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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: 8505682" data-attributes="member: 57383"><p>Well all the text looks good, but the paragraph spacing seems to have warped slightly. The Enworld version uses em-dashes between the closely related paragraphs while the D&DBeyond version you posted used line gaps, but it's missing the paragraph gaps either side of Haunting Howl's second paragraph and before the credit, i.e.:</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 Unsettling Aura ability.</p> <p style="margin-left: 20px"><span style="color: blue"><em>PARAGRAPH GAP</em></span></p> <p style="margin-left: 20px">All creatures within 300 feet other than nandie-apes and nandie-bears must succeed at a DC 12 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 12 Wisdom saving throw at the end of each of its turns, ending its frightened condition on a success.</p> <p style="margin-left: 20px"><span style="color: blue"><em>PARAGRAPH GAP</em></span></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"></p> <p style="margin-left: 20px"><strong><em>Solitary Hunters</em></strong>. A nandie-bear always hunts alone even if it rules a nandie colony, if only because the nandie-apes incessant chattering would warn away prey. They only hunt at night and are astonishingly stealthy. If a nandie-bear encounter powerful prey they use their Haunting Howl ability before attacking, to demoralize and scatter their opponents (and summon nandie-ape reinforcements if they rule a colony).</p> <p style="margin-left: 20px"><span style="color: blue"><em>PARAGRAPH GAP</em></span></p> <p style="margin-left: 20px">(Originally appeared in White Dwarf Magazine #18 (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8505682, member: 57383"] Well all the text looks good, but the paragraph spacing seems to have warped slightly. The Enworld version uses em-dashes between the closely related paragraphs while the D&DBeyond version you posted used line gaps, but it's missing the paragraph gaps either side of Haunting Howl's second paragraph and before the credit, i.e.: [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 Unsettling Aura ability.[/INDENT] [INDENT][COLOR=blue][I]PARAGRAPH GAP[/I][/COLOR][/INDENT] [INDENT]All creatures within 300 feet other than nandie-apes and nandie-bears must succeed at a DC 12 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 12 Wisdom saving throw at the end of each of its turns, ending its frightened condition on a success.[/INDENT] [INDENT][COLOR=blue][I]PARAGRAPH GAP[/I][/COLOR][/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][/INDENT] [INDENT][B][I]Solitary Hunters[/I][/B]. A nandie-bear always hunts alone even if it rules a nandie colony, if only because the nandie-apes incessant chattering would warn away prey. They only hunt at night and are astonishingly stealthy. If a nandie-bear encounter powerful prey they use their Haunting Howl ability before attacking, to demoralize and scatter their opponents (and summon nandie-ape reinforcements if they rule a colony).[/INDENT] [INDENT][COLOR=blue][I]PARAGRAPH GAP[/I][/COLOR] (Originally appeared in White Dwarf Magazine #18 (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.)[/INDENT] [/QUOTE]
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