D&D 5E Monster conversions for The Ghost Tower of Inverness

Bumamgar

First Post
I know some of these will be in the MM, but many of them aren't and my players will be hitting this adventure before my MM arrives, so I went ahead and did a bunch of 1e / DnD Next conversions to 5e monsters. Comments are appreciated!

Bombardier Beetle
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 12 (+1)
INT 1 (-5) WIS 10 (+0) CHA 4 (-3)
Senses passive Perception 10
Languages -
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Vapor cloud (Recharge 5-6). A cloud of reeking, reddish acidic vapor explodes from the beetle’s abdomen in a 20-foot line that is 10 feet wide. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Creatures with a sense of hearing within 120 ft. must succeed on a DC 12 Constitution saving throw or be stunned till the end of the beetle’s next turn by the loud explosive sound. Additionally, creatures failing this save are deafened for 1d4 rounds.


Bugbear chief
Medium humanoid (goblinoid), chaotic evil
Armor Class 17 (chain shirt, shield)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR 17 (+3) DEX 14 (+2) CON 15 (+2)
INT 10 (+0) WIS 11 (+0) CHA 9 (-1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack).
Surprise Attack. If the bugbear chief 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
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Carnivorous Ape
Large beast, unaligned
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2)
INT 12 (+1) WIS 12 (+1) CHA 7 (-2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
Keen Senses. The ape has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.
Actions
Multiattack. The ape makes two fist attacks. If both attacks hit, the ape rends for an additional 7 (1d8 + 3) bludgeoning damage.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.


Dinichtys
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
STR 23 (+6) DEX 11 (+0) CON 21 (+5)
INT 2 (-4) WIS 10 (+0) CHA 5 (-3)
Senses passive Perception 10
Languages -
Challenge 5 (1,800 XP)
Water Breathing. The dinichtys can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dinichtys can’t bite another target.
Swallow. The dinichtys makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dinichtys, and it takes 13 (3d8) acid damage at the start of each of the dinichtys’ turns. The dinichtys can have up to three targets swallowed at a time.
If the dinichtys dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Firebat
Small beast, unaligned
Armor Class 14 (natural armor)
Hit Points 10 (3d6)
Speed 10 ft., fly 40 ft.
STR 4 (-3) DEX 16 (+3) CON 11 (+0)
INT 2 (-4) WIS 10 (+0) CHA 6 (-2)
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1/2 (100 XP)
Advanced Sonar Sense. Firebats can detect invisible opponents because of an advanced sonar sense. They attack invisible targets without penalty.
Water Sensitivity. Water scares firebats. If doused with a minimum of 10 gallons of cool water, the firebat will be extinguished. Once extinguished, it requires 1d6 rounds to dry off before it can ignite again. During this period, it cannot fly, and its attacks will no longer cause fire damage.
Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 5 (1d4 + 3) fire damage, and the firebat attaches to the target. While attached, the firebat doesn’t attack. Instead, at the start of each of the firebat’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss as well as 5 (1d4 + 3) hit points due to the burning flames. The firebat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the firebat.

The firebat is a denizen of the Elemental Plane of Fire; although rather common there, it seldom appears in the Prime Material Plane. When they die, a burst of flame envelopes them and their physical body is transported back to the Elemental Plane of Fire, where they are reborn.


Gelatinous Cube
Large ooze, unaligned
Armor Class 6
Hit Points 76 (8d10 + 32)
Speed 15 ft.
STR 15 (+2) DEX 3 (-4) CON 18 (+4)
INT 1 (-5) WIS 10 (+0) CHA 1 (-5)
Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages -
Challenge 2 (450 XP)
Transparent. The cube is hard to spot, even when it is in plain sight. It takes a DC 12 Wisdom (Perception) check to spot a cube that has neither moved nor attacked while being observed. A creature that tries to enter the cube’s space while unaware of the cube is automatically engulfed per the cube’s slam attack.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target must make a DC 12 Strength saving throw or be engulfed. While engulfed, the target is pulled into the cube and restrained, and it takes 7 (2d6) acid damage at the start of each of the cube’s turns until it escapes. The target can escape by making a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check as part of its movement. On a success, the target is no longer restrained and can complete its movement.
A creature engulfed by the cube can’t be targeted by attacks, spells, and other effects. An area of effect that includes the cube does not also include anything engulfed in it.
A creature adjacent to the cube can pull a creature or object out of it as an action with a DC 12 Strength (Athletics) check, but doing so triggers an opportunity attack from the cube.
The cube can engulf up to one Large creature or up to four Medium or smaller creatures at a time.


Giant Ant Warrior
Small beast, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 40 ft., climb 40 ft.
STR 13 (+1) DEX 15 (+2) CON 13 (+1)
INT 1 (-5) WIS 10 (+0) CHA 4 (-3)
Senses darkvision 50 ft., passive Perception 10
Languages
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the ant makes a sting attack against the same target as part of the same action.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take and additional 7 (2d4 + 2) poison damage.


Giant Spitting Snake
Medium beast, unaligned
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
STR 10 (+0) DEX 18 (+4) CON 13 (+1)
INT 2 (-4) WIS 10 (+0) CHA 3 (-4)
Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Spit (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Green Slime
Medium hazard, unaligned
Green slime is a dangerous, unintelligent variety of normal algae that forms in moist subterranean environments. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. This plant is a slow-growing hazard that feeds on flesh, plant matter, and metal.
Detect: It takes a DC 14 Wisdom (Perception) check to notice the green slime under normal conditions and a DC 16 Intelligence (Investigation) check to identify the hazard for what it is.
Effect on Creatures: The slime can detect the air vibrations and temperature of living creatures. When it does, a sheet of it large enough to envelop the passing creature drops from its resting place onto the target. The target must make a DC 16 Dexterity saving throw to avoid the sheet, making the saving throw with disadvantage if the slime was unnoticed or not considered to be a hazard. On a failed save, the target takes 1d6 acid damage, and takes another 1d6 acid damage at the end of each of its turns during which it is still in contact with the slime.
A creature that steps in a patch of green slime on the floor receives no saving throw to avoid taking damage.
Effect on Objects: Against wood or metal, green slime deals 2d6 acid damage per round, dissolving about an inch thickness of material each round. Green slime does no harm to stone or glass.
Countermeasures: Green slime can be scraped off or killed by taking 11 damage or more from weapons, cold, or fire. Dealing damage to the slime also deals half damage to the creature it is covering.


Hieracosphinx
Large monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., fly 60 ft.
STR 20 (+5) DEX 10 (+0) CON 18 (+4)
INT 8 (-1) WIS 16 (+3) CHA 8 (-2)
Saving Throws Dex +4, Con +8, Wis +7
Skills Perception +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 17
Languages Common, Sphinx
Challenge 9 (5,000 XP)
Magic Weapons. The sphinx’s weapon attacks are magical.
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.


Horned Devil
Large fiend (devil), lawful evil
Armor Class 14
Hit Points 137 (15d10 + 55)
Speed 20 ft., fly 50 ft.
STR 22 (+6) DEX 17 (+3) CON 21 (+5)
INT 15 (+2) WIS 16 (+3) CHA 17 (+3)
Skills Deception +7, Insight +7, Persuasion +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 100 ft., passive Perception 17
Languages Common, Infernal
Challenge 11 (7,200 XP)
Telepathy. The horned devil can communicate telepathically with any creature within 100 feet of it that can understand a language.
Spellcasting. The horned devil is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The horned devil has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, fire bolt (2d10), mage hand, minor illusion, prestidigitation
1st level (4 slots): burning hands, detect magic, silent image
2nd level (3 slots): alter self, scorching ray
3rd level (3 slots): fear, fireball
4th level (1 slot): wall of fire
Actions
Multiattack. The horned devil makes one bite, claw and tail attack; or two tined fork attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target takes 5 damage at the start of each of its turns as it bleeds. If the target regains hit points or someone spends an action to bind the wound, the bleeding stops and the effect ends.
Tined Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.


Ice Toad
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 20 ft.
STR 16 (+3) DEX 13 (+1) CON 13 (+1)
INT 2 (-4) WIS 10 (+0) CHA 3 (-4)
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge 2 (450 XP)
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can’t bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Radiate Cold (recharge 4-6). The ice toad radiates intense cold. All creatures within 5 feet of the toad take 10 (3d6) cold damage.


Illusionist
Medium human, lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 45 (10d8)
Speed 30 ft.
STR 9 (-1) DEX 14 (+2) CON 11 (+0)
INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Improved Minor Illusion. Minor illusion includes both sound and image with single casting.
Malleable Illusions. Can change the nature of illusions with duration of 1 minute or longer.
Spellcasting. The illusionist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, friends, light, minor illusion, shocking grasp
1st level (4 slots): color spray, fog cloud, mage armor, shield
2nd level (3 slots): hold person, invisibility, phantasmal force
3rd level (3 slots): fear, hypnotic pattern, major image, phantom steed
4th level (3 slots): greater invisibility, phantasmal killer
5th level (2 slots): seeming
Actions
Dagger +1. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Illusory Self (refreshes on short or long rest). When a creature makes an attack roll against the illusionist, as a reaction, the illusionist can create an illusory duplicate which appears between the attacker and the illusionist. The attack hits the duplicate instead, which then dissipates.


Ixitxachitl
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 60 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1)
INT 15 (+2) WIS 13 (+1) CHA 4 (-3)
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Aquan
Challenge 2 (450 XP)
Water Breathing. The ixitxachitl can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage.


Ixitxachitl Acolyte
Medium monstrosity, chaotic evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 0 ft., swim 60 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1)
INT 15 (+2) WIS 13 (+1) CHA 4 (-3)
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Aquan
Challenge 3 (700 XP)
Water Breathing. The ixitxachitl can breathe only underwater.
Spellcasting. The ixitxachitl acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl acolyte has the following cleric spells prepared:
Cantrips (at will): mending, resistance, thaumaturgy
1st-level (3 slots): divine favor, inflict wounds, protection from evil and good, shield of faith
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage.
War Priest (recharges after a long rest). When the ixitxachitl acolyte makes a bite attack, it can make a second bite attack as a bonus action.


Leucrotta
Large beast, chaotic evil
Armor Class 12 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft.
STR 16 (+3) DEX 13 (+1) CON 15 (+2)
INT 9 (-1) WIS 12 (+1) CHA 8 (-1)
Senses darkvision 50 ft., passive Perception 13
Languages Common, Leucrotta
Challenge 1 (200 XP)
Mimicry. The leucrotta can imitate animal noises and humanoid voices. If a creature that hears the leucrotta doing so succeeds on a DC 17 Wisdom (Insight) check, the hearer realizes the sound is a mimicked one.
False Tracks. The leucrotta’s tracks look like those of a stag. It takes a successful DC 25 Intelligence (Nature) or Wisdom (Survival) check to tell the difference.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Withdrawing Kick. The leucrotta can make a kick attack and then take the disengage action.


Ogre Mage
Large giant, lawful evil
Armor Class 12 (studded leather)
Hit Points 60 (8d10 + 16)
Speed 40 ft.
STR 18 (+4) DEX 10 (+0) CON 14 (+2)
INT 13 (+1) WIS 12 (+1) CHA 13 (+1)
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 7 (2,900 XP)
Innate Spellcasting. An ogre mage can cast the following spells, requiring no material components and using Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks):
At will: Darkness, fly, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Actions
Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Change Shape. The ogre mage polymorphs to appear to be a Medium humanoid or Large giant, or back to its normal ogre form. The ogre mage’s statistics, other than size, remain the same in the new shape. Although the ogre can remain in a new shape indefinitely, it reverts to its natural form when killed.


Rust Monster
Medium beast, unaligned
Armor Class 15 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 50 ft.
STR 13 (+1) DEX 17 (+3) CON 13 (+1)
INT 2 (-4) WIS 13 (+1) CHA 8 (-1)
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 1/2 (100 XP)
Rust. Each time the rust monster is struck by a metal weapon, and each time it hits a suit of armor or metal weapon with its antennae, the armor or weapon is rusted. If the armor or weapon is magical, its wearer or wielder can make a DC 11 Dexterity saving throw to avoid the effect.
A rusted item takes a cumulative and permanent -1 penalty. In the case of armor, the penalty applies to its AC, and if penalties from rust reduce the armor to 10 or less, the armor is destroyed. In the case of a weapon, the penalty applies to damage rolls made with the weapon, and if the penalties from rust reduce the weapon’s damage result to 0 or less, the weapon is destroyed.
Actions
Multiattack. The rust monster makes one antennae attack and one bite attack.
Antennae. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target’s armor (75%) or weapon (25%) is rusted.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Su-monster
Medium beast, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., climb 30 ft.
STR 15 (+2) DEX 15 (+2) CON 14 (+2)
INT 9 (-1) WIS 12 (+1) CHA 9 (-1)
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)
Actions
Multiattack. The su-monster makes one bite attack and one claw attack, or if hanging upside down from a limb, the su-monster makes one bite attack and four claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Psychic Crush (refreshes after a long rest). The su-monster chooses a creature it can see within 50 feet of it. If the target fails a DC 10 Intelligence saving throw, it takes 13 (3d8) psychic damage, and has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. On a success, the target takes half damage.


Weretiger
Medium humanoid (human, shapechanger), chaotic neutral
Armor Class 11 in humanoid form, 12 (natural armor) in tiger or hybrid form
Hit Points 67 (9d10 + 18)
Speed 30 ft. (40 ft. in tiger form)
STR 17 (+3) DEX 13 (+1) CON 14 (+2)
INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses passive Perception 14
Languages Common (can’t speak in tiger form)
Challenge 4 (1,100 XP)
Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its AC and size, are the same in each form. In its humanoid form it is a medium creature, but in its hybrid or tiger form, it is a large creature. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce (tiger form only). If the weretiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Actions
Multiattack (Humanoid or Hybrid Form Only). The weretiger makes two attacks: one with its bite and one with its claws or spear.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weretiger lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
 

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Cleon

Legend
I know some of these will be in the MM, but many of them aren't and my players will be hitting this adventure before my MM arrives, so I went ahead and did a bunch of 1e / DnD Next conversions to 5e monsters. Comments are appreciated!

Yes, I think a lot of them are going to be in the Monster Manual.

Overall, they look good to me. I particularly like the Rust Monster's Rust attack.

A few of seem look like they might have a few too many Hit Dice - the Bombardier Beetle and Ice Toad both have several times the HD of the AD&D versions of those monsters.

Also, I'd be inclined to bump up the Ice Toad's Intelligence score. In AD&D ice toads are as smart as humans with "Intelligence: average (8-10)", and they've still got above-animal Intelligence in 3E with Int 6 in Frostburn and Int 8 in Oriental Adventures.
 

Bumamgar

First Post
5e creatures generally have significantly more HD than 1e creatures. Also, keep in mind the type of dice based on the size of the creature is a factor. In 1e, all creatures used a d8 hit die, in 5e, it ranges from d4 - d20 based on size.
 

Bumamgar

First Post
These are the creatures known to be in the Monster Manual:

Bugbear Chief (CR 3)
Gelatinous Cube (CR 2)
Horned Devil (CR 11)
Ogre Mage (Oni, CR 7)
Rust Monster (CR 1/2)
Weretiger (CR 4)

I used the CR from the MM as a guide when creating my versions, but I plan on replacing these monsters with the official MM versions if my players haven't yet encountered them by the time I get my MM.

Other creatures, like the Ice Toad, I based off of the Giant Frog in the DM Basic Rules but then modified based on the CR of the Giant Toad in the MM... Basically I did my best to find a similar creature in the official 5e content and then use that as a guide when building my conversion. Furthermore, many of the creatures were available in the final playtest packet for Next, however, knowing that most Next monsters had too few HP and so forth, I didn't just directly copy them, but rather tweaked their HD, AC and Damage a bit to bring them in line with 5e standards.

I'm anxiously awaiting the MM to compare the official versions to my creations :) Of course, I am also hopeful that WotC makes a conversion guide available, either in the DMG or via a web enhancement.

You are right re: the Ice Toad's intelligence. I'll be bumping that up to a 10. Won't change the combat abilities in any way, but is more inline with the existing lore.
 

Cleon

Legend
5e creatures generally have significantly more HD than 1e creatures. Also, keep in mind the type of dice based on the size of the creature is a factor. In 1e, all creatures used a d8 hit die, in 5e, it ranges from d4 - d20 based on size.

I'm aware of that already. Most of the conversion's HD look fine to me, and they are pretty much all higher than the earlier edition version has.

In the case of the Bombardier Beetle though, it has three times as many HD as the AD&D and 3E versions, which seems too large a difference.

Those beetles are often encountered in groups, so I'd think they'd be a noticeably more dangerous encounter with those 5E stats than the same number of beetles would be in the earlier editions.

So it might turn a "5 bombardier beetles" encounter in a low-level AD&D scenario from a moderately tough fight into a far more dangerous fight.

Of course the DM could always adjust the numbers.
 


Grazzt

Demon Lord
Something else I'd maybe change with the vapor cloud attack. The old school bombardier beetle could only use it twice per 8 hours. The 3.x version simply dealt acid damage and could use it once per round. If keeping the old school stun + deafen effects, I'd probably change the recharge to (2/day) or maybe "Recharges after a short or long rest" (like the boar's Relentless trait or octopus's Ink Cloud attack.)

Course, since it really isn't likely to live more than a few rounds, "Recharge 5-6" (as you have it) or "Recharge 6" might even work too :)
 

Cleon

Legend
Something else I'd maybe change with the vapor cloud attack. The old school bombardier beetle could only use it twice per 8 hours. The 3.x version simply dealt acid damage and could use it once per round. If keeping the old school stun + deafen effects, I'd probably change the recharge to (2/day) or maybe "Recharges after a short or long rest" (like the boar's Relentless trait or octopus's Ink Cloud attack.)

Course, since it really isn't likely to live more than a few rounds, "Recharge 5-6" (as you have it) or "Recharge 6" might even work too :)

That's a good point.

A daily or rest-to-recharge power would seem to be better.
 

Bumamgar

First Post
I wrestled with that a bit, since the 1e version could do it multiple times in a fight but not more than 2/day, I figured an infrequent recharge would model that better. I'm not too pleased with just being once per rest, since in theory it should be able to use it twice in a fight. Also, my assumption based on (admittedly brief) play thus far is that monster abilities that recharge on a rest effectively never recharge :)
 

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