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SRD monsters in the new statblock format

Echohawk

Shirokinukatsukami fan
Yay! Thanks for the Summon Monster IV stats. So useful :)

I'm actually not at all convinced that Salamanders (or any other creatures) have to spend all of their skill points. It doesn't bother me if a creature's skills aren't fully optimised. But then, how often do monsters actually make skill checks (other than the really common ones)? In my games, not so often.
 

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Dalamar

Adventurer
I would not be so worried if there were only a few skill points missing, but the salamanders are all missing tens of skill points. They could all afford to buy a couple of new skills maxed out, and they already have Craft (blacksmithing).

Still, I might just leave them be, seeing as it is not really important. But it is still going to bother me.
 

rowport

First Post
Nice Work!

Dalamar-

This is a tremendously useful resource. Now that I have adjusted fully to using the DMGII format, I find GMing with the old format to be painful. I am thrilled to come across your format conversions.

I already converted some (not very many) creatures, and will post them here for you to use/edit/or whatever for your project.
 

rowport

First Post
Level 4 Barbarian Ogre

Orgo the Ogre Barbarian CR7
Male ogre barbarian 4
CE Large giant
Init +0; Senses Darkvision 60 ft., low-light vision; Listen +6, Spot +2
Languages Giant (illiterate)

AC 17, touch 8, flatfooted 17; uncanny dodge
(-1 size, +4 armor, +1 deflection, +5 natural, -2 rage)
hp 95 (8 HD)
Resist trap sense +1
Fort +14, Ref +2, Will +4

Spd 40 ft. (8 squares)
Melee +1 large greatclub +18/+13 (2d8+16/20/x2)
Ranged large javelin +7 (1d8+10)
Base Atk +7/+2; Grp +21
Atk Options Power Attack
Combat Gear none

Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha 4
SQ fast movement, rage 2/day
Feats Power Attack, Toughness, Weapon Focus (greatclub)
Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot +2
Possessions combat gear plus +1 large greatclub, large javelin, +1 large hide armor, ring of protection +1

When not raging, Orgo the Orge Barbarian has the following changed statistics:
AC 19, touch 19, flatfooted 19; uncanny dodge
hp 79 (8 HD)
Fort +12, Will +2
Melee +1 large greatclub +16/+11 (2d8+13/20/x2)
Grp +19
Abilities Str 26, Con 18
Skills Climb +13, Jump +17

Description:
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
 

rowport

First Post
Ogres

Ogres CR3
Male ogre
CE Large giant
Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2
Languages Giant

AC 16, touch 8, flatfooted 16
(-1 size, -1 Dex, +3 armor, +5 natural)
hp 29 (4 HD)
Fort +6, Ref +0, Will +1

Spd 30 ft. (6 squares)
Melee large greatclub +8 (2d8+7/20/x2)
Ranged large javelin +1 (1d8+5)
Base Atk +3; Grp +12
Combat Gear none

Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +5, Listen +2, Spot +2
Possessions combat gear plus large greatclub, large javelin, large hide armor

Description:
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
 

rowport

First Post
Orcs

Orcs CR1/2
Male orc warrior 1
CE Medium humanoid (orc)
Init +0; Senses Darkvision 60 ft.; Listen +1, Spot +1
Languages Orc

AC 13, touch 10, flatfooted 13
(+3 armor)
hp 5 (1 HD)
Weakness light sensitivity
Fort +3, Ref +0, Will -2

Spd 30 ft. (6 squares)
Melee falchion +4 (2d4+4/18–20/x2)
Ranged javelin +1 (1d6+3/20/x2)
Base Atk +1; Grp +4
Combat Gear none

Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Alertness
Skills Listen +1, Spot +1
Possessions combat gear plus falchion, javelin, studded leather armor

Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Description:
An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
 

rowport

First Post
Dwarves (Shield)

Dwarves CR1/2
Male dwarf warrior 1
LN Medium humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Listen +2, Spot +2
Languages Common, Dwarven

AC 16, touch 10, flatfooted 16; stability (+4 to resist bull rush or trip), +4 AC vs. giants
(+4 armor, +2 shield)
hp 6 (1 HD)
Resist +2 vs. poison, +2 vs. spells and spell-like effects
Fort +4, Ref +0, Will -1

Spd 20 ft. (4 squares)
Melee dwarven waraxe +3 (1d10+1/20/x3)
Ranged shortbow +1 (1d6/20/x3)
Base Atk +1; Grp +2
Atk Options +1 atk vs. orcs and goblinoids
Combat Gear none

Abilities Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
SQ stonecunning
Feats Weapon Focus (dwarven waraxe)
Skills Appraise +2, Craft (blacksmith) +2, Craft (masonry) +2, Listen +2, Spot +2
Possessions combat gear plus dwarven waraxe, shortbow, scale mail, heavy shield

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Description:
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
 

rowport

First Post
Spectre

Spectre CR7
Male spectre
LE Medium undead (incorporeal)
Init +7; Senses Darkvision 60 ft.; Listen +14, Spot +14
Languages Common, Dwarven, Elven

AC 15, touch 15, flatfooted 13
(+3 Dex, +2 deflection)
hp 45 (7 HD)
Aura unnatural presence (30 ft.)
Resist +2 turn resistance
Weakness sunlight powerlessness
Fort +2, Ref +5, Will +7

Spd 40 ft. (8 squares), fly 80 ft. (perfect)
Melee incorporeal touch +6 (1d8 plus energy drain/20/x2)
Base Atk +3; Grp —
Atk Options energy drain
Special Actions create spawn
Combat Gear none

Abilities Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
SQ undead traits
Feats Alertness, Blind-Fight, Improved Initiative
Skills Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2
Possessions none

Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

Description:
A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.

In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
 

rowport

First Post
Wyvern

Wyvern CR6
Male wyvern
LE Large dragon
Init +1; Senses Darkvision 60 ft., low-light vision; Listen +13, Spot +16
Languages Draconic

AC 18, touch 10, flatfooted 17
(–1 size, +1 Dex, +8 natural)
hp 51 (7 HD)
Immune paralysis, sleep
Fort +7, Ref +6, Will +6

Spd 20 ft. (4 squares), fly 60 ft. (poor)
Melee sting +10 (1d6+4 plus poison) and bite +8 (2d8+4) and 2 wings +8 (1d8+2) and 2 talons +8 (2d6+4)
Base Atk +7; Grp +15
Atk Options improved grab, poison
Combat Gear none

Abilities Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
SQ scent
Feats Ability Focus (poison), Alertness, Flyby Attack, Multiattack
Skills Hide +7, Listen +13, Move Silently +11, Spot +16
Possessions none

Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Description:
A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.

Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack.
 

rowport

First Post
Ettin

Eddie the Ettin CR6
Male ettin
CE Large giant
Init +3; Senses low-light vision; Listen +10, Spot +10
Languages Giant

AC 18, touch 8, flatfooted 18
(–1 size, –1 Dex, +3 armor, +7 natural)
hp 65 (10 HD)
Fort +9, Ref +2, Will +5

Spd 30 ft. (6 squares)
Melee large morningstar +12/+7 melee (2d6+6/20/x2) and large morningstar +12/+7 (2d6+6/20/x2)
Ranged large javelin +6 (1d8+6/20/x2) and large javelin +6 (1d8+6/20/x2)
Base Atk +7/+2; Grp +17
Atk Options Power Attack, superior two-weapon fighting
Combat Gear none

Abilities Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Feats Alertness, Improved Initiative, Iron Will, Power Attack
Skills Listen +10, Search +1, Spot +10
Possessions combat gear plus large morningstars (2), large javelins (2), large hide armor

Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Description:
Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.

Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
 

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