Yora
2016-10-29, 04:48 AM
I have recently started to look into D&D 5th Edition and it actually looks quite nice and fitting for the campaign I want to start this winter. But for that to work I have to convert my custom monsters that I made for B/X, and with no real 5th Edition experience under my belt I would love if some people could take a look at them and tell me if there's anything particularly off looking about them.
Fortunately, I was able to get about 50 of my 90 creatures done with simple reskins of Monster Manual creatures, in a few cases with just some minor adjustments here and there. That still leaves about 40 monsters I have to build myself over the coming days.
Naga
Medium monstrosity
--
Armor Class 13 (natural armor)
Hit Points 66 (12d8+12)
Speed 30 ft., swim 20 ft.
--
Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
--
Skills Deception +5, Stealth +4
Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft. passive Perception 11
Languages *
Challenge 3 (700 XP)
--
Innate Spellcasting: The naga’s innate spellcasting ability is Charisma (spell save DC 13). The naga can innately cast the following spells.
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance: The naga has advantage on saving throws and other magical effects.
Read Thoughts: The naga magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the naga can continue reading its thoughts, as long as the naga's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the naga has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
--
Actions
Multiattack: The naga makes two ranged attacks or two melee attacks, but can constrict only once.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the naga can't constrict another target.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
The naga are a race of serpent spirits with humanoid upper bodies that rule large cities in the jungles of the far south that have been seen by very few outsiders. The naga were the first who learned the secrets of demonic sorcery and ruled over large parts of the world, but much of their magic was lost together with their northern kingdoms. Naga are rarely seen outside their jungle homelands but sometimes travel far and wide to hunt down ancient magic or steal the secrets of mortal sorcerers.
Serpentman
Medium humanoid (serpentman)
--
Armor Class 13 (natural armor)
Hit Points 40 (9d8)
Speed 30 ft.
--
Str 13 (+1), Dex 15 (+2), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 7 (-2)
--
Skills Perception +3, Stealth +4
Senses darkvision 60 ft. passive Perception 13
Languages *
Challenge 1 (200 XP)
--
Magic Resistance: The serpentman has advantage on saving throws and other magical effects.
Surprise Attack: If the serpentman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
--
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage.
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.
Edit: Removed poison arrows.
http://spriggans-den.com/wp-content/uploads/2015/06/yuanti1.jpg
Serpentmen are a race soldier slaves serving the naga in their armies and are believed to have been created with dark sorcery from captured elves. They are about similar to elves in size and stature but are covered in light green scales and have serpentine eyes. They are made to be perfect servants and have few emotions and always obey orders from their masters to the death.
Marsh Strider
Large beast
--
Armor Class 15 (natural armor)
Hit Points 85 (10d10+30)
Speed 40 ft.
--
Str 19 (+4), Dex 13 (+1), Con 16 (+3), Int 2 (-4), Wis 10 (+1), Cha 3 (-4)
--
Skills Perception +3, Stealth +3
Damage Reductions bludgeoning, piercing, and slashing from melee weapons without long reach
Senses passive Perception 13
Languages -
Challenge 4 (1,100 XP)
--
Forest Camouflage: The marsh strider has advantage on Dexterity (Stealth) checks made while standing among tall narrow trees like aspens or willows.
Surprise Attack: If the marsh strider surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
--
Actions
Multiattack: The marsh strider makes two claw attacks.
Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage, and the target is grappled (escape DC 13). The marsh strider has two claws, each of which can grapple only one target.
http://2.bp.blogspot.com/_fIuto9fP6sQ/Rl_Lx79tCQI/AAAAAAAAAAk/b3zx8hzbw0g/s400/Combine_strider.jpg
Like these guys.
Marsh striders are huge spider-like crabs with extremely long legs that raise their bodies 5 or 6 meters above the ground. They ambush their prey by standing motionlessly between tall and narrow trees, their six legs blending with the trunks and their bodies concealed by the foliage. Four of their legs are used for walking, while the front pair ends in sharp spike-like claws used to pin prey to the ground and stab it to death.
The legs of a marsh strider are extremely hard and difficult to damage while the main body is usually far out of reach of any smaller creatures.
Swamp Beast
Huge monstrosity
--
Armor Class 14 (natural armor)
Hit Points 147 (14d12+56)
Speed 10 ft., swim 40 ft.
--
Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 4 (-3), Wis 10 (+0), Cha 4 (-3)
--
Damage Resistances bludgeoning
Condition Immunities prone
Skills Perception +3, Stealth +5
Senses blindsight 30 ft., passive Perception 13
Languages -
Challenge 8 (3,900 XP)
--
Grasping Tentacles: The swamp beast can attack with up to four tentacles at a time. Each tentacle can be attacked (AC 14; 30 hit points). Destroying a tentacle deals 15 damage to the swamp beast.
Hold Breath: While out of water, the swamp beast can hold its breath for 1 hour.
Water Breathing: The swamp beast can breathe only underwater.
--
Actions
Multiattack: The swamp beast makes four attacks on its turn, which can be any combination of tentacles, Reel, Fling, and bite, but it can only make a bite attack once.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tentacles: Melee Weapon Attack: +8 to hit, reach 30 ft., one creature. Hit: 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the swamp beast can't use the same tentacle on another target.
Fling: One Medium or smaller object held or creature grappled by the swamp beast is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
Reel: The swamp beast pulls each creature grappled by it up to 30 feet straight toward it.
Edit: Changed attacks to only four. Reduced fling distance to 30 ft. and corrected DC to 16.
It's a massive octopus thing that lives in swamps!
I did not plan to make it this big, but combining a giant octopus, roper, and kraken somehow lead up to this and now it seems too cool to size it down. :smallbiggrin:
Fortunately, I was able to get about 50 of my 90 creatures done with simple reskins of Monster Manual creatures, in a few cases with just some minor adjustments here and there. That still leaves about 40 monsters I have to build myself over the coming days.
Naga
Medium monstrosity
--
Armor Class 13 (natural armor)
Hit Points 66 (12d8+12)
Speed 30 ft., swim 20 ft.
--
Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
--
Skills Deception +5, Stealth +4
Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft. passive Perception 11
Languages *
Challenge 3 (700 XP)
--
Innate Spellcasting: The naga’s innate spellcasting ability is Charisma (spell save DC 13). The naga can innately cast the following spells.
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance: The naga has advantage on saving throws and other magical effects.
Read Thoughts: The naga magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the naga can continue reading its thoughts, as long as the naga's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the naga has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
--
Actions
Multiattack: The naga makes two ranged attacks or two melee attacks, but can constrict only once.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the naga can't constrict another target.
Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
The naga are a race of serpent spirits with humanoid upper bodies that rule large cities in the jungles of the far south that have been seen by very few outsiders. The naga were the first who learned the secrets of demonic sorcery and ruled over large parts of the world, but much of their magic was lost together with their northern kingdoms. Naga are rarely seen outside their jungle homelands but sometimes travel far and wide to hunt down ancient magic or steal the secrets of mortal sorcerers.
Serpentman
Medium humanoid (serpentman)
--
Armor Class 13 (natural armor)
Hit Points 40 (9d8)
Speed 30 ft.
--
Str 13 (+1), Dex 15 (+2), Con 11 (+0), Int 13 (+1), Wis 12 (+1), Cha 7 (-2)
--
Skills Perception +3, Stealth +4
Senses darkvision 60 ft. passive Perception 13
Languages *
Challenge 1 (200 XP)
--
Magic Resistance: The serpentman has advantage on saving throws and other magical effects.
Surprise Attack: If the serpentman surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
--
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage.
Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.
Edit: Removed poison arrows.
http://spriggans-den.com/wp-content/uploads/2015/06/yuanti1.jpg
Serpentmen are a race soldier slaves serving the naga in their armies and are believed to have been created with dark sorcery from captured elves. They are about similar to elves in size and stature but are covered in light green scales and have serpentine eyes. They are made to be perfect servants and have few emotions and always obey orders from their masters to the death.
Marsh Strider
Large beast
--
Armor Class 15 (natural armor)
Hit Points 85 (10d10+30)
Speed 40 ft.
--
Str 19 (+4), Dex 13 (+1), Con 16 (+3), Int 2 (-4), Wis 10 (+1), Cha 3 (-4)
--
Skills Perception +3, Stealth +3
Damage Reductions bludgeoning, piercing, and slashing from melee weapons without long reach
Senses passive Perception 13
Languages -
Challenge 4 (1,100 XP)
--
Forest Camouflage: The marsh strider has advantage on Dexterity (Stealth) checks made while standing among tall narrow trees like aspens or willows.
Surprise Attack: If the marsh strider surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
--
Actions
Multiattack: The marsh strider makes two claw attacks.
Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage, and the target is grappled (escape DC 13). The marsh strider has two claws, each of which can grapple only one target.
http://2.bp.blogspot.com/_fIuto9fP6sQ/Rl_Lx79tCQI/AAAAAAAAAAk/b3zx8hzbw0g/s400/Combine_strider.jpg
Like these guys.
Marsh striders are huge spider-like crabs with extremely long legs that raise their bodies 5 or 6 meters above the ground. They ambush their prey by standing motionlessly between tall and narrow trees, their six legs blending with the trunks and their bodies concealed by the foliage. Four of their legs are used for walking, while the front pair ends in sharp spike-like claws used to pin prey to the ground and stab it to death.
The legs of a marsh strider are extremely hard and difficult to damage while the main body is usually far out of reach of any smaller creatures.
Swamp Beast
Huge monstrosity
--
Armor Class 14 (natural armor)
Hit Points 147 (14d12+56)
Speed 10 ft., swim 40 ft.
--
Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 4 (-3), Wis 10 (+0), Cha 4 (-3)
--
Damage Resistances bludgeoning
Condition Immunities prone
Skills Perception +3, Stealth +5
Senses blindsight 30 ft., passive Perception 13
Languages -
Challenge 8 (3,900 XP)
--
Grasping Tentacles: The swamp beast can attack with up to four tentacles at a time. Each tentacle can be attacked (AC 14; 30 hit points). Destroying a tentacle deals 15 damage to the swamp beast.
Hold Breath: While out of water, the swamp beast can hold its breath for 1 hour.
Water Breathing: The swamp beast can breathe only underwater.
--
Actions
Multiattack: The swamp beast makes four attacks on its turn, which can be any combination of tentacles, Reel, Fling, and bite, but it can only make a bite attack once.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tentacles: Melee Weapon Attack: +8 to hit, reach 30 ft., one creature. Hit: 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the swamp beast can't use the same tentacle on another target.
Fling: One Medium or smaller object held or creature grappled by the swamp beast is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
Reel: The swamp beast pulls each creature grappled by it up to 30 feet straight toward it.
Edit: Changed attacks to only four. Reduced fling distance to 30 ft. and corrected DC to 16.
It's a massive octopus thing that lives in swamps!
I did not plan to make it this big, but combining a giant octopus, roper, and kraken somehow lead up to this and now it seems too cool to size it down. :smallbiggrin: