sandmote
2021-02-24, 07:53 PM
This page on the hombrewery (https://homebrewery.naturalcrit.com/share/JYm4ozkOrpkl) (includes both halves)
Monsters I've converted to 5e from 2e materials, like most of my usual stuff:
Archer bushes have sickly green and brown leaves, stunted trunks, and thorny brown branches. They resemble common wild bramble bushes. Archerbushes are naturally found in bleak areas with few other plants, but are cultivated by hags and some druids as a form of defense.
Carnivorous. Archer bushes contain a small hole in their trunk The hole functions as a mouth, and is filled with tough spines able to slice of food. While this mouth is unable to attack, is can slowly devour the remains of creatures the archerbush hunts down. Creatures able to communicate with or control plants sometimes train archerbushes to serve as guards.Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 18 (4d6+4)
Speed 10 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.
Actions
Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The bloodthorn, or vampire thorn vine, resembles a normal patch of thorny vines. A healthy adult bloodthom has a 10-foot-long yellowish brown trunk from which four tendrils spring. Each light green tendril is about 7 feet long and bears numerous slender, hollow thorns about an inch in length.Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (4d6+4)
Speed 15 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Skills. Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, grappled, prone
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Aversion of Fire. If the bloodthorn takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Tearing Limbs. And creature that attempts a grapple check to escape being grappled by the bloodthorn takes 1d4 piercing damage from the thorns.
Actions
Multiattack. The bloodthorn makes up to three attacks with its thorn, only two of which can attack the same target.
Vines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). The bloodthorn has four vines, each of which can grapple only one target.
Drain Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target the bloodthorn is grappling. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 13 Constitution saving throw. On failed save the target takes takes 18 (4d8) necrotic damage and is stunned until the start of the bloodthorns next turn. On a successful save the target takes half as much damage and isn't stunned. The bloodthorn regains hit points equal to half the damage dealt. Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.
Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.
Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains. Large plant, neutral evil
Armor Class 14 (natural armor)
Hit Points 88 (6d10+18)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 17 (+3) 10 (+0) 10 (+0) 7 (-2)
Damage Resistances acid, bludgeoning, piercing
Condition Immunities blinded, deafened, prone
Senses Blindsight 30 ft., passive Perception 10
Languages --
Challenge 4 (1,800 XP)
Actions
Multiattack. The eyeweed makes three tentacle attacks.
Tentacles. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 4 bludgeoning damage and 7 (2d6) acid damage.
Frightful Presence. Each creature that is within 120 feet of the eyeweed and aware of it must succeed on a DC 14 Wisdom saving throw or become 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the eyeweed's Frightful Presence for the next 24 hours.Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.
Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.
Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains.Medium plant, neutral evil
Armor Class 13
Hit Points 66 (12d8+12)
Speed 5 ft., fly 50 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 7 (-2) 10 (+0) 6 (-2)
Skills Perception +2, Stealth +3
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., passive Perception 14
Languages --
Challenge 2 (450 XP)
Flyby. The sporebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Eye Blast (Recharge 5–6). The sporebat exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Viper trees grow across the lower planes, striking at creatures that come near. The tree's many branches, each ending in a venomous snakehead, fight over and slowly devour pieces of slain prey. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking or their kills, their hungers, and their treasures.
Born of Demons. While certainly originating from demons, the true origin of viper trees is unknown. The two leading rumors are that they are tortured victims of devil transformation, or that they were formed by a demon lord from those who refused to assault a lethal devil fortress. In any case, they regularly protect their demons in their groves.
Heads Beyond Reach. Viper trees are able to break their own branches to make up for their lack of mobility, flinging them at enemies that would try to simply walk by or wear down the trees from a distance.
Tireless Guardians. Unable to leave their posts, many demonic defensive fortifications plant viper trees in gardens, around moats, and at gates. Huge plant, chaotic evil
Armor Class 14 (natural armor)
Hit Points 153 (18d10+54)
Speed 0 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 17 (+3) 7 (-2) 13 (+1) 8 (-1)
Skills Athletics +9, Intimidation +5, Perception +7
Damage Vulnerabilities Fire
Damage Resistances Acid, Bludgeoning, Cold, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 90 ft., passive Perception 14
Languages Abyssal
Challenge 7 (2,900 XP)
Multiple Heads. The tree has dozens of heads heads. The tree is immune to being blinded, charmed, deafened, frightened, stunned, and knocked unconscious by effects that target a single creature. The tree has advantage on saving throws against area effects that would cause it to become blinded, charmed, deafened, frightened, stunned, or knocked unconscious
Actions
Multiattack. The viper tree can attack twice with its heads or throw up to four branches.
Heads. The Tree's heads lash out at one creature within 10 feet of the tree, which must make a DC 17 Dexterity saving throw, taking 7 (3d4) piercing damage on a failed save or half as much on a success. If the creature takes any damage from this attack, it must also make a DC Constitution saving throw. On a failed save the creature takes 20 (8d4) poison damage on a failed save and is poisoned for 1 minute. On a success the creature takes half as much damage and isn't poisoned.
Throw Branch. Ranged Weapon Attack: +9 to hit, range 90/240 ft., one target. Hit: 8 (1d4 + 6) piercing damage. The target must also make a DC 17 Constitution saving throw, taking 5 (2d4) poison damage on a failed save and half as much on a success.
Reactions
Whipstrike. The Tree Strikes with the nearest branch when it would be able to make an opportunity attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (2d4 + 6) piercing damage and the target must make a DC 17 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one.A whipweed has two stalks, thin and whip-like with a few appendages that look like small leaves, which can reach up to 15 feet long. The stalks are connected to a spheroidal base along with a few stocky leaf-like limbs and eight roots on teh bottom; the creature is thus capable of limited movement and can pull the roots appendages up underneath itself.
Rooted in Darkness. While they appear able to survive entirely by uptaking the remains of their victims though their roots, whipweeds often attempt to root themselves even in thin or barren soils.Medium plant, unaligned
Armor Class 14 (natural armor)
Hit Points 91 (14d8+28)
Speed 10 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 8 (-1) 3 (-4) 8 (-1) 5 (-3)
Damage Vulnerabilities Fire
Damage Resistances Acid, Lightning, Thunder;
Senses Blindsight 30 ft., passive Perception 9
Languages --
Challenge 4 (1,100 XP)
Sunlight Sensitivity. While in sunlight, the whipweed has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The whipweed makes two attacks with its stalks.
Root. The whipweed's burrows into loose earth or dirt. It gains advantage on stealth checks, and cannot be forcibly moved from the surface it is standing on, but loses all movement speeds and has disadvantage on Dexterity saving throws and on checks made to avoid being grappled. The whipweed can leave this state as a bonus action.
Stalk. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 3) slashing damage.
Reactions
Dying Strike (Recharges after a Short or Long Rest). When reduced to zero hit points, the whipweed makes two attacks with its stalks. If these attacks kill a creature, the whipweed automatically becomes stable.
Monsters I've converted to 5e from 2e materials, like most of my usual stuff:
Archer bushes have sickly green and brown leaves, stunted trunks, and thorny brown branches. They resemble common wild bramble bushes. Archerbushes are naturally found in bleak areas with few other plants, but are cultivated by hags and some druids as a form of defense.
Carnivorous. Archer bushes contain a small hole in their trunk The hole functions as a mouth, and is filled with tough spines able to slice of food. While this mouth is unable to attack, is can slowly devour the remains of creatures the archerbush hunts down. Creatures able to communicate with or control plants sometimes train archerbushes to serve as guards.Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 18 (4d6+4)
Speed 10 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
False Appearance. While the bush remains motionless, it is indistinguishable from a normal bush.
Actions
Thorns. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The bloodthorn, or vampire thorn vine, resembles a normal patch of thorny vines. A healthy adult bloodthom has a 10-foot-long yellowish brown trunk from which four tendrils spring. Each light green tendril is about 7 feet long and bears numerous slender, hollow thorns about an inch in length.Large plant, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (4d6+4)
Speed 15 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Skills. Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, charmed, deafened, grappled, prone
Senses Tremorsense 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Aversion of Fire. If the bloodthorn takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Tearing Limbs. And creature that attempts a grapple check to escape being grappled by the bloodthorn takes 1d4 piercing damage from the thorns.
Actions
Multiattack. The bloodthorn makes up to three attacks with its thorn, only two of which can attack the same target.
Vines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). The bloodthorn has four vines, each of which can grapple only one target.
Drain Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one target the bloodthorn is grappling. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 13 Constitution saving throw. On failed save the target takes takes 18 (4d8) necrotic damage and is stunned until the start of the bloodthorns next turn. On a successful save the target takes half as much damage and isn't stunned. The bloodthorn regains hit points equal to half the damage dealt. Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.
Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.
Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains. Large plant, neutral evil
Armor Class 14 (natural armor)
Hit Points 88 (6d10+18)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 17 (+3) 10 (+0) 10 (+0) 7 (-2)
Damage Resistances acid, bludgeoning, piercing
Condition Immunities blinded, deafened, prone
Senses Blindsight 30 ft., passive Perception 10
Languages --
Challenge 4 (1,800 XP)
Actions
Multiattack. The eyeweed makes three tentacle attacks.
Tentacles. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 4 bludgeoning damage and 7 (2d6) acid damage.
Frightful Presence. Each creature that is within 120 feet of the eyeweed and aware of it must succeed on a DC 14 Wisdom saving throw or become 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the eyeweed's Frightful Presence for the next 24 hours.Resembling bats with a single, giant eye these creatures are actually an active fungus able to fly and defend themselves.
Fungal Form. Sporebats are a form of fungus, and carnivores will not attempt to devour their remains.
Upsetting the Food Chain. Sporebats bunt, slicing their prey into small pieces to consume. During the mating season, two sporebats will each leave spores on a single carcass, which devour the remains and later grow into additional sporebats. While some humanoids consider them a delicacy, most carnivores cannot digest sporebat remains.Medium plant, neutral evil
Armor Class 13
Hit Points 66 (12d8+12)
Speed 5 ft., fly 50 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 7 (-2) 10 (+0) 6 (-2)
Skills Perception +2, Stealth +3
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., passive Perception 14
Languages --
Challenge 2 (450 XP)
Flyby. The sporebat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Eye Blast (Recharge 5–6). The sporebat exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.Viper trees grow across the lower planes, striking at creatures that come near. The tree's many branches, each ending in a venomous snakehead, fight over and slowly devour pieces of slain prey. Groves of viper trees hiss and whisper to each other unnervingly during the night, speaking or their kills, their hungers, and their treasures.
Born of Demons. While certainly originating from demons, the true origin of viper trees is unknown. The two leading rumors are that they are tortured victims of devil transformation, or that they were formed by a demon lord from those who refused to assault a lethal devil fortress. In any case, they regularly protect their demons in their groves.
Heads Beyond Reach. Viper trees are able to break their own branches to make up for their lack of mobility, flinging them at enemies that would try to simply walk by or wear down the trees from a distance.
Tireless Guardians. Unable to leave their posts, many demonic defensive fortifications plant viper trees in gardens, around moats, and at gates. Huge plant, chaotic evil
Armor Class 14 (natural armor)
Hit Points 153 (18d10+54)
Speed 0 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 17 (+3) 7 (-2) 13 (+1) 8 (-1)
Skills Athletics +9, Intimidation +5, Perception +7
Damage Vulnerabilities Fire
Damage Resistances Acid, Bludgeoning, Cold, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 90 ft., passive Perception 14
Languages Abyssal
Challenge 7 (2,900 XP)
Multiple Heads. The tree has dozens of heads heads. The tree is immune to being blinded, charmed, deafened, frightened, stunned, and knocked unconscious by effects that target a single creature. The tree has advantage on saving throws against area effects that would cause it to become blinded, charmed, deafened, frightened, stunned, or knocked unconscious
Actions
Multiattack. The viper tree can attack twice with its heads or throw up to four branches.
Heads. The Tree's heads lash out at one creature within 10 feet of the tree, which must make a DC 17 Dexterity saving throw, taking 7 (3d4) piercing damage on a failed save or half as much on a success. If the creature takes any damage from this attack, it must also make a DC Constitution saving throw. On a failed save the creature takes 20 (8d4) poison damage on a failed save and is poisoned for 1 minute. On a success the creature takes half as much damage and isn't poisoned.
Throw Branch. Ranged Weapon Attack: +9 to hit, range 90/240 ft., one target. Hit: 8 (1d4 + 6) piercing damage. The target must also make a DC 17 Constitution saving throw, taking 5 (2d4) poison damage on a failed save and half as much on a success.
Reactions
Whipstrike. The Tree Strikes with the nearest branch when it would be able to make an opportunity attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (2d4 + 6) piercing damage and the target must make a DC 17 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one.A whipweed has two stalks, thin and whip-like with a few appendages that look like small leaves, which can reach up to 15 feet long. The stalks are connected to a spheroidal base along with a few stocky leaf-like limbs and eight roots on teh bottom; the creature is thus capable of limited movement and can pull the roots appendages up underneath itself.
Rooted in Darkness. While they appear able to survive entirely by uptaking the remains of their victims though their roots, whipweeds often attempt to root themselves even in thin or barren soils.Medium plant, unaligned
Armor Class 14 (natural armor)
Hit Points 91 (14d8+28)
Speed 10 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 8 (-1) 3 (-4) 8 (-1) 5 (-3)
Damage Vulnerabilities Fire
Damage Resistances Acid, Lightning, Thunder;
Senses Blindsight 30 ft., passive Perception 9
Languages --
Challenge 4 (1,100 XP)
Sunlight Sensitivity. While in sunlight, the whipweed has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The whipweed makes two attacks with its stalks.
Root. The whipweed's burrows into loose earth or dirt. It gains advantage on stealth checks, and cannot be forcibly moved from the surface it is standing on, but loses all movement speeds and has disadvantage on Dexterity saving throws and on checks made to avoid being grappled. The whipweed can leave this state as a bonus action.
Stalk. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 3) slashing damage.
Reactions
Dying Strike (Recharges after a Short or Long Rest). When reduced to zero hit points, the whipweed makes two attacks with its stalks. If these attacks kill a creature, the whipweed automatically becomes stable.