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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 8464834" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Argorian Wormkin</span></strong></p><p><em>Tiny construct, neutral</em></p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 10 (3d4 + 3)</p><p><strong>Speed</strong> 20 ft., climb 20 ft., swim 20 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">4 (−3)</p> </td><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">2 (−4)</p> </td><td><p style="text-align: center">10 (+0)</p> </td><td><p style="text-align: center">1 (−5)</p> </td></tr></table><p></p><p><strong>Damage Immunities</strong> poison, psychic</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, exhaustion, frightened, poisoned</p><p><strong>Senses</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 10</p><p><strong>Languages</strong> —</p><p><strong>Challenge</strong> 1/4 (50 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><span style="font-size: 22px">Special Traits</span></p><p></p><p><strong><em>Cannot Be Killed.</em></strong> If an Argorian wormkin is damaged but not destroyed, it will fully recover from its injuries in an hour, regardless of the form of damage it took.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d4 + 1) slashing damage. Plus poison – DC 11 Con save or be poisoned for 1d8 rounds, during which time violent retching reduces their speed to half (round up to the nearest 10 ft., minimum speed 5 ft.). If a target is poisoned multiple times by wormkin venom, they become incapacitated with nausea while within the duration of two or more doses of poison.</p><p></p><p><span style="font-size: 22px">Reactions</span></p><p></p><p><strong><em>Division.</em></strong> When a wormkin is subjected to hit points of damage, it splits into two wormkin if it has at least 2 hit points. Each wormkin has hit points equal to half the original wormkin's, rounded down. These wormkins rejoin into a single wormkin with full hit points an hour later (see <em>Cannot Be Killed</em>).</p><p></p><p></p><p><span style="font-size: 22px"><strong>Description</strong></span></p><p>These foot-long creatures where first produced by an evil cleric-assassin from Argor. They are worm-like creatures resembling a reddish pink lamprey with a sucker-like rasping mouth.</p><p></p><p> <strong><em>Treasure Guardians.</em></strong> These worm-constructs were originally created to protect their master's treasure and are instinctively attracted to shiny valuables, which they rest beside while waiting for intruders to attack.</p><p></p><p><strong><em> Immortal Worms.</em></strong> Argorian wormkin are not truly alive and do not need to eat, drink, or drink. They can fully recover from any damage that doesn't kill them and can even survive being torn apart, which usually only separates them into two fragments each capable of attacking.</p><p></p><p>(Originally created by Barney Sloane; appeared in <em>White Dwarf Magazine #29</em> (Feb/Mar 1982) as part of the Fiend Factory mini-module "The Desert Light", edited by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8464834, member: 57383"] [B][SIZE=7]Argorian Wormkin[/SIZE][/B] [I]Tiny construct, neutral[/I] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 10 (3d4 + 3) [B]Speed[/B] 20 ft., climb 20 ft., swim 20 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]4 (−3)[/CENTER][/TD] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]2 (−4)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [TD][CENTER]1 (−5)[/CENTER][/TD] [/TR] [/TABLE] [B]Damage Immunities[/B] poison, psychic [B]Condition Immunities[/B] blinded, charmed, deafened, exhaustion, frightened, poisoned [B]Senses[/B] blindsight 60 ft. (blind beyond this radius), passive Perception 10 [B]Languages[/B] — [B]Challenge[/B] 1/4 (50 XP) [B]Proficiency Bonus[/B] +2 [SIZE=6]Special Traits[/SIZE] [B][I]Cannot Be Killed.[/I][/B] If an Argorian wormkin is damaged but not destroyed, it will fully recover from its injuries in an hour, regardless of the form of damage it took. [SIZE=6]Actions[/SIZE] [I][B]Bite.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 (1d4 + 1) slashing damage. Plus poison – DC 11 Con save or be poisoned for 1d8 rounds, during which time violent retching reduces their speed to half (round up to the nearest 10 ft., minimum speed 5 ft.). If a target is poisoned multiple times by wormkin venom, they become incapacitated with nausea while within the duration of two or more doses of poison. [SIZE=6]Reactions[/SIZE] [B][I]Division.[/I][/B] When a wormkin is subjected to hit points of damage, it splits into two wormkin if it has at least 2 hit points. Each wormkin has hit points equal to half the original wormkin's, rounded down. These wormkins rejoin into a single wormkin with full hit points an hour later (see [I]Cannot Be Killed[/I]). [SIZE=6][B]Description[/B][/SIZE] These foot-long creatures where first produced by an evil cleric-assassin from Argor. They are worm-like creatures resembling a reddish pink lamprey with a sucker-like rasping mouth. [B][I]Treasure Guardians.[/I][/B] These worm-constructs were originally created to protect their master's treasure and are instinctively attracted to shiny valuables, which they rest beside while waiting for intruders to attack. [B][I] Immortal Worms.[/I][/B] Argorian wormkin are not truly alive and do not need to eat, drink, or drink. They can fully recover from any damage that doesn't kill them and can even survive being torn apart, which usually only separates them into two fragments each capable of attacking. (Originally created by Barney Sloane; appeared in [I]White Dwarf Magazine #29[/I] (Feb/Mar 1982) as part of the Fiend Factory mini-module "The Desert Light", edited by Albie Fiore.) [/QUOTE]
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