5E: Converting AD&D Monsters to Fifth Edition

Casimir Liber

Adventurer
Just making sure I haven't missed anything...
 

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Cleon

Legend
You've got "blackscale champion" instead of "blackscale lizardfolk" in the Reckless Frenzy of blackscale2.png

Maybe just change both of them to "blackscale" and do the same with Multiattack, since the abilities are identical and you just use blackscale in some of its ability descriptions?

Thus:

Multiattack. The blackscale makes two melee attacks, each one with a different weapon.​
Reckless Frenzy (Recharges after a Short or Long Rest). If the blackscale is reduced to half hit points it goes berserk for 1 minute. The blackscale gains advantage on melee weapon attacks, Strength checks and Strength saving throws and adds its Proficiency Bonus to melee and thrown weapon damage, but attack rolls against it have advantage until its frenzy ends.​

Also, I've just noticed an error in the Skills and Senses.

With WIS 14 (+2) both blackscales have Perception +4 and passive Perception 14, not the +3 and 13 of a regular Lizardfolk.

EDIT: Just noticed something else.

I used "Hit (Melee): 11 (2d6 + 4) piercing damage or 13 (2d6 + 6) piercing damage in a reckless frenzy. Hit (Ranged): 7 (1d6 + 4) piercing damage or 8 (1d6 + 6) piercing damage in a reckless frenzy" in the suggestion.

Your version's got "Hit: 11 (2d6 + 4) piercing damage in melee or 13 (2d6 + 6) piercing damage in a reckless frenzy. Hit (Ranged): 7 (1d6 + 4) piercing damage or 8 (1d6 + 6) piercing damage in a reckless frenzy"

That's serviceable, but I'm thinking it's maybe slightly less clear.

Maybe combine the two with:

Hit (Melee): 11 (2d6 + 4) piercing damage in melee or 13 (2d6 + 6) piercing damage in a reckless frenzy. Hit (Ranged): 7 (1d6 + 4) piercing damage at range or 8 (1d6 + 6) piercing damage in a reckless frenzy.​

or use the "in melee" and "at range" in the italic Hit (bracket), like so:

Hit (in melee): 11 (2d6 + 4) piercing damage or 13 (2d6 + 6) piercing damage in a reckless frenzy. Hit (at range): 7 (1d6 + 4) piercing damage or 8 (1d6 + 6) piercing damage in a reckless frenzy.​

Which layout do you think works better?
 
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Cleon

Legend
I'll put some blank template posts here for the Enworld versions of these critters and fill them in once your D&D Beyond versions are done.
 

Cleon

Legend
Lizardfolk Sorcerer
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor, shield)
Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
15 (+2)​
10 (+0)​
16 (+3)​
10 (+0)​
12 (+1)​
15 (+2)​

Skills Perception +3, Stealth +4, Survival +5
Damage Resistances lightning, thunder
Senses passive Perception 13
Languages Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Heart of the Storm. Whenever the lizardfolk sorceror casts a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from them. This eruption causes creatures that it can see within 10 feet to take 7 (2d6) lightning or thunder damage (choose each time this ability activates).

Spellcasting. The lizardfolk sorceror is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following sorceror spells prepared:
  • Cantrips (at will): lightning lure, shape water, shocking grasp, thunderclap
  • 1st Level (4 slots): fog cloud, shield, thunder wave, witch bolt
  • 2nd Level (3 slots): gust of wind, shatter, warding wind
  • 3rd Level (3 slots): intellect fortress, lightning bolt, thunder step
  • 4th Level (1 slot): storm sphere
Storm Guide. If it is raining, the lizardfolk sorceror can use an action to cause the rain to stop falling in a 20-foot-radius sphere around it, and can end this effect as a bonus action.
 If it is windy, the lizardfolk sorceror can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on it. The wind blows in that direction until the end of its next turn. This feature doesn’t alter the speed of the wind.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Summon Frogs (1/day). Summon forth 5 (2d4) giant frogs who will remain for 10 minutes. Subservient to the sorceror's ancestor, these animals do not need to be actively controlled.


Description

Predicting and controlling weather is a key part of lizardfolk, who revere storm deities. Lizardfolk sorcerors have the blood of an ancient storm primordial flowing through their veins.

(monster designed by Casimir Liber and Cleon on the Creature Catalog General Monsters forum)
 
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Cleon

Legend
Lizardfolk (Blackscale)
Large humanoid (lizardfolk), typically neutral evil
Armor Class 16 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., swim 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
18 (+4)​
10 (+0)​
17 (+3)​
8 (–1)​
14 (+2)​
11 (+0)​

Skills Perception +4, Stealth +4, Survival +5
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP) Proficiency Bonus +2

Hold Breath. The blackscale can hold its breath for 15 minutes.

Actions

Multiattack. The blackscale makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage or 13 (2d6 + 6) piercing damage in a reckless frenzy.

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage or 15 (2d8 + 6) piercing damage in a reckless frenzy.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage in melee or 13 (2d6 + 6) piercing damage in a reckless frenzy. Hit (Ranged): 7 (1d6 + 4) piercing damage or 8 (1d6 + 6) piercing damage in a reckless frenzy.

Bonus Actions

Aggressive. As a bonus action, the blackscale can move up to its speed toward a hostile creature that it can see.

Reactions

Reckless Frenzy (Recharges after a Short or Long Rest). If the blackscale is reduced to half hit points it goes berserk for 1 minute. The blackscale gains advantage on melee weapon attacks, Strength checks and Strength saving throws and adds its Proficiency Bonus to melee and thrown weapon damage, but attack rolls against it have advantage until its frenzy ends.


Description

Blackscale lizardfolk are larger and heavier lizardfolk with thicker darker scales. Standing 8-½ to 9 feet tall and weighing around 500 pounds, they are said to carry the blood of black dragons in their veins. Members of the Dark Talon tribe, they may associate with (and lead) their smaller cousins or form their own fighting bands.

(monster designed by Casimir Liber and Cleon on the Creature Catalog General Monsters forum)
 
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Cleon

Legend
Lizardfolk (Blackscale Champion)
Large humanoid (lizardfolk), typically neutral evil
Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., swim 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
20 (+5)​
10 (+0)​
19 (+4)​
8 (–1)​
14 (+2)​
11 (+0)​

Skills Perception +4, Stealth +4, Survival +5
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2

Hold Breath. The blackscale can hold its breath for 15 minutes.

Actions

Multiattack. The blackscale makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d6 + 7) piercing damage in a reckless frenzy.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage or 20 (2d12 + 7) slashing damage in a reckless frenzy.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 6) piercing damage in melee or 14 (2d6 + 7) piercing damage in a reckless frenzy. Hit (Ranged): 8 (1d6 + 5) piercing damage or 9 (1d6 + 7) piercing damage in a reckless frenzy.

Bonus Actions

Aggressive. As a bonus action, the blackscale can move up to its speed toward a hostile creature that it can see.

Reactions

Brace (Recharge 5–6). When an opponent moves within melee range of the blackscale champion, it can make one melee attack against it.

Reckless Frenzy (Recharges after a Short or Long Rest). If the blackscale is reduced to half hit points it goes berserk for 1 minute. The blackscale gains advantage on melee weapon attacks, Strength checks and Strength saving throws and adds its Proficiency Bonus to melee and thrown weapon damage, but attack rolls against it have advantage until its frenzy ends.


Description

Blackscale lizardfolk are larger and heavier lizardfolk with thicker darker scales. Standing 8-½ to 9 feet tall and weighing around 500 pounds, they are said to carry the blood of black dragons in their veins. Members of the Dark Talon tribe, they may associate with (and lead) their smaller cousins or form their own fighting bands.

(monster designed by Casimir Liber and Cleon on the Creature Catalog General Monsters forum)
 
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