5E: Converting AD&D Monsters to Fifth Edition


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I think A is the best. B,C and D slightly more complicated ways of imparting same message

Yes, that's my preference too.

Although the Working Draft of the Noble I'm working on is getting some additional regular attack options, so I might add some of them to its Multiattack.

Should be quite nice if I ever finish it!
 

Is funny how, despite how many monsters have been published, how many holes there are and how often I resort to making monsters. Currently need an efreet noble as a wish-grafter and mcguffin. Also a dao noble for mastery over turning rock into gold into other mineral, so keen to make a dao noble analogous to whatever the efreet noble turns out as as well.
 

Okay, I'll post the very rough notes I've got so far and start a Working Draft.

Here's the notes:

Cleon Special said:
Efreeti Noble
Huge elemental, lawful evil
Armor Class 19 (natural armor)[ maybe reduce to 18?]

Hit Points 290 (20d12 + 160)
Hit Points 261 (18d12 + 144) [?]
Speed 40 ft., fly 60? ft.


STR​
DEX​
CON​
INT​
WIS​
CHA​
24 (+7)​
12 (+1)​
26 (+8)​
17 (+3)​
16 (+3)​
22? (+6)​

Saving Throws Stat +#
Skills Skill +#, Skill +#
Damage Immunities fire

Senses darkvision 120 ft., passive Perception ##
Languages Ignan, [telepathy 120 ft. ?]

Challenge 19 (22,000 XP) Proficiency Bonus +6

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.


Body of Smokeless Flame?.
It seems appropriate giving it something akin to a Salamander's Heated Body or a fire Elemental's Fire Form but more refined, so it only burns things it wants to burn.

Fire Elemental:
Fire Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and ignites. A burning creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can use an action to douse the fire, ending the effect.
Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Innate Spellcasting. The efreeti noble's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
  • At will: spell, spell
  • 3/day each: spell, spell
  • 3/day each: spell, spell
  • standard efreeti have At-will detect magic; 3/day: enlarge/reduce, tongues; 1/day each conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Illumination? [Like a fire elemental but with variable area from 0 (i.e. no light) up to a ##-foot-radius of bright light and dim light to twice that radius].

Regeneration. The efreeti noble regains 10 hit points at the start of its turn. If it takes cold damage, this trait doesn't function at the start of the efreeti noble's next turn. [None of the AD&D efreet have Regeneration, so why give it to this version? The Pasha and Noble Efreeti do both have Magic Resistance though, so how about giving it that instead?].

Wish Granting. ???.

Actions

Multiattack. The efreeti noble makes three attacks, using any combination of scimitar attack and its hurl flame power.

Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: # (#d# + #) slashing damage plus # (#d##) fire damage.

Flaming Punch. Melee Weapon Attack: +13 to hit, range 10 ft., one target. Hit: # (#d# + #) bludgeoning damage plus # (#d# + #) fire damage.

Hurl Flame. Ranged Spell Attack: +# to hit, range ### ft., one target. Hit: # (#d# + #) fire damage.

Immolating Touch. Melee Spell Attack: +# to hit, range ### ft., one target. Hit: # (#d# + #) fire damage.

Burning Gaze. a beam of fire & psychic damage? Best of CON or CHA save for half damage? Or roll both, and if both fail the target bursts into flames, while if some succeed they take half damage (one success) or no damage (two successes)..


Fire Blast? ???.
Concussive Blast: CON save, does bludgeoning and fire damage, can knock back smaller targets that fail their saves.
Incendiary Blast: DEX save, does fire damage, can set targets that fail their save on fire.

Fire Tornado (Recharge #-6 | Recharges After a Short/Long Rest). ???
 ???.

Purifying Pyre. Used to remove some status effects.?.

 ???.

Bonus Actions

Extra Attack. The efreeti noble makes a scimitar attack or uses its hurl flame power.

Flare. ???

 ???.

Eyes of Fire. grants truesight and allows use of burning gaze attack?

 ???.

Flash Step. moves ## feet in fire form (=gaseous form?). Can move up to ### feet if used with a Dash standard action.

 ???.

Smoke Screen [rename to Cinder Cloud?]. ???..

 ???.

Reactions

Parry? ???.

Incendiary Retort? ???.
 ???.


Legendary Actions

The efreeti noble 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. The efreeti noble regains spent legendary actions at the start of its turn.

Action (Costs # Actions). ???.
 ???.



Description

???.
 ???.
Subsection. ???.
 ???.

Subsection. ???.
 ???.


(Credit?)

I'll post a Working Draft and then start on the mechanical discussion.
 

Genie, Efreeti Firelord
Huge elemental, lawful evil
Armor Class 19 (natural armor)
Hit Points 290 (20d12 + 160)
Speed 50 ft., fly 80 ft.


STR​
DEX​
CON​
INT​
WIS​
CHA​
25 (+7)​
12 (+1)​
26 (+8)​
17 (+3)​
16 (+3)​
24 (+7)​

Saving Throws STR +13, INT +9, WIS +9, CHA +13
Skills Deception +13, History +9, Intimidation +13, Performance +13, Persuasion +13
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 13
Languages Ignan, telepathy 120 ft.

Challenge 19 (22,000 XP) OR 20 (25,000 XP) ?Proficiency Bonus +6 ?

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Body of Smokeless Flame. A creature or flammable object that touches the efreeti firelord or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, whenever a creature or flammable object ends its turn within 5 feet of the firelord, that target takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Lord of Fire. The efreeti firelord has perfect control over the heat of its flames. Its attacks will not do fire damage to any creature or object the genie does not wish to burn. This also allows the efreeti firelord to wear or handle flammable items such as parchment scrolls and silken robes without igniting them with Body of Smokeless Flame.

Illumination. The efreeti firelord sheds bright light in a 60-foot radius and dim light in an additional 60 feet. It can consciously reduce its illumination by any amount as a free action, down to a radius of 0 ft. Reducing its illumination does not affect the damage of the firelord's Body of Smokeless Flame.

Innate Spellcasting. The efreeti firelord's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
  • At will: detect magic, enlarge/reduce, fireball (5th level spell slot, 10d6 damage), flame strike (5th level spell slot, 6d8 damage), polymorph self, wall of fire (5th level spell slot, 6d8 damage)
  • 3/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, tongues
Magic Resistance The efreeti firelord has advantage on saving throws against spells and other magical effects.

Wishes. The efreeti firelord can grant wishes to a creature that isn't a genie. Once the genie has granted its limit of three wishes, it can't grant wishes again for 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.
 To be granted a wish, a creature within 60 feet of the efreeti firelord states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. An efreeti firelord will try to pervert the intent of a wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.


Actions

Multiattack. The efreeti firelord makes three attacks using any combination of fiery falchion, hurl flame, and incendiary fist.

Fiery Falchion. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 9 (2d8) fire damage.

Hurl Flame. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 24 (7d6) fire damage.

Incendiary Fist. Melee Weapon Attack: +13 to hit, range 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 9 (2d8) fire damage and the target catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Invoked Inferno (Recharge 5–6). A point within 90 feet of the efreeti firelord erupts in an inferno. Every creature in a 20-foot-radius sphere centered on that point is affected. The inferno spreads around corners, igniting flammable objects in the area that aren't being worn or carried. The firelord chooses one of the following effects.
Concussive Inferno. Each creature in the sphere must succeed on a DC 21 Constitution saving throw or take 21 (6d6) bludgeoning plus 21 (6d6) fire damage and be stunned until the end of their next turn. On a successful save, they take half as much damage and are not stunned.
Incinerating Inferno. Each creature in the sphere must succeed on a DC 21 Dexterity saving throw or take 66 (12d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, they take half as much damage and do not catch fire.

Purifying Pyre. The efreeti firelord chooses a point within a space occupied by one creature or object within 60 feet (it can target itself). A 10-foot-radius sphere of rainbow colored flames blossoms from that point, causing 14 (4d6) fire damage to everything within its area, including the target. In addition, the target is affected as follows.
 First, any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the firelord makes a spellcaster ability check (+13) against a DC of 10 + the spell’s level. On a successful check, the spell ends.
 Second, the rainbow flames burn away one of the following debilitating effects from the target:
  • One level of exhaustion.
  • One effect that blinded, charmed, or poisoned the target.
  • One disease, including conditions caused by the disease but not the damage.
  • One curse, including the target’s attunement to a cursed magic item.
  • Any reduction to one of the target’s ability scores.
  • One effect reducing the target’s hit point maximum.
 If the firelord does not choose a specific effect the flames will burn away a random debilitation effect.

Tornado of Flames (Recharge 5–6). 10-foot-radius, 60-foot-tall cylinder of swirling flames magically forms on a point the efreeti firelord can see within 120 feet of it. The tornado lasts as long as the firelord maintains concentration (as if concentrating on a spell). A creature takes 27 (5d10) fire damage, or half as much damage on a successful DC 22 Dexterity save, when it enters the tornado for the first time on a turn or ends its turn within the tornado. Any creature but the firelord that enters the tornado must succeed on a DC 22 Strength saving throw or be restrained by it. The firelord can move the tornado up to 60 feet as a bonus action, and the firelord plus creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.

A creature can use its action to free a creature restrained by the tornado, including itself, by succeeding on a DC 22 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the tornado.

Bonus Actions

Flash Step. The efreeti firelord momentarily turn into flames and flies up to 80 feet as if they were in gaseous form. If the firelord passes within 5 feet of a creature or enters another creature's space, that creature is exposed to the firelord's Body of Smokeless Flame. If the flash step's movement ends in a space occupied by an object or a creature, the firelord takes 4d6 force damage and is displaced to the last empty space on the path of its fire step that is large enough to accommodate it, or the starting point if there are no suitable empty spaces on the path.

Fiery Eyes. The efreeti firelord gains truesight 120 feet until the end of its next turn. In addition, the firelord may glare at a single creature or object within 120 feet and do 14 (4d6) damage, halved if the target makes a successful DC 21 Constitution saving throw. Targets with vulnerability to fire damage have the damage increased as if it was fire damage, but immunity to fire and resistance to fire does not protect against fiery eyes damage.

Reactions

Parry. The efreeti firelord adds 6 to its AC against one attack that would hit it. To do so, the efreeti noble must see the attacker and be wielding a melee weapon.

Incandescent Rebuke. When a creature within 50 feet damages the efreeti firelord with an attack, the firelord can use its reaction to engulf the attacker with a surge of incandescent sparks from its Body of Smokeless Flame. The attacker takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. In addition, the attacker must succeed on a DC 21 Dexterity saving throw or be blinded for 5 (1d10) rounds or until the fire is doused, whichever occurs first. On a successful save, the target is not blinded.

Legendary Actions

The efreeti firelord 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. The firelord regains spent legendary actions at the start of its turn.

Action (Costs # Actions). ???.
 ???.


Description

???.
 ???.
Subsection. ???.
 ???.

Subsection. ???.
 ???.

(Inspired by the Pasha of the Efreet from I4 - Oasis of the White Palm (1983) and the Noble Efreeti from MC13 - Monstrous Compendium Al-Qadim[ Appendix (1992).)
 
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Okay, let's get started.

The 5E Balor is a Challenge 19 fiery manlike melee and spell opponent, so using it as a comparison seemed appropriate.

I'm fine with making the Efreeti Noble a Huge elemental, since the 2E Efreeti Noble was 15 feet tall and (going by the picture at least) ridiculously wide. He's built like a dwarven bodybuilder!

Creature1E AD&D2E AD&D
Efreeti10 HD, AC 2, D 3d810 HD, AC 2, D 3d8
Noble Efreeti13 HD, AC –1, D 2×4d8
Pasha o/t Efreet101 hp, AC –3, D 2×2d10
Balor8+8 HD, AC –2, D 1d12+1 plus 2 to 4d613 HD, AC –8, D 1d12+1d4+4d6

Wasn't 100% sure about the AC 19, since 5E Armour Classes are a lot "flatter" than in AD&D, plus the AD&D Noble Efreet's AC is a lot worse than a 2E Balor. Then again, the 2E Demons Tanar'ri have greatly magnified ACs. A 1E Balor has AC –2, just between the AC –1 of a regular Noble Efreeti and the –3 of the high-ranking Pashas.

So I'm fine "greening" the AC.

The Hit Dice I'm not so sure about, since 290 hp is a bit more than a Balor and AD&D Noble Efreet and Balor Demons both had identical Hit Dice and hit point range.

Hmm… maybe give them one of the following:

Hit Points #2 270 (20d12 + 140) [with CON (+7)]
Hit Points #3 261 (18d12 + 144) [with CON (+8)]​

Hmm… although we'll probably want to give it piles of HP to protect it from those pesky PCs, so maybe the current 290 (20d12 + 160) or even 304 (21d12 + 168) would be better?

I'm thinking we may want to leave that redded out until we've got a clearer idea of its offensive CR. That'll tell us what sort of Defensive CR we should aim for.

Finally, we've got Speed, which is currently 40 ft., fly 60 ft. like a standard Efreeti.

The 2E AD&D Noble Efreeti was faster than its inferiors (12/fly 30 versus the 9/fly 24 of an Efreet. A Balor is 15/fly 36 by the way). The Pasha of the Efreet has the same fly speed as a common 1E Efreet but can run at 24, which is as fast as a horse!).

So I could see us increasing the Speed a bit if you think that'd be fun. Maybe make the land speed 50 ft. or 60 ft. and/or increase the flight speed to fly 70 ft. or fly 80 ft.?

I'm leaning towards Speed #2 40 ft., fly 80 ft. but am open to alternatives and would be OK keeping the current Speed.
 


Okay, Ability Score wise I'm fine with the physical abilities of STR 24, DEX 12, CON 26 but am not so keen on the mental abilities.

A standard Efreeti has INT 16, WIS 15, CHA 16.

Firstly, I think the Noble version should have WIS as its lowest mental stat like a regular Efreeti, since they seem to be cunning schemers rather than wise rulers.

Secondly, I'd like their magic-driving Charisma stat to be better than that to give them a decent spell DC.

Hence I propose INT 17, WIS 16, CHA 22

Would have considered CHA 20, but that's what a regular 5E Djinni has and I think the créme de la créme of Efreet would be at least a rung up from a run of the mill Djinn in that area.
 



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