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Help converting/creating NPC Villans and monsters
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<blockquote data-quote="Quickleaf" data-source="post: 6730607" data-attributes="member: 20323"><p>The first thing I do is cross-reference their XP value to get a rough guesstimate for where their CR should fall. I use my resource here: <a href="http://www.enworld.org/forum/showthread.php?358550-Equating-AD-amp-D-2e-XP-to-5th-edition-CR" target="_blank">http://www.enworld.org/forum/showthread.php?358550-Equating-AD-amp-D-2e-XP-to-5th-edition-CR</a></p><p></p><p>Anyhow, here's my version of roughly 3rd level assasssins...using the PHB for inspiration...and DMG for balance...</p><p></p><p></p><p><span style="font-size: 15px"><strong>Assassin, 3rd level</strong></span></p><p><em>Medium humanoid (human), any evil</em></p><p><strong>Armor Class</strong> 15 (studded leather)</p><p><strong>Hit Points</strong> 19 (3d8+6)</p><p><strong>Speed</strong> 30 ft.</p><p>STR 14 (+2)</p><p>DEX 16 (+3)</p><p>CON 14 (+2)</p><p>INT 14 (+2)</p><p>WIS 10 (+0)</p><p>CHA 10 (+0)</p><p><strong>Skills</strong> Acrobatics +5, Athletics +6, Deception +2, Stealth +7</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> Common, Thieves’ Cant, secret language</p><p><strong>Challenge</strong> between 1 and 2 (between 200 and 450 XP)</p><p><strong>Assassinate. </strong>The assassin has advantage on attacks against any creature that hasn’t taken a turn in the combat yet. In addition, any hit the assassin scores against a surprised creatures becomes a critical hit.</p><p><strong>Cunning Action.</strong> On each of its turns the assassin can use a bonus action to Dash, Disengage, or Hide.</p><p><strong>Sneak Attack. </strong>Once per turn, when the assassin has advantage on an attack or attacks a creature with one of the assassin’s allies within 5 feet, the assassin deals an extra 7 (2d6) damage.</p><p><strong>ACTIONS</strong></p><p><strong>Short sword.</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful save.</p><p><strong>Hand Crossbow.</strong> Ranged Weapon Attack: +5 hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful save.</p><p></p><p></p><p>NOTES</p><p>Defensive CR 1/4 = HP 7-35 (which is CR 1/8) and AC 15 (which bumps it up one “step” to CR 1/4)</p><p>Offensive CR 3 = Damage 23 (which is CR 3)</p><p>Total CR 1.625 = 3.25 / 4</p><p>You can choose to round this up or down if you want the monster to fall squarely into a CR 1 or CR 2 category. I’ve just given you the raw monster to adjudicate as you see fit.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6730607, member: 20323"] The first thing I do is cross-reference their XP value to get a rough guesstimate for where their CR should fall. I use my resource here: [url]http://www.enworld.org/forum/showthread.php?358550-Equating-AD-amp-D-2e-XP-to-5th-edition-CR[/url] Anyhow, here's my version of roughly 3rd level assasssins...using the PHB for inspiration...and DMG for balance... [SIZE=4][B]Assassin, 3rd level[/B][/SIZE] [I]Medium humanoid (human), any evil[/I] [B]Armor Class[/B] 15 (studded leather) [B]Hit Points[/B] 19 (3d8+6) [B]Speed[/B] 30 ft. STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 10 (+0) CHA 10 (+0) [B]Skills[/B] Acrobatics +5, Athletics +6, Deception +2, Stealth +7 [B]Senses[/B] passive Perception 10 [B]Languages[/B] Common, Thieves’ Cant, secret language [B]Challenge[/B] between 1 and 2 (between 200 and 450 XP) [B]Assassinate. [/B]The assassin has advantage on attacks against any creature that hasn’t taken a turn in the combat yet. In addition, any hit the assassin scores against a surprised creatures becomes a critical hit. [B]Cunning Action.[/B] On each of its turns the assassin can use a bonus action to Dash, Disengage, or Hide. [B]Sneak Attack. [/B]Once per turn, when the assassin has advantage on an attack or attacks a creature with one of the assassin’s allies within 5 feet, the assassin deals an extra 7 (2d6) damage. [B]ACTIONS[/B] [B]Short sword.[/B] Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful save. [B]Hand Crossbow.[/B] Ranged Weapon Attack: +5 hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful save. NOTES Defensive CR 1/4 = HP 7-35 (which is CR 1/8) and AC 15 (which bumps it up one “step” to CR 1/4) Offensive CR 3 = Damage 23 (which is CR 3) Total CR 1.625 = 3.25 / 4 You can choose to round this up or down if you want the monster to fall squarely into a CR 1 or CR 2 category. I’ve just given you the raw monster to adjudicate as you see fit. [/QUOTE]
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