin
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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Feb 24, 2019 12:39 am

Dread Delgath wrote:
Sat Feb 23, 2019 9:44 pm
I think that is an excellent effect. It gives a 'normal', albeit a giant sized version of a normal creature something extraordinary in a game where the players usually take normal beasts for granted. :cool:
Thanks. They just felt a little too 'low level' to have a full-on 2 bite attack via multiattack, but I still wanted them to have that surprise effect be possible when they hit and then rip at the PC again. Surprise factors are always fun. :twisted:

Up next is the Giant Slug (& Snail). Another creature in the RC that has many Hit Dice variations. I'll likely do the same as the previous ones and have just two or three versions based on size.

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Re: Converting Rules Cyclopedia Monsters to 5E

Post by Hugin » Sun Feb 24, 2019 2:44 am

SLUG, GIANT
Large beast, unaligned
---------------------------------------------------------------------------
Armour Class 11 (natural armour)
Hit Points 104 (11d10 + 44)
Speed 20 ft., borrow 10 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
21 (+5)|8 (-1)|18 (+4)|1 (-5)|10 (+0)|4 (-3)

---------------------------------------------------------------------------
Saving Throws Con +7
Skills Stealth +2
Damage Resistances slashing from nonmagical weapons
Damage Immunities bludgeoning from nonmagical weapons
Condition Immunities prone
Senses tremorsense 60 ft., passive Perception 10
Languages -----
Challenge 5 (1,800 XP)
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Semi-Amorphous. The slug can move through a space as narrow as 3 feet wide without squeezing.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The slug makes two attacks: one with its pseudopod tongue and one with its acid spit (if available).

Pseudopod Tongue. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (1d12 + 5) slashing damage.

Acid Spit (Recharge 3-6). The slug spits acid at a target it can see within 40 feet of it. The target must make a DC 15 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.

Image
VARIANT: SNAIL, GIANT (large)
To use these stats to play a large giant snail, make the following changes;
Armour Class 17 (natural armour)
Speed 20 ft.
remove Skills Stealth +2
remove Damage Resistances slashing from nonmagical weapons
remove Damage Immunities bludgeoning from nonmagical weapons
remove Semi-Amorphous

SLUG, GIANT
Huge beast, unaligned
---------------------------------------------------------------------------
Armour Class 11 (natural armour)
Hit Points 195 (17d12 + 85)
Speed 20 ft., borrow 10 ft.
---------------------------------------------------------------------------
STR|DEX|CON|INT|WIS|CHA
23 (+6)|7 (-2)|21 (+5)|1 (-5)|11 (+0)|5 (-3)

---------------------------------------------------------------------------
Saving Throws Con +9
Skills Stealth +2
Damage Resistances slashing from nonmagical weapons
Damage Immunities bludgeoning from nonmagical weapons
Condition Immunities prone
Senses tremorsense 90 ft., passive Perception 10
Languages -----
Challenge 9 (5,000 XP)
---------------------------------------------------------------------------

Semi-Amorphous. The slug can move through a space as narrow as 5 feet wide without squeezing.

---------------------------------------------------------------------------
ACTIONS
Multiattack. The slug makes three attacks: two with its pseudopod tongue and one with its acid spit (if available).

Pseudopod Tongue. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) slashing damage.

Acid Spit (Recharge 3-6). The slug spits acid at a target it can see within 70 feet of it. The target must make a DC 17 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.

Image
VARIANT: SNAIL, GIANT (huge)
To use these stats to play a huge giant snail, make the following changes;
Armour Class 17 (natural armour)
Speed 20 ft.
remove Skills Stealth +2
remove Damage Resistances slashing from nonmagical weapons
remove Damage Immunities bludgeoning from nonmagical weapons
remove Semi-Amorphous
Challenge 10 (5,900 XP)
Last edited by Hugin on Mon Feb 25, 2019 1:23 am, edited 1 time in total.

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