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5E: Converting AD&D Monsters to Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 9525812" data-attributes="member: 57383"><p>That's doable.</p><p></p><p>To budget that DPR wise, we need how many rounds the Tornado lasts (on average).</p><p></p><p>If it typically does, say, two rounds of damage to the creature(s) caught in winds then following normal AoE guidelines it'd count as a four times the damage of a single target attack, right?</p><p></p><p>So if the DPR is 110-or so a quarter of that is 27½, or 5d10, which is pretty much the 27 (6d8) a 5th-level <em>wall of fire</em> does.</p><p></p><p>I'd be fine with either.</p><p></p><p>The above could come to:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em><strong>Tornado of Flames #3 (Recharge 5–6).</strong></em> A 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 (<span style="color: magenta">6d8 OR 5d10<strong>?</strong></span>) 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 <span style="color: magenta">bonus</span> action, and <span style="color: magenta">the firelord plus</span> creatures restrained by the tornado move with it. The tornado ends if the firelord loses sight of it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="Cleon, post: 9525812, member: 57383"] That's doable. To budget that DPR wise, we need how many rounds the Tornado lasts (on average). If it typically does, say, two rounds of damage to the creature(s) caught in winds then following normal AoE guidelines it'd count as a four times the damage of a single target attack, right? So if the DPR is 110-or so a quarter of that is 27½, or 5d10, which is pretty much the 27 (6d8) a 5th-level [i]wall of fire[/i] does. I'd be fine with either. The above could come to: [indent] [I][B]Tornado of Flames #3 (Recharge 5–6).[/B][/I] A 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 ([COLOR=magenta]6d8 OR 5d10[b]?[/b][/COLOR]) 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 [COLOR=magenta]bonus[/COLOR] action, and [COLOR=magenta]the firelord plus[/COLOR] 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. [/indent] [/QUOTE]
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