D&D 5E Here's some 5E monsters

The mechanic is already supported with the Sacred Flame spell... auto hit, save for zero damage.

That's kind of how I did it for the Apparition I converted (from 1e Fiend Folio and Tome series we did).

Hmm, good idea, I hadn't considered pillaging the spell lists from the Starter and Basic for specific mechanics...


Now, even though we have official conversion guides on the way, that's at least a few months off, so I'm still doing some conversion work (as I'm sure others are). So I've been looking at the way DCs are set, and there seem to be at least five approaches:
- Damaging attacks with an attack roll and a DC effect. These do seem to be 10+relevant ability bonus. Examples: Ghoul, Giant Spider, Mormesk the Wraith, Wolf.
- Non-damaging attacks with an attack roll and a DC effect. These also seem to be 10+relevant ability bonus. Example: Giant Spider.
- Ranged effects with no attack roll and a DC effect. These seem like they might be 10+Challenge rating, which is inconvenient since we don't have Challenge guidelines. Examples: Nothic, Spectator.
- Area effects with no attack roll and a DC effect. As was suggested previously, this may be 10+proficiency bonus+relevant ability bonus. Example: Young Green Dragon.
- Innate spellcasting. Seems to be the same as regular spellcasting, except it's strictly based on Wisdom. Example: Nezznar the Black Spider.

Thoughts? I'm thinking of adding this to my docs.
 

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FYI, just posted a conversion guide for BD&D (0E, Holmes, B/X, and BECMI). Feedback would be appreciated.

I also updated the 2E and 3.5 docs earlier this week to reflect the Difficulty Class stuff I talked about in my last post.
 

Released my last conversion guide for an official D&D edition, 4E. So now there are guides for every official version of D&D, plus Pathfinder. Feedback on any or all of them would be appreciated.

(I probably have one, maybe two more for unofficial versions of D&D on the way...)
 

Posted my last two conversion guides - for Dungeon Crawl Classics and Castles & Crusades. About a dozen different sources for D&D 5E conversions to tide everyone over until we get the official guidelines...

(There was also one update to all but Next on Undead and Incorporeal immunities.)
 

Here is a new 5e "monster" that I am working on for my Planescape campaign, and could use some feedback on.

Cherubim
Cherubim are the least of the native seraphim of the Twin Paradises of Bytopia. They appear as small beings with two childlike angelic faces, two pairs of white wings sprouting from where it's neck would be, lacking in torso or limbs.

Cherubim embody naive curiosity, perennial optimism, and exchange of simple gifts with unseen rewards. They are incapable of lying and must honor their debts. Their duties are to protect/guide worthy travelers, serve as elusive messengers for more powerful celestials, and share the gift of song (which sometimes hides clues). Groups of them can gather into celestial choirs with the power to compel an evil creature to fulfill its end of a bargain or banish evil-doers from Bytopia.

seraphim_angels__image_3_sjpg1468.jpg


Cherubim
Small celestial, neutral good (lawful)

AC 13
Hit Points 22 (4d8+4)
Speed 5 ft, fly 30 (hover)

Abilities Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)

Skills perform +4
Damage Immunities radiant
Damage Resistances bludgeoning, piercing, or slashing from non-magical weapons
Senses darkvision (60 ft), passive perception 12
Languages common, celestial
Challenge 1 (200 XP)

Telepathy: The cherubim can communicate with any creature that can communicate telepathically with any creature within 100 feet of it that can understand a language.

Vigilant: Due to having two faces, the cherubim cannot be surprised.

ACTIONS

Radiant Touch: Melee attack: +3 to hit, reach 5 ft, one target. Hit: 2d6 radiant damage.

Celestial Choir (Recharge 5-6): The cherubim sing a heart-achingly beautiful song evoking regret, penitence, and reflection. All creatures within 30 feet must make a DC 12 Wisdom save or be incapacitated for a round. Additionally, if  10 or more cherubim sing in concert, and collectively target the same evil creature, a failed save also causes the creature to be banished from the Twin Paradises or compels it to fulfill its end of a bargain.

Innate Spellcasting: The cherubim casts as a 4th level cleric (Wisdom, save DC 12, spell attack +4). It can innately cast the following spells:

Cantrips: light (at-will)
1st level: detect evil and good (at-will), guiding bolt (1/day), healing word (3/day), sanctuary (1/day).
2nd level: calm emotions (1/day), warding bond (1/day), zone of truth (1/day).
 
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I would try to avoid loading creatures down with innate spell casting tbh. The only examples we have seen so far have a cantrip and a couple of spells. I think anything more than that and either the creature should thematically have been built as a spell-caster, or your just watering down the focus of the creature by giving it to many abilities. Very often, when it comes to making a creature memorable, less is more.
 

I would also say ditch the spells. I mean, this is already a very complicated monster for it's importance and power (both low). If you need them to heal, I'd just make their song heal friendly targets for 1d8/round as well as incapacitating them.

I'd certainly lose all the second-level spells - seems crazy that they have as many as a full caster who is level 4.

Also add two more pairs of wings to match the picture (and Biblical description of, well, Seraphim certainly).
 

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