5E: Converting Monsters from White Dwarf Magazine for Fifth Edition


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Cleon

Legend
yeah - immune to paralysis sounds good

Updating the Gurgohemoth Working Draft.

I'll remove the Damage Vulnerabilities. since neither the Gurgotch or your rough draft has any, however I'm tempted to give it at least one Skill.

Perception would be my first pick, followed by Survival. They just feel right for an ancient demonic elephant that has survived millenia of Abyssal conflict.

That said, neither the Balor or Tarrasque have any skills in 5E. Which seems bizarre for a Balor. They used to be very skilled and crafty in previous editions and still have a genius level intelligence like the Marilith Demon (although that doesn't have any skill proficiencies in 5E either!).

So I'll just leave Skills as ??? for now.

As for Senses and Languages, I'm happy to give them Truesight instead of the Gurgotch's Darkvision as our lad is a considerable step upwards in the demonic hierarchy and presumably the Languages will be the same understands Abyssal and touch telepathy as the Gurgotch, but modified for the behemoth version's greater reach.

Although I'd consider giving it regular telepathy instead as it's so powerful it's on par demons like the Balor, which could be minor nobility (Demon Barons, Counts, et cetera). Would take a convincing argument though.
 


Casimir Liber

Adventurer
Leaning against perception (for Gurgohemoth) as it is so huge it'll miss little things. Survival sounds good...but what situations would it be used? Is it just clutter if never used?
 





Cleon

Legend
PS: said trunk reach was 20 ft (for telepathy)

Yes I know, but I left that ## as we hadn't got to signing off on the Actions line which will presumably include a trunk attack, so there seemed a faint possibility we might change its nose reach.

I could see it going up to 30 ft. like the Elysian Titan by Frog God Games, although I suspect we're more likely to settle on 20.
 

Casimir Liber

Adventurer
Ok - question is, should the trunk be longer than the tusks..

Gore. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) piercing damage; victim must make a DC 18 Dexterity roll to avoid being scooped up and hurled for 3d6 feet and incurring an extra 3 (1d6) falling (bludgeoning) damage.
 

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