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Has anyone converted Maure Castle to 5e?
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<blockquote data-quote="the Jester" data-source="post: 9895348" data-attributes="member: 1210"><p>A couple of general notes: In converting creatures, I am generally less worried about an exact conversion and more about being faithful to the concept and getting the CR about right. </p><p></p><p>Also, vis-a-vis naming conventions, you'll note that I did an "Air Elemental Elder" and not an "Elder Air Elemental". This is organizational- when I alphabetize things, it helps keep like with like.</p><p></p><p>Obviously, in converting traps and the like, I am taking some liberties. The 3e rules were very different in a lot of ways; the prevalence of ability damage, for instance. That has to be revised to be more in line with 5e rules. Or energy drain- I would replace that with life drain. And so on. </p><p></p><p>Anyhow, on to last night's work: </p><p></p><p><strong>5. </strong>To comprehend the mad scribbles, a character must make three consecutive DC 25 Int (Arcana or Investigation) checks.</p><p></p><p>A creature that reads the mad scribbles must make a DC 17 Int save or be <em>confused </em>for 1 minute and take 6d10 psychic damage.</p><p></p><p>A creture that reads the scribbles gains advantage on dispel and counterspell checks, and other creatures can’t benefit from the Magic Resistance trait against its spells.</p><p></p><p><strong>6. </strong>The Int (Arcana) check DCs are 10 and 20. Determining that the wall is a<em> wall of stone</em> requires a DC 15 Int (Arcana) or DC 20 Int (Investigation) check.</p><p></p><p><strong>7B. </strong>Wis save (DC 16) to resist the room’s effects.</p><p></p><p><strong>8.</strong> See Appendix 1 for the hetfish swarms.</p><p></p><p><u><strong>Hetfish Swarm</strong></u> </p><p><em>Large swarm of Tiny monstrosities</em></p><p></p><p><strong>Armor Class</strong> 18</p><p><strong>Hit Points</strong> 65 (10d10+10)</p><p><strong>Speed </strong>Swim 80 ft.</p><p> </p><p><strong>STR 2 (-4), DEX 20 (+5), CON 12 (+1), </strong></p><p><strong>INT 2 (-4), WIS 10 (+0), CHA 3 (-4)</strong></p><p> </p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities </strong>fire</p><p><strong>Damage Vulnerabilities </strong>cold</p><p><strong>Condition Immunities</strong> charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge </strong>5 (1,800 xp)<strong> Prof </strong>+3</p><p> </p><p><em><strong>Swarm. </strong></em>The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny hetfirsh. The swarm can’t regain hit points or gain temporary hit points.</p><p></p><p><strong>ACTIONS</strong></p><p></p><p><em><strong>Bites. </strong>Melee Weapon Attack: </em>+8 to hit, reach 0 ft., each target in the hetfish’s space. <em>Hit: </em>12 (2d6+5) fire damage, and the target must make a DC 12 Dex save, catching fire on a failure, taking 1d6 fire damage at the start of each of its turns. These flames are supernatural in nature, and can’t be extinguished as long as a creature remains in the hetfish swarm’s space except by magic (including a <em>dispel magic</em>). A creature that ends its turn out of the hetfish swarm’s space can extinguish the flames normally, and if it is underwater, they go out automatically.</p><p></p><p><strong>10A. </strong>A DC 20 Int (Investigation) check allows a pc to discern the frescoes’ faded image.</p><p></p><p><strong>12. </strong>The spears attack at +12 to hit. Each does 1d6 piercing plus 4d10 poison damage. A hit creature must make a DC 17 Con save, taking ongoing 2d10 poison damage (save ends) on a failure.</p><p></p><p><strong>13. </strong>See Appendix 1 for the air elemental elder.</p><p></p><p><u><strong>Air Elemental Elder</strong></u> </p><p><em>Huge elemental (Air), usually neutral</em></p><p><strong>Armor Class</strong> 16</p><p><strong>Hit Points</strong> 204 (24d12+48)</p><p><strong>Speed </strong>10 ft., fly 90 ft.</p><p> </p><p><strong>STR 22 (+6), DEX 22 (+6), CON 15 (+2), </strong></p><p><strong>INT 6 (-2), WIS 10 (+0), CHA 6 (-2)</strong></p><p> </p><p><strong>Damage Resistances</strong> lightning; bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities </strong>poison, thunder</p><p><strong>Condition Immunities </strong>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Auran</p><p><strong>Challenge </strong>14 (11,500 xp)12/13<strong>Prof </strong>+5</p><p> </p><p><em><strong>Air Form. </strong></em>The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1” without expending extra movement to do so.</p><p></p><p><strong>ACTIONS</strong></p><p></p><p><em><strong>Multiattack. </strong></em>The elemental makes two Thunderous Slam attacks.</p><p></p><p><em><strong>Thunderous Slam. </strong>Melee Weapon Attack: </em>+11 to hit, reach 10 ft., one target. <em>Hit: </em>24 (4d8+6) thunder damage.</p><p></p><p><em><strong>Whirlwind (recharge 5-6). </strong>Str save: </em>DC 19, each Large or smaller creature in the elemental’s space. <em>Failure: </em>50 (8d10+6) thunder damage, and the elemental pushes the target up to 30’ and knocks it prone. <em>Success: </em>Half damage only.</p><p></p><p><strong>14. </strong>Arly the Weaver uses the following stat block. Remove his possessions but not the trapped Treasure items.</p><p></p><p><u><strong>Arly the Weaver</strong></u> </p><p><em>Large fiend, chaotic neutral</em></p><p><strong>Armor Class</strong> 17</p><p><strong>Hit Points</strong> 191 (20d10+80)</p><p><strong>Speed </strong>30 ft., fly 30 ft.</p><p> </p><p><strong>STR 18 (+4), DEX 10 (+0), CON 19 (+4), </strong></p><p><strong>INT 17 (+3), WIS 18 (+4), CHA 20 (+5)</strong></p><p> </p><p><strong>Saving Throws</strong> Str +8, Dex +4, Con +8, Int +7, Wis +8, Cha +9</p><p><strong>Skills</strong> Arcana +7, Deception +9, History +10, Perception +8</p><p><strong>Damage Resistances</strong> cold</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 18</p><p><strong>Languages</strong> Common, Abyssal, Giant</p><p><strong>Challenge </strong>12 (8,400 xp)<strong>Prof </strong>+4</p><p> </p><p><em><strong>Regeneration. </strong></em>The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.</p><p></p><p><strong>ACTIONS</strong></p><p></p><p><em><strong>Multiattack. </strong></em>Arly makes two Claw or Nightmare Ray attacks. He can replace one attack with a use of Spellcasting.</p><p></p><p><em><strong>Claw. </strong>Melee Weapon Attack: </em>+8 to hit, reach 10 ft., one target. <em>Hit: </em>13 (2d8+4) slashing plus 18 (4d8) psychic damage.</p><p></p><p><em><strong>Nightmare Ray. </strong>Ranged Weapon Attack: </em>+x to hit, range 60’, one target. <em>Hit: </em>21 (6d6) psychic damage, and the target is frightened until the start of Arly’s next turn.</p><p></p><p><em><strong>Shape-Shift. </strong></em>The oni shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its statistics are the same in each form. Equipment doesn’t transform.</p><p></p><p><em><strong>Spellcasting: </strong></em>Arly casts one of the following spells, using Charisma as his spellcasting ability (save DC 17):</p><p></p><p>At will- <em>darkness, detect magic, invisibility, mage hand, mending, minor illusion.</em></p><p></p><p>3/day- <em>comprehend languages, detect thoughts, magic missile, message, unseen servant.</em></p><p></p><p>1/day- <em>charm monster, cone of cold, gaseous form, identify </em>(as an action), <em>sleep.</em></p><p></p><p><strong>REACTIONS</strong></p><p></p><p><em><strong>Shield </strong></em><strong>(3/day)</strong><em><strong>.</strong> </em>When Arly is hit by an attack or <em>magic missile, </em>he gains a +5 bonus to AC until the end of his next turn and negates the triggering <em>magic missile </em>damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9895348, member: 1210"] A couple of general notes: In converting creatures, I am generally less worried about an exact conversion and more about being faithful to the concept and getting the CR about right. Also, vis-a-vis naming conventions, you'll note that I did an "Air Elemental Elder" and not an "Elder Air Elemental". This is organizational- when I alphabetize things, it helps keep like with like. Obviously, in converting traps and the like, I am taking some liberties. The 3e rules were very different in a lot of ways; the prevalence of ability damage, for instance. That has to be revised to be more in line with 5e rules. Or energy drain- I would replace that with life drain. And so on. Anyhow, on to last night's work: [B]5. [/B]To comprehend the mad scribbles, a character must make three consecutive DC 25 Int (Arcana or Investigation) checks. A creature that reads the mad scribbles must make a DC 17 Int save or be [I]confused [/I]for 1 minute and take 6d10 psychic damage. A creture that reads the scribbles gains advantage on dispel and counterspell checks, and other creatures can’t benefit from the Magic Resistance trait against its spells. [B]6. [/B]The Int (Arcana) check DCs are 10 and 20. Determining that the wall is a[I] wall of stone[/I] requires a DC 15 Int (Arcana) or DC 20 Int (Investigation) check. [B]7B. [/B]Wis save (DC 16) to resist the room’s effects. [B]8.[/B] See Appendix 1 for the hetfish swarms. [U][B]Hetfish Swarm[/B][/U][B] [/B] [I]Large swarm of Tiny monstrosities[/I] [B]Armor Class[/B] 18 [B]Hit Points[/B] 65 (10d10+10) [B]Speed [/B]Swim 80 ft. [U] [/U] [B]STR 2 (-4), DEX 20 (+5), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 3 (-4)[/B] [U] [/U] [B]Damage Resistances[/B] bludgeoning, piercing, and slashing [B]Damage Immunities [/B]fire [B]Damage Vulnerabilities [/B]cold [B]Condition Immunities[/B] charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] - [B]Challenge [/B]5 (1,800 xp)[B] Prof [/B]+3 [U] [/U] [I][B]Swarm. [/B][/I]The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny hetfirsh. The swarm can’t regain hit points or gain temporary hit points. [B]ACTIONS[/B] [I][B]Bites. [/B]Melee Weapon Attack: [/I]+8 to hit, reach 0 ft., each target in the hetfish’s space. [I]Hit: [/I]12 (2d6+5) fire damage, and the target must make a DC 12 Dex save, catching fire on a failure, taking 1d6 fire damage at the start of each of its turns. These flames are supernatural in nature, and can’t be extinguished as long as a creature remains in the hetfish swarm’s space except by magic (including a [I]dispel magic[/I]). A creature that ends its turn out of the hetfish swarm’s space can extinguish the flames normally, and if it is underwater, they go out automatically. [B]10A. [/B]A DC 20 Int (Investigation) check allows a pc to discern the frescoes’ faded image. [B]12. [/B]The spears attack at +12 to hit. Each does 1d6 piercing plus 4d10 poison damage. A hit creature must make a DC 17 Con save, taking ongoing 2d10 poison damage (save ends) on a failure. [B]13. [/B]See Appendix 1 for the air elemental elder. [U][B]Air Elemental Elder[/B][/U][B] [/B] [I]Huge elemental (Air), usually neutral[/I] [B]Armor Class[/B] 16 [B]Hit Points[/B] 204 (24d12+48) [B]Speed [/B]10 ft., fly 90 ft. [U] [/U] [B]STR 22 (+6), DEX 22 (+6), CON 15 (+2), INT 6 (-2), WIS 10 (+0), CHA 6 (-2)[/B] [U] [/U] [B]Damage Resistances[/B] lightning; bludgeoning, piercing, and slashing [B]Damage Immunities [/B]poison, thunder [B]Condition Immunities [/B]exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Auran [B]Challenge [/B]14 (11,500 xp)12/13[B]Prof [/B]+5 [U] [/U] [I][B]Air Form. [/B][/I]The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1” without expending extra movement to do so. [B]ACTIONS[/B] [I][B]Multiattack. [/B][/I]The elemental makes two Thunderous Slam attacks. [I][B]Thunderous Slam. [/B]Melee Weapon Attack: [/I]+11 to hit, reach 10 ft., one target. [I]Hit: [/I]24 (4d8+6) thunder damage. [I][B]Whirlwind (recharge 5-6). [/B]Str save: [/I]DC 19, each Large or smaller creature in the elemental’s space. [I]Failure: [/I]50 (8d10+6) thunder damage, and the elemental pushes the target up to 30’ and knocks it prone. [I]Success: [/I]Half damage only. [B]14. [/B]Arly the Weaver uses the following stat block. Remove his possessions but not the trapped Treasure items. [U][B]Arly the Weaver[/B][/U][B] [/B] [I]Large fiend, chaotic neutral[/I] [B]Armor Class[/B] 17 [B]Hit Points[/B] 191 (20d10+80) [B]Speed [/B]30 ft., fly 30 ft. [U] [/U] [B]STR 18 (+4), DEX 10 (+0), CON 19 (+4), INT 17 (+3), WIS 18 (+4), CHA 20 (+5)[/B] [U] [/U] [B]Saving Throws[/B] Str +8, Dex +4, Con +8, Int +7, Wis +8, Cha +9 [B]Skills[/B] Arcana +7, Deception +9, History +10, Perception +8 [B]Damage Resistances[/B] cold [B]Senses[/B] darkvision 60 ft., passive Perception 18 [B]Languages[/B] Common, Abyssal, Giant [B]Challenge [/B]12 (8,400 xp)[B]Prof [/B]+4 [U] [/U] [I][B]Regeneration. [/B][/I]The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. [B]ACTIONS[/B] [I][B]Multiattack. [/B][/I]Arly makes two Claw or Nightmare Ray attacks. He can replace one attack with a use of Spellcasting. [I][B]Claw. [/B]Melee Weapon Attack: [/I]+8 to hit, reach 10 ft., one target. [I]Hit: [/I]13 (2d8+4) slashing plus 18 (4d8) psychic damage. [I][B]Nightmare Ray. [/B]Ranged Weapon Attack: [/I]+x to hit, range 60’, one target. [I]Hit: [/I]21 (6d6) psychic damage, and the target is frightened until the start of Arly’s next turn. [I][B]Shape-Shift. [/B][/I]The oni shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its statistics are the same in each form. Equipment doesn’t transform. [I][B]Spellcasting: [/B][/I]Arly casts one of the following spells, using Charisma as his spellcasting ability (save DC 17): At will- [I]darkness, detect magic, invisibility, mage hand, mending, minor illusion.[/I] 3/day- [I]comprehend languages, detect thoughts, magic missile, message, unseen servant.[/I] 1/day- [I]charm monster, cone of cold, gaseous form, identify [/I](as an action), [I]sleep.[/I] [B]REACTIONS[/B] [I][B]Shield [/B][/I][B](3/day)[/B][I][B].[/B] [/I]When Arly is hit by an attack or [I]magic missile, [/I]he gains a +5 bonus to AC until the end of his next turn and negates the triggering [I]magic missile [/I]damage. [/QUOTE]
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