5E: Converting AD&D Monsters to Fifth Edition

Cleon

Hero
All fiends are doing force damage since Mordenkainens. Happy to drop some cold damage. rejigged stats as suggested. Leaving regen and lower hp. makes it a bit different

As you like. It's your conversion after all.

The saving throws of its Spellcasting and Vicious Mockery should be DC 22 not 21, since its Base 8 and CHA +7 and ProBonus +7.

The main problem with the CR balance is its summoning ability. If it can summon a CR 14 Ice Devil each round that counts towards Adonides's Challenge Rating, which would shoot its CR up into the stratosphere.

How about instead of summoning ice devils, it has a Legendary Ability to reposition them? Maybe it can dimension door one or more Ice Devils it can see to unoccupied spaces within X feet of Adonides. Then Adonides could have Ice Devil bodyguards escorting it and the Encounter's Challenge Level is whatever that figures out to.

Hmm… perhaps the "Devilporting" doesn't require line-of-sight and Adonides can dimension door any Ice Devil within his 120 foot telepathy range?

That would also allow the Ice Devils to be of the "Devil Summoning" variant without breaking the "can't summon other devils" rule since Adonides isn't technically summoning the Gelugon but just teleporting one who's already in the area.

Screwing people over with technicalities is the devil way!
 

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Cleon

Hero
Upon reflection, it would be tactically useful if Adonides could "conjure" an ally standing nearby it to a distant location. So maybe have it move an ally to any point he can see within 120 feet?

Also, can Adonides transmit multiple Ice Devils with one Legendary Action by spending multiple points (i.e. 1 point per Devil), or can he only conjure a single Gelugon per Legendary Action?
 





Casimir Liber

Adventurer
ok...."Ice devil chess"? (like moving pieces on a chessboard..?)

Ice Devil Chess. Adonides magically teleports an ice devil he is in telepathic communication with to any unoccupied space within 120 feet.
 
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Cleon

Hero
ok...."Ice devil chess"? (like moving pieces on a chessboard..?)

Oh there's all kinds of variants: Gelugon Checkers, Infernal Hopscotch, Diabolical Go, et cetera

Ice Devil Chess. Adonides magically teleports an ice devil he is in telepathic communication with to any unoccupied space within 120 feet.

I was thinking of either referencing dimension door or more likely paraphrasing the SRD spell's description, which is:

SRD said:
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

So something like:

Gelugon Checkers.* Adonides teleports an ice devil that he is in telepathic communication with who is within 120 feet to any other spot within 120 feet. The ice devil arrives at exactly the spot desired, which can be a place Adonides can see, one he can visualize, or one he can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."​
The ice devil can bring along objects as long as their weight doesn’t exceed what it can carry but may not bring along other creature when it teleports.​
If the ice devil would arrive in a place already occupied by an object or a creature, it takes 14 (4d6) force damage and the legendary action fails to teleport it.​

Although I do wonder about dropping the Teleport and have Adonides be able to move itself with its "Devil Chess" ability too, like so:

Infernal Hopscotch.* Adonides teleports himself or an ice devil to any other spot within 120 feet of his current location. The ice devil must be in telepathic communication with Adonides and within 120 feet of him. The traveler arrives at exactly the spot desired, which can be a place Adonides can see, one he can visualize, or one he can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."​
The traveler can bring along objects as long as their weight doesn’t exceed what it can carry but may not bring along other creature when it teleports.​
If the traveler would arrive in a place already occupied by an object or a creature, it takes 14 (4d6) force damage and the legendary action fails to teleport it.​

*More seriously, we could call the action Teleport Devil.
 

Casimir Liber

Adventurer
Combining it in one legendary action is great - I like infernal hopscotch
 

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ilgatto

How inconvenient
Holy crap! Where is that from?! Cool, my work was immortalised :LOL: ...

Nothing so grand, I'm afraid. It's just one I made earlier.

Although I suppose it is forever now - now that it's on the interwebs.

Anyway. It is a pleasure to hear from you, good Sir. Might I be so bold as to ask you for whatever background information you can provide on the weresnake? Such as original campaign setting? Habits? Some history if any?
 

Cleon

Hero
Infernal Hopscotch.* Adonides teleports himself or an ice devil to any other spot within 120 feet of his current location. The ice devil must be in telepathic communication with Adonides and within 120 feet of him. The traveler arrives at exactly the spot desired, which can be a place Adonides can see, one he can visualize, or one he can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

Hold on a moment. When I copied the dimension door text I failed to account for the shorter 120 ft. range of Infernal Hopscotch. Adonides can't possibly teleport something 200 or 300 feet with this ability!

How about:

Infernal Hopscotch. Adonides teleports himself or an ice devil to any other spot within 120 feet of his current location. The ice devil must be in telepathic communication with Adonides and within 120 feet of him. The traveler arrives at exactly the spot desired, which can be a place Adonides can see, one he can visualize, or one he can describe by stating distance and direction, such as "60 feet straight downward" or "upward to the northwest at a 45-degree angle, 100 feet."​
 


Casimir Liber

Adventurer
Nothing so grand, I'm afraid. It's just one I made earlier.

Although I suppose it is forever now - now that it's on the interwebs.

Anyway. It is a pleasure to hear from you, good Sir. Might I be so bold as to ask you for whatever background information you can provide on the weresnake? Such as original campaign setting? Habits? Some history if any?
I'd seen the 1973 film Sssssss - Wikipedia and was trying to come up with monsters to write for White Dwarf magazine. I never really used these apart from on wandering monster tables. I wrote them around 1980...before I came across Dwellers of the Forbidden City (and hence Yuan Ti)
 


Cleon

Hero
Adonides
Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 250 (20d10 + 140)
Speed 40 ft., fly 60 ft.


STR​
DEX​
CON​
INT​
WIS​
CHA​
25 (+7)​
16 (+3)​
24 (+7)​
23 (+6)​
22 (+6)​
25 (+7)​

Saving Throws DEX +10, CON +14, INT +13, WIS +13
Skills Deception +14, Insight +13, Intimidation +14, Investigation +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP) Proficiency Bonus +7

Legendary Resistance (3/Day). If Adonides fails a saving throw, he can choose to succeed instead.

Magic Resistance. Adonides has advantage on saving throws against spells and other magical effects.

Magic Weapons. Adonides's weapon attacks are magical.

Regeneration. Adonides regains 10 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Adonides dies only if he starts his turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. Adonides's innate spellcasting ability is Charisma {spell save DC 22). He can innately cast the following spells, requiring no material components

  • At will: animate dead, cone of cold, detect magic, ice storm, pyrotechnics (4d8 damage), wall of ice
  • 3/day each: dispel magic, lightning bolt (5th level spell slot for 10d6 lightning damage)
  • 1/day each: heal (self or by touch only), ice storm (8th level spell slot for 6d8 bludgeoning damage plus 4d6 cold damage), symbol (stunning only)
Sinful Insight. If a creature starts its turn within 30 feet of Adonides and the two of them can see each other, Adonides can force the creature to make a DC 22 Charisma saving throw if Adonides isn't incapacitated. On a failed save, Adonides's supernatural gaze pierces the target's soul, and the devil can see what the creature's alignment is (i.e. chaotic good) and automatically knows whenever the creature lies in any conversation Adonides can follow. This effect lasts for 10 minutes or until the target goes outside the 30 ft. range and can be countered by any effect that would work against a 2nd-level divination spell. A target that successfully saves is immune to Adonides's Sinful Insight for the next 24 hours.

Actions

Multiattack. Adonides can use his Finger of Terror and makes three attacks with his twisted staff.

Twisted Staff. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) force damage plus 4 (1d8) bludgeoning damage and 4 (1d8) piercing damage.

The twisted staff is a +1 magic weapon.

Finger of Terror. Adonides points his index finger at a creature he can see within 60 feet. The target must succeed on a DC 22 Wisdom save or become frightened for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Adonides magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Action (#/day). ???.
 ???.

Action (Recharge 5-6). ???.
 ???

Bonus Actions

Devilish Mockery. Adonides speaks to a target within 60 feet. If the target can hear Adonides, it must succeed on a DC 22 Wisdom saving throw or take 21 (6d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Legendary Actions

Adonides can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Adonides regains spent legendary actions at the start of his turn.

Detect. Adonides makes a Wisdom (Perception) check.

Fiendish Invective (Costs 2 Actions). Adonides uses Devilish Mockery.

Hellfire Blizzard (Costs 2 Actions). Adonides hurls a gout of infernal energy to a point within 150 feet which explodes. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. The explosion causes 5 (1d10) bludgeoning, cold, fire or lightning damage plus 5 (1d10) bludgeoning, cold, fire or lightning damage on a failed save, or half as much damage on a successful one. Adonides chooses two damage types for the Hellfire Blizzard when he hurls it (i.e. 1d10 cold plus 1d10 lightning), but may not choose the same type twice (i.e. it cannot be 2d10 bludgeoning).

Infernal Hopscotch. Adonides magically teleports himself or an ice devil, along with any equipment they are wearing or carrying, up to 120 feet to an unoccupied space he can see. The ice devil must be within 120 feet and in telepathic communication with Adonides. Only the destination point must be visible: Adonides can teleport an ice devil from somewhere he cannot see.



Description

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 ???.
Subsection. ???.
 ???.

Subsection. ???.
 ???.


(Originally appeared in Dragon Magazine #76 (August 1983) as part of "The Nine Hells, Part II" by Ed Greenwood.)
 
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ilgatto

How inconvenient
I'd seen the 1973 film Sssssss - Wikipedia and was trying to come up with monsters to write for White Dwarf magazine. I never really used these apart from on wandering monster tables. I wrote them around 1980...before I came across Dwellers of the Forbidden City (and hence Yuan Ti)

[looks up Sssssss on Wikipedia]

Oh dear. That's not very...

Hold on...

Is that DIRK BENEDICT?! The man who personally managed to arrange for a white limo in the middle of the Vietnam jungle? The man who... er... this?

But I digress. Funny how many D&D monsters - some would even say D&D itself (as per Arneson binge-watching horror movies for Blackmoor) - were actually based on "horror films from the 70's". I suppose it was all one could get one's hands on in that dark time when Fantasy only occasionally made it to the TV screen. How the times have changed.

Info added (in red).
 

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