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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: 8486763" data-attributes="member: 57383"><p>I'm thinking the Nandie-Bear's <strong><em>Haunting Howl</em></strong> should have some limit on frequency of use. Maybe a Recharge number [i.e. <strong>Howl (Recharge 5-6)</strong>] or a cool-down time (i.e. <strong>Howl (1/hour)</strong>]?</p><p></p><p>But the main question is do you want to honor the original's "fail the save and have fear of the howl engraved into your memories?" aspect.</p><p></p><p>If not, it can simply just cause fright for a minute.</p><p></p><p>For example, we could modify the terrifying bay of a <strong><a href="https://www.5esrd.com/database/creature/yeth-hound-thrall/" target="_blank">Yeth Hound Thrall</a></strong> or the Frightful Presence of a Dragon:</p><p></p><p style="margin-left: 20px"><strong><em>Bay (1/Day)</em></strong>. The yeth hound can howl, causing all creatures other than fiends that can hear within 300 feet to make a [DC ##] Wisdom saving throw. Those who fail are frightened for 1 minute. A creature frightened by this effect can make another saving throw at the end of each of their turns, ending the effect on a success. A creature that successfully saves is immune to this yeth hound’s bay for 24 hours.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong><em>Frightful Presence</em></strong>. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.</p><p></p><p>If we do want to incorporate some lingering effect, the ability gets a lot more complicated.</p><p></p><p>Maybe something like:</p><p></p><p style="margin-left: 20px"><strong><em>Haunting Howl (Recharge 5-6)</em></strong>. A nandie-bear's horrible call is loud and resonant, it can be heard up to one mile distant. Any animal that hears this howl will become skittish, as per the nandie-bear's <em>Unsettling Aura</em> ability.</p> <p style="margin-left: 20px"> All creatures within 300 feet other than nandie-apes and nandie-bears must succeed at a DC [<span style="color: red">12</span>] Wisdom saving throw upon hearing the howl or become frightened for 1 minute. A creature who fails this save gains Disadvantage on subsequent saving throws against a nandie-bear's haunting howl. If such a creature succeeds on three successive saving throws against haunting howl, they conquer their fear, and from then on will not gain disadvantage should they fail their initial save against a howl. A frightened creature can make a DC [<span style="color: red">12</span>] Wisdom saving throw at the end of each of its turns, ending its frightened condition on a success.</p> <p style="margin-left: 20px"> Nandie-apes can be frightened by haunting howl (as above), but unlike the standard frightened condition, the apes may willingly move towards the source of the howl, and their frightened state only gives them disadvantage on ability checks and attack rolls against the nandie-bear.</p> <p style="margin-left: 20px"> If the nandie-bear rules a nandie-ape colony, its haunting howl also calls the colony's nandie-apes to come to its assistance. Typically, [<span style="color: red">1d4 nandie-apes will arrive per round for 1d3 + 3 rounds, for a total of between 4 and 24?</span>] nandie-apes. If a nandie-bear is close to its nandie colony, 1d4 nandie-apes (or more) will arrive every round until the colony's entire population has turned up.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8486763, member: 57383"] I'm thinking the Nandie-Bear's [B][I]Haunting Howl[/I][/B] should have some limit on frequency of use. Maybe a Recharge number [i.e. [B]Howl (Recharge 5-6)[/B]] or a cool-down time (i.e. [B]Howl (1/hour)[/B]]? But the main question is do you want to honor the original's "fail the save and have fear of the howl engraved into your memories?" aspect. If not, it can simply just cause fright for a minute. For example, we could modify the terrifying bay of a [B][URL='https://www.5esrd.com/database/creature/yeth-hound-thrall/']Yeth Hound Thrall[/URL][/B] or the Frightful Presence of a Dragon: [INDENT][B][I]Bay (1/Day)[/I][/B]. The yeth hound can howl, causing all creatures other than fiends that can hear within 300 feet to make a [DC ##] Wisdom saving throw. Those who fail are frightened for 1 minute. A creature frightened by this effect can make another saving throw at the end of each of their turns, ending the effect on a success. A creature that successfully saves is immune to this yeth hound’s bay for 24 hours.[/INDENT] [INDENT][/INDENT] [INDENT][B][I]Frightful Presence[/I][/B]. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.[/INDENT] If we do want to incorporate some lingering effect, the ability gets a lot more complicated. Maybe something like: [INDENT][B][I]Haunting Howl (Recharge 5-6)[/I][/B]. A nandie-bear's horrible call is loud and resonant, it can be heard up to one mile distant. Any animal that hears this howl will become skittish, as per the nandie-bear's [I]Unsettling Aura[/I] ability.[/INDENT] [INDENT] All creatures within 300 feet other than nandie-apes and nandie-bears must succeed at a DC [[COLOR=red]12[/COLOR]] Wisdom saving throw upon hearing the howl or become frightened for 1 minute. A creature who fails this save gains Disadvantage on subsequent saving throws against a nandie-bear's haunting howl. If such a creature succeeds on three successive saving throws against haunting howl, they conquer their fear, and from then on will not gain disadvantage should they fail their initial save against a howl. A frightened creature can make a DC [[COLOR=red]12[/COLOR]] Wisdom saving throw at the end of each of its turns, ending its frightened condition on a success.[/INDENT] [INDENT] Nandie-apes can be frightened by haunting howl (as above), but unlike the standard frightened condition, the apes may willingly move towards the source of the howl, and their frightened state only gives them disadvantage on ability checks and attack rolls against the nandie-bear.[/INDENT] [INDENT] If the nandie-bear rules a nandie-ape colony, its haunting howl also calls the colony's nandie-apes to come to its assistance. Typically, [[COLOR=red]1d4 nandie-apes will arrive per round for 1d3 + 3 rounds, for a total of between 4 and 24?[/COLOR]] nandie-apes. If a nandie-bear is close to its nandie colony, 1d4 nandie-apes (or more) will arrive every round until the colony's entire population has turned up.[/INDENT] [/QUOTE]
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