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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: 8487655" data-attributes="member: 57383"><p>I'm thinking we should modify the nandie-ape's Call to Arms to have similar numbers, how about:</p><p></p><p><strong><em>Call to Arms</em></strong>. A nandie-ape can use its bonus action to make a chattering call. This gives it advantage on melee attack rolls against a creature if at least one of the nandie-ape's allies is within 5 feet of the creature and the ally isn't incapacitated.</p><p> In addition, any members of the nandie-ape's colony within earshot of <em>Call to Arms</em> (about 300 feet) will come to aid the nandie-ape. Typically, 1d4 nandie-apes will arrive per round for 1d4 + 1 rounds, for a total of between 2 and 20 nandie-apes. If a nandie-ape 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><p> If more than one nandie-ape uses <em>Call to Arms</em> the number of creatures that arrive does not increase.</p><p> For a colony <em>Call to Arms</em>, the smallest nandie colonies contain 10d4 (10 to 40) to 15d4 (15 to 60) nandie-apes; bigger colonies usually have between 10d4+5d6 (15 to 70) and 5d4+5d6+5d8 (15 to 90) apes; the largest colonies can have from 5d4+10d6+5d8 (20 to 120) up to 5d4+5d6+5d8+5d12 (20 to 150) nandies. Always roll the largest dice first when determining how many nandie-apes respond to a colony <em>Call to Arms</em>. For a 12d4+3d6 colony, 1d6 nandie-apes arrive for 3 rounds (1st to 3rd), followed by 1d4 apes for 12 rounds (4th to 15th).</p><p> Boss nandie-apes who hear the call always arrive last. A nandie-bear, if present, always turns up after every nandie-apes within range has arrived.</p><p> The number of nandie-apes in a colony includes any present when a <em>Call to Arms</em> starts. This may reduce the number of apes who can arrive in response to the call. For example: adventurers stumble upon the lair of a 10d4+10d6 colony and encounter 25 nandie-apes plus a boss nandie-ape. That's roughly equivalent to 8d6 nandies, so 10d4+2d6 apes remain to answer their colony <em>Call to Arms</em>.</p><p></p><p>Then I can add a "(see <strong><a href="https://enworld.org/index.php?posts/8476975" target="_blank">Nandie-Ape</a></strong> colony <em>Call to Arms</em> for details)" note to the Kerit's <em><strong>Haunting Howl</strong></em> to cover the colony-summoning howl.</p><p></p><p></p><p></p><p>Put the DC in brackets since we might decide to give it an arbitrary adjustment OR tweak the Charisma. I'm fine with DC 12. The original used a save vs. spells, which is one of the tougher saves in 1E.</p><p></p><p>I'll update Haunting Howl in the <strong><a href="https://enworld.org/index.php?posts/8482018" target="_blank">Nandie-Bear Working Draft</a></strong>.</p><p></p><p></p><p></p><p>Wouldn't bother. <strong><a href="https://www.5esrd.com/database/creature/animal-panther/" target="_blank">Panthers</a></strong> are nocturnal predators and they don't even get Advantage on Stealth! Plus, the Bear's got darkvision, which is reason enough to hunt at night when your victims can't see you coming.</p><p></p><p>I'm definitely thinking the Kerit should be Challenge 2. It's at least as dangerous as a <strong><a href="https://www.5esrd.com/database/creature/griffon" target="_blank">Griffon</a></strong>.</p><p></p><p></p><p></p><p>The actual folklore doesn't describe them as resembling cavemen.</p><p></p><p>I'm wondering whether we should mix up the description to include some elements from other descriptions - the sloping backed hyena-like stance, chalicothere-like sickle claws and so on.</p><p></p><p>Perhaps these monstrosities are rather variable in appearance, each being a different chimera of various horrible beasts? We can use the apeman as the "sample description" but mention alternatives.</p><p></p><p>Regardless, we should work out the Koddoelo Description at the same time since the two tie together so closely.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8487655, member: 57383"] I'm thinking we should modify the nandie-ape's Call to Arms to have similar numbers, how about: [B][I]Call to Arms[/I][/B]. A nandie-ape can use its bonus action to make a chattering call. This gives it advantage on melee attack rolls against a creature if at least one of the nandie-ape's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, any members of the nandie-ape's colony within earshot of [I]Call to Arms[/I] (about 300 feet) will come to aid the nandie-ape. Typically, 1d4 nandie-apes will arrive per round for 1d4 + 1 rounds, for a total of between 2 and 20 nandie-apes. If a nandie-ape is close to its nandie colony, 1d4 nandie-apes (or more) will arrive every round until the colony's entire population has turned up. If more than one nandie-ape uses [I]Call to Arms[/I] the number of creatures that arrive does not increase. For a colony [I]Call to Arms[/I], the smallest nandie colonies contain 10d4 (10 to 40) to 15d4 (15 to 60) nandie-apes; bigger colonies usually have between 10d4+5d6 (15 to 70) and 5d4+5d6+5d8 (15 to 90) apes; the largest colonies can have from 5d4+10d6+5d8 (20 to 120) up to 5d4+5d6+5d8+5d12 (20 to 150) nandies. Always roll the largest dice first when determining how many nandie-apes respond to a colony [I]Call to Arms[/I]. For a 12d4+3d6 colony, 1d6 nandie-apes arrive for 3 rounds (1st to 3rd), followed by 1d4 apes for 12 rounds (4th to 15th). Boss nandie-apes who hear the call always arrive last. A nandie-bear, if present, always turns up after every nandie-apes within range has arrived. The number of nandie-apes in a colony includes any present when a [I]Call to Arms[/I] starts. This may reduce the number of apes who can arrive in response to the call. For example: adventurers stumble upon the lair of a 10d4+10d6 colony and encounter 25 nandie-apes plus a boss nandie-ape. That's roughly equivalent to 8d6 nandies, so 10d4+2d6 apes remain to answer their colony [I]Call to Arms[/I]. Then I can add a "(see [B][URL='https://enworld.org/index.php?posts/8476975']Nandie-Ape[/URL][/B] colony [I]Call to Arms[/I] for details)" note to the Kerit's [I][B]Haunting Howl[/B][/I] to cover the colony-summoning howl. Put the DC in brackets since we might decide to give it an arbitrary adjustment OR tweak the Charisma. I'm fine with DC 12. The original used a save vs. spells, which is one of the tougher saves in 1E. I'll update Haunting Howl in the [B][URL='https://enworld.org/index.php?posts/8482018']Nandie-Bear Working Draft[/URL][/B]. Wouldn't bother. [B][URL='https://www.5esrd.com/database/creature/animal-panther/']Panthers[/URL][/B] are nocturnal predators and they don't even get Advantage on Stealth! Plus, the Bear's got darkvision, which is reason enough to hunt at night when your victims can't see you coming. I'm definitely thinking the Kerit should be Challenge 2. It's at least as dangerous as a [B][URL='https://www.5esrd.com/database/creature/griffon']Griffon[/URL][/B]. The actual folklore doesn't describe them as resembling cavemen. I'm wondering whether we should mix up the description to include some elements from other descriptions - the sloping backed hyena-like stance, chalicothere-like sickle claws and so on. Perhaps these monstrosities are rather variable in appearance, each being a different chimera of various horrible beasts? We can use the apeman as the "sample description" but mention alternatives. Regardless, we should work out the Koddoelo Description at the same time since the two tie together so closely. [/QUOTE]
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