Level Up (A5E) Including Monster Information from Monstrous Menagerie in Adventure

I am doing a full conversion of a 3rd edition adventure path into fifth edition. I really like the creatures from the Monstrous Menagerie and would love to include their stat blocks along with descriptions, legends and lore, and possibly signs; however, I don't know if this is allowable. So far, the monsters from the Monstrous Menagerie I need are the quasit, deinonychus, ettercap, tyrannosaurus rex skeleton, and the human and ogre zombies - each clearly states Credit: Monstrous Menagerie (A5E).

I just want to make sure I am not stepping on toes. I could remove the language and redesign the stat blocks, if needed; however, I think they are beautifully written and designed as is. Also, I kind of think the "sample" of creatures for other DMs would attract them to look into A5E.
 

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Got it. And I see that the flavor text for things like demons is not included in that license, correct? (Other than, "Demons embody the destructive nature of chaos.")
 

I am doing a full conversion of a 3rd edition adventure path into fifth edition. I really like the creatures from the Monstrous Menagerie and would love to include their stat blocks along with descriptions, legends and lore, and possibly signs; however, I don't know if this is allowable. So far, the monsters from the Monstrous Menagerie I need are the quasit, deinonychus, ettercap, tyrannosaurus rex skeleton, and the human and ogre zombies - each clearly states Credit: Monstrous Menagerie (A5E).

I just want to make sure I am not stepping on toes. I could remove the language and redesign the stat blocks, if needed; however, I think they are beautifully written and designed as is. Also, I kind of think the "sample" of creatures for other DMs would attract them to look into A5E.
I'm really curious about this, what adventure path is it?
 






Yes, on DMsGuilld.

In addition to being a collection of stat blocks, it contains the following:
  • Clarifying Content. This is to clarify topics that were either glossed over or make no sense in the original AP.
  • Conversion Complication. This is used a lot for 3rd edition permanency effects that are no longer valid in 5e; however, it is also used when spells, items, and other things are now non-existent or game-breaking in 5e.
  • Creature Conversion. This is commonly used to switch lore to match 5e.
  • Magical Mystery. This is used when certain non-existent effects in 5e still need to exist to keep the storyline glued together.
  • Modifying Mechanics. DC changes and other mechanical things that don't transfer from 3rd to 5e.
  • Read Aloud Replacement. This is a rare one, but I use it when something just didn't make sense at all in the original AP.
  • Reviewing Rules. Used for inline reminders of rarely used rules (e.g., suffocation).
  • Storyline Substitution. Outside of stat blocks, this is the most heavily used topic. Quite a bit of the storyline needed reworking (especially the villains and the structure of the Cagewrights).
  • Switching Spells. This is self-explanatory.
  • Tantalizing Treasure. This is the treasure swap into 5e and is a massive reduction from the 3rd edition AP.
  • Terrible Typo. The original AP has quite a few typos. This fixes them.
  • Tweaking Tactics. Since creatures and their features are completely different between editions, the listed tactics in the original AP are often not relevant or broken. This modifies the tactics to make the encounters fun and challenging in 5e.
I have completely avoided replicating text from the AP with the exception of some of the rumors the PCs might find (this was mainly needed to keep things in one place).
 

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