Cleon
Legend
Action text of Howl from the Grave, Jaws of Ruination and Summon Spectral Pack are all different from the Enworld version of the Gnoll Beast Shaman.
The rest looks fine.
oops, fixed - Gnoll Beast Shaman
...should this be "Index of 5e Versions of Official 4e Monsters"?This thread's for alternative takes of officially published 5E Monsters based on versions of them that appeared in Fourth Edition D&D products. Mostly because some D&D Monsters have interesting game mechanics in 4E they lack in Fifth Edition incarnations.
Finished conversions will be added to the Completed Fifth Edition Creatures Index.
Index of Alternative Versions of Official 5E Monsters
NAME CR D&D Beyond [CC Post] Enworld Derro Chaos Savant ? Ettin Marauder 7 Fomorian Butcher 13 Fomorian Ghost Shaman 9 Gnoll Beast Shaman 8 Spectral Hyena 1/4 Name—Subtype # —
...should this be "Index of 5e Versions of Official 4e Monsters"?
O-kay, tweaked/added some numbers for chaos savant and have this:
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ok ditched perception, added arcana, and moved spellcasting back into actions. My intention was not exactly CR 9 but buffing it so significantly stronger than savant to mix up using derro at a range of levels. Happy to adjuct CR slightly
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Ok working through these. All suggestions sound good. How's this then?
Derro Chaos Savant
Small humanoid (derro), chaotic evil
Armor Class 16 (armor of the insane) ?
Hit Points 99 (18d6 + 36) ?
Speed 30 ft.
STR DEX CON INT WIS CHA 9 (–1) 15 (+2) 14 (+2) 16 (+3) 7 (–2)? 18 (+4)
Saving Throws [It really needs a boost to its WIS saves, so I'd either give it Double Proficiency or mad insight ? for WIS +4]
Skills Arcana [+8 double proficiency?], [Perception +1 (Prof), +3/+2 ([mad insight A/B) or +6/+5 (Mad Prof) ?], Stealth +5
Senses Darkvision 120 ft., passive Perception 9/11/12/13/15/16
Languages Dwarvish, Undercommon
Challenge 5 (1,800 XP) ? Proficiency Bonus +3 ?
Armor of the Insane. The derro chaos savant's AC can't be less than 16 [?], regardless of what kind of armor it is wearing.
Mad Insight A. The derro chaos savant uses its Charisma modifier to make WIS saving throws and Perception skill checks whenever that is better than its Wisdom modifier.
Mad Insight B. The derro chaos savant uses its Charisma modifier to make WIS saving throws and its Intelligence modifier to make Perception skill checks whenever that is better than its Wisdom modifier.
Magic Resistance. The derro chaos savant has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The derro chaos savant's spellcasting ability Is Charisma (spell save DC 15). The chaos savant can innately cast the following spells, requiring only verbal components:
Sunlight Sensitivity. While in sunlight, the derro chaos savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- At will: mage hand, message, prestidigitation [plus more?]
- 2/day each: invisibility, sleep, spider climb
- 1/day each: dimension door, slow
Actions
Multiattack. The derro chaos savant makes three attacks using any combination of chaos staff, bolt of chaos and mind scourge.
Chaos Staff. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning).
Note: [maybe add the same special effects as its Bolts of Chaos to this attack?
Bolt of Chaos. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) damage of a random type (roll d4: 1=necrotic, 2=poison, 3=cold, 4=lightning) and the target must make a DC 15 Constitution saving throw. If they fail, the target suffers a special effect that depends on the bolt's damage type:
Mind Scourge. The chaos savant targets one creature within 60 feet, who must make a DC 15 Intelligence saving throw or take 10 (3d6) psychic damage; at the start of the target's next turn it must choose to be stunned or take a further 10 (3d6) psychic damage.
- Necrotic Damage: Target can't regain hit points until the start of the chaos savant's next turn.
- Poison Damage: Target is poisoned until the start of the chaos savant's next turn.
- Cold Damage: Target's speed is reduced by 10 feet until the start of the chaos savant's next turn.
- Lightning Damage: Target can't take reactions until the start of the target's next turn.
Note: I'd rewrite Mind Scourge to do some damage on a failed save.
Window to Madness. ???.
???.
Bonus Actions
Dance of Madness. ???.
Strength of Madness (Recharges After a Short Rest). ???.
Description
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Subsection. ???.
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Subsection. ???.
???.
(Inspired by the Derro Savant in 4th Edition's Monster Manual 3 (2010).)
was being lazy saving screenshots...Oh, and isn't this "derrosavant3" rather than "derrosavant2" now?
ok, will change back to "Mad Insight" - just pondering if dndbeyond will be too clunky in statblock format - i.e. I don't think there is any way to put a proviso or footnote in the statblock about substituting CHA for WIS, or is a note in the traits section enough.
Aslo tweaked
Mind Scourge. The chaos savant targets one creature within 60 feet, who takes 10 (3d6) psychic damage, and must make a DC 16 Intelligence saving throw or choose to be stunned or take a further 10 (3d6) psychic damage the next turn.
The main reason I like a recharge as it is more random and in keeping with the derro's random/chaotic nature, so maybe a recharge 5-6 for x damage roll only?
I get CR 6 right now without any strength of madness
It remains pr 6 - if recharges on 5-6 but shifts into CR 7 with recharge 4-6 (with + 4 damage)