JEB
Legend
Updated one more time with guidelines for Next creature types not yet in 5E. This should be it for a while (unless someone finds a mistake).
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This is great! Thank you.
Since someone else has done a 1e to 5e conversion doc, the only thing we seem to missing is a 2e to 5e conversion doc. If anyone knows where a 2e to 5e conversion doc that I missed, please let us know.
Again, this is very very handy and well thought out.![]()
Thank you. This will help me in converting Age of Worms until the monster manual comes out.Created a quick-reference version of the Next to 5E conversion document:
https://docs.google.com/document/d/1-7hxvf7CeXK-_tEmUSlR6RL1mqDI19rh_0Ww9mZHinw
Also, slightly off-topic, but I also created a conversion document for 3E/3.5/Pathfinder.
Full version: https://docs.google.com/document/d/15PDTkBoUBlAXVgzm9YCvRrMKTLKpCFyqwNVcoz05q9I
Quick-reference version: https://docs.google.com/document/d/1Oky8fO0D-BwkAwTcngKNpg_Dv-3Iph4ogXXH3o6cP6k
Feedback is appreciated!
I suspect these conversions won't hold at higher levels.
We'll know for sure not too long after the Monster Manual drops.
Thank you. This will help me in converting Age of Worms until the monster manual comes out.
Yes I face the same issues :-(I suspect you're correct - the sample size is too small, and it's mostly low-level monsters. And the young green dragon - a higher-level monster - is clearly an exception to most of those rules. But I figure this should be enough to carry us until we get more official monsters to work with, and a more comprehensive review is possible...
Thanks youLooking forward to your more detailed analysis, BTW!
Might need a little tweaking, but I'm throwing a pack/flock/whatever of these guys at my players this weekend...
VOLT
Small aberration, unaligned
Armor Class 14 (natural armor)
Hit Points 13 (3d6 + 3)
Speed 10 ft., fly 30 ft.
Str 8 (-1) Dex 17 (+3) Con 12 (+1)
Int 2 (-4) Wis 10 (+0) Cha 6 (-2)
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 10
Languages ---
Challenge 1/2 (100 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the volt attaches to the target. While attached, the volt doesn't attack with it's bite. Instead, at the start of each of its turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
A creature, including the target, can use its action to make a DC 10 Strength check to detach the volt.
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. Against an attached target, the volt gains advantage on its tail slap attack roll.
(Originally appeared in the 1E Fiend Folio)
Picture: http://www.ristentltd.com/realms/images/volttsr.jpg