Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster conversions for The Ghost Tower of Inverness
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bumamgar" data-source="post: 6371959" data-attributes="member: 38648"><p>I know some of these will be in the MM, but many of them aren't and my players will be hitting this adventure before my MM arrives, so I went ahead and did a bunch of 1e / DnD Next conversions to 5e monsters. Comments are appreciated!</p><p></p><p><strong>Bombardier Beetle</strong></p><p><em>Medium beast, unaligned</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 33 (6d8 + 6)</p><p><strong>Speed</strong> 30 ft.</p><p><strong>STR</strong> 10 (+0)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 12 (+1)</p><p><strong>INT</strong> 1 (-5)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 4 (-3)</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) piercing damage.</p><p><strong><em>Vapor cloud (Recharge 5-6).</em></strong> A cloud of reeking, reddish acidic vapor explodes from the beetle’s abdomen in a 20-foot line that is 10 feet wide. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Creatures with a sense of hearing within 120 ft. must succeed on a DC 12 Constitution saving throw or be stunned till the end of the beetle’s next turn by the loud explosive sound. Additionally, creatures failing this save are deafened for 1d4 rounds.</p><p> </p><p></p><p><strong>Bugbear chief</strong></p><p><em>Medium humanoid (goblinoid), chaotic evil</em></p><p><strong>Armor Class</strong> 17 (chain shirt, shield)</p><p><strong>Hit Points</strong> 45 (7d8 + 14)</p><p><strong>Speed</strong> 30 ft.</p><p><strong>STR</strong> 17 (+3)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 15 (+2)</p><p><strong>INT</strong> 10 (+0)<strong> WIS</strong> 11 (+0)<strong> CHA</strong> 9 (-1)</p><p><strong>Skills</strong> Stealth +6, Survival +2</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Common, Goblin</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong><em>Brute.</em></strong> A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack).</p><p><strong><em>Surprise Attack.</em></strong> If the bugbear chief surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.</p><p><strong>Actions</strong></p><p><strong><em>Morningstar.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d8 + 3) piercing damage.</p><p></p><p></p><p><strong>Carnivorous Ape</strong></p><p><em>Large beast, unaligned</em></p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 45 (6d10 + 12)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p><strong>STR</strong> 16 (+3)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 14 (+2)</p><p><strong>INT</strong> 12 (+1)<strong> WIS</strong> 12 (+1)<strong> CHA</strong> 7 (-2)</p><p><strong>Skills</strong> Athletics +5, Perception +3</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong><em>Keen Senses.</em></strong> The ape has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.</p><p><strong>Actions</strong></p><p><strong><em>Multiattack.</em></strong> The ape makes two fist attacks. If both attacks hit, the ape rends for an additional 7 (1d8 + 3) bludgeoning damage.</p><p><strong><em>Fist.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) bludgeoning damage.</p><p></p><p></p><p><strong>Dinichtys</strong></p><p><em>Huge beast, unaligned</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 126 (11d12 + 55)</p><p><strong>Speed</strong> 0 ft., swim 50 ft.</p><p><strong>STR</strong> 23 (+6)<strong> DEX</strong> 11 (+0)<strong> CON</strong> 21 (+5)</p><p><strong>INT</strong> 2 (-4)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 5 (-3)</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 5 (1,800 XP)</p><p><strong><em>Water Breathing.</em></strong> The dinichtys can breathe only underwater.</p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 25 (3d12 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dinichtys can’t bite another target.</p><p><strong><em>Swallow.</em></strong> The dinichtys makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dinichtys, and it takes 13 (3d8) acid damage at the start of each of the dinichtys’ turns. The dinichtys can have up to three targets swallowed at a time.</p><p>If the dinichtys dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</p><p></p><p></p><p><strong>Firebat</strong></p><p><em>Small beast, unaligned</em></p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 10 (3d6)</p><p><strong>Speed</strong> 10 ft., fly 40 ft.</p><p><strong>STR</strong> 4 (-3)<strong> DEX</strong> 16 (+3)<strong> CON</strong> 11 (+0)</p><p><strong>INT</strong> 2 (-4)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 6 (-2)</p><p><strong>Damage Immunities</strong> fire</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong><em>Advanced Sonar Sense.</em></strong> Firebats can detect invisible opponents because of an advanced sonar sense. They attack invisible targets without penalty. </p><p><strong><em>Water Sensitivity.</em></strong> Water scares firebats. If doused with a minimum of 10 gallons of cool water, the firebat will be extinguished. Once extinguished, it requires 1d6 rounds to dry off before it can ignite again. During this period, it cannot fly, and its attacks will no longer cause fire damage.</p><p><strong>Actions</strong></p><p><strong><em>Blood Drain. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one creature. <em>Hit: </em>5 (1d4 + 3) piercing damage plus 5 (1d4 + 3) fire damage, and the firebat attaches to the target. While attached, the firebat doesn’t attack. Instead, at the start of each of the firebat’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss as well as 5 (1d4 + 3) hit points due to the burning flames. The firebat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the firebat. </p><p></p><p>The firebat is a denizen of the Elemental Plane of Fire; although rather common there, it seldom appears in the Prime Material Plane. When they die, a burst of flame envelopes them and their physical body is transported back to the Elemental Plane of Fire, where they are reborn.</p><p></p><p></p><p><strong>Gelatinous Cube</strong></p><p><em>Large ooze, unaligned</em></p><p><strong>Armor Class</strong> 6</p><p><strong>Hit Points</strong> 76 (8d10 + 32)</p><p><strong>Speed</strong> 15 ft.</p><p><strong>STR</strong> 15 (+2)<strong> DEX</strong> 3 (-4)<strong> CON</strong> 18 (+4)</p><p><strong>INT</strong> 1 (-5)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 1 (-5)</p><p><strong>Damage Resistances</strong> acid</p><p><strong>Damage Immunities</strong> lightning, slashing</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, exhaustion, frightened, prone</p><p><strong>Senses</strong> blindsight 60 ft. (blind beyond this radius), passive Perception 10</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong><em>Transparent.</em></strong> The cube is hard to spot, even when it is in plain sight. It takes a DC 12 Wisdom (Perception) check to spot a cube that has neither moved nor attacked while being observed. A creature that tries to enter the cube’s space while unaware of the cube is automatically engulfed per the cube’s slam attack.</p><p><strong>Actions</strong></p><p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target must make a DC 12 Strength saving throw or be engulfed. While engulfed, the target is pulled into the cube and restrained, and it takes 7 (2d6) acid damage at the start of each of the cube’s turns until it escapes. The target can escape by making a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check as part of its movement. On a success, the target is no longer restrained and can complete its movement.</p><p>A creature engulfed by the cube can’t be targeted by attacks, spells, and other effects. An area of effect that includes the cube does not also include anything engulfed in it.</p><p>A creature adjacent to the cube can pull a creature or object out of it as an action with a DC 12 Strength (Athletics) check, but doing so triggers an opportunity attack from the cube.</p><p>The cube can engulf up to one Large creature or up to four Medium or smaller creatures at a time.</p><p></p><p></p><p><strong>Giant Ant Warrior</strong></p><p><em>Small beast, unaligned</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 22 (5d6 + 5)</p><p><strong>Speed</strong> 40 ft., climb 40 ft.</p><p><strong>STR</strong> 13 (+1) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 13 (+1)</p><p><strong>INT</strong> 1 (-5) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 4 (-3)</p><p><strong>Senses</strong> darkvision 50 ft., passive Perception 10</p><p><strong>Languages</strong> –</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d4 + 2) piercing damage, and the ant makes a sting attack against the same target as part of the same action. </p><p><strong><em>Sting.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take and additional 7 (2d4 + 2) poison damage.</p><p> </p><p></p><p><strong>Giant Spitting Snake</strong></p><p><em>Medium beast, unaligned</em></p><p><strong>Armor Class </strong>14</p><p><strong>Hit Points </strong>11 (2d8 + 2)</p><p><strong>Speed </strong>30 ft., swim 30 ft. </p><p><strong>STR</strong> 10 (+0)<strong> DEX</strong> 18 (+4)<strong> CON</strong> 13 (+1)</p><p><strong>INT</strong> 2 (-4)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 3 (-4)</p><p><strong>Skills </strong>Perception +2</p><p><strong>Senses </strong>blindsight 10 ft., passive Perception 12</p><p><strong>Languages </strong>—</p><p><strong>Challenge </strong>1/4 (50 XP)</p><p><strong>Actions</strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: </em>+6 to hit, reach 10 ft., one target. <em>Hit: </em>6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</p><p><strong><em>Spit (Recharge 5-6). </em></strong><em>Ranged</em><em> Weapon Attack: </em>+6 to hit, range 30/60 ft., one target. <em>Hit: </em>the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</p><p></p><p></p><p><strong>Green Slime</strong></p><p><em>Medium hazard, unaligned</em></p><p>Green slime is a dangerous, unintelligent variety of normal algae that forms in moist subterranean environments. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. This plant is a slow-growing hazard that feeds on flesh, plant matter, and metal.</p><p><strong>Detect:</strong> It takes a DC 14 Wisdom (Perception) check to notice the green slime under normal conditions and a DC 16 Intelligence (Investigation) check to identify the hazard for what it is.</p><p><strong>Effect on Creatures:</strong> The slime can detect the air vibrations and temperature of living creatures. When it does, a sheet of it large enough to envelop the passing creature drops from its resting place onto the target. The target must make a DC 16 Dexterity saving throw to avoid the sheet, making the saving throw with disadvantage if the slime was unnoticed or not considered to be a hazard. On a failed save, the target takes 1d6 acid damage, and takes another 1d6 acid damage at the end of each of its turns during which it is still in contact with the slime.</p><p>A creature that steps in a patch of green slime on the floor receives no saving throw to avoid taking damage.</p><p><strong>Effect on Objects:</strong> Against wood or metal, green slime deals 2d6 acid damage per round, dissolving about an inch thickness of material each round. Green slime does no harm to stone or glass.</p><p><strong>Countermeasures:</strong> Green slime can be scraped off or killed by taking 11 damage or more from weapons, cold, or fire. Dealing damage to the slime also deals half damage to the creature it is covering.</p><p></p><p></p><p><strong>Hieracosphinx</strong></p><p><em>Large monstrosity, chaotic evil</em></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 114 (12d10 + 48)</p><p><strong>Speed</strong> 40 ft., fly 60 ft.</p><p><strong>STR</strong> 20 (+5)<strong> DEX</strong> 10 (+0)<strong> CON</strong> 18 (+4)</p><p><strong>INT</strong> 8 (-1)<strong> WIS</strong> 16 (+3)<strong> CHA</strong> 8 (-2)</p><p><strong>Saving Throws</strong> Dex +4, Con +8, Wis +7</p><p><strong>Skills</strong> Perception +7</p><p><strong>Damage Immunities</strong> bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Condition Immunities</strong> charmed, frightened</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 17</p><p><strong>Languages</strong> Common, Sphinx</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p><strong><em>Magic Weapons.</em></strong> The sphinx’s weapon attacks are magical.</p><p><strong>Actions</strong></p><p><strong><em>Multiattack.</em></strong> The sphinx makes two claw attacks.</p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (2d10 + 5) slashing damage.</p><p></p><p></p><p><strong>Horned Devil</strong></p><p><em>Large fiend (devil), lawful evil</em></p><p><strong>Armor Class</strong> 14</p><p><strong>Hit Points</strong> 137 (15d10 + 55)</p><p><strong>Speed</strong> 20 ft., fly 50 ft.</p><p><strong>STR</strong> 22 (+6)<strong> DEX</strong> 17 (+3)<strong> CON</strong> 21 (+5)</p><p><strong>INT</strong> 15 (+2)<strong> WIS</strong> 16 (+3)<strong> CHA</strong> 17 (+3)</p><p><strong>Skills</strong> Deception +7, Insight +7, Persuasion +7</p><p><strong>Damage Resistances</strong> cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered</p><p><strong>Damage Immunities</strong> fire, poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> darkvision 100 ft., passive Perception 17</p><p><strong>Languages</strong> Common, Infernal</p><p><strong>Challenge</strong> 11 (7,200 XP)</p><p><strong><em>Telepathy.</em></strong> The horned devil can communicate telepathically with any creature within 100 feet of it that can understand a language.</p><p><strong><em>Spellcasting.</em></strong> The horned devil is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The horned devil has the following sorcerer spells prepared:</p><p>Cantrips (at will): <em>dancing lights</em>, <em>fire bolt</em> (2d10), <em>mage hand</em>, <em>minor illusion</em>, <em>prestidigitation</em></p><p>1st level (4 slots): <em>burning hands</em>, <em>detect magic</em>, <em>silent image</em></p><p>2nd level (3 slots): <em>alter self</em>, <em>scorching ray</em></p><p>3rd level (3 slots): <em>fear</em>, <em>fireball</em></p><p>4th level (1 slot): <em>wall of fire</em></p><p><strong>Actions</strong></p><p><strong><em>Multiattack.</em></strong> The horned devil makes one bite, claw and tail attack; or two tined fork attacks.</p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d8 + 6) piercing damage.</p><p><strong><em>Tail.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 9 (1d6 + 6) piercing damage, and the target takes 5 damage at the start of each of its turns as it bleeds. If the target regains hit points or someone spends an action to bind the wound, the bleeding stops and the effect ends.</p><p><strong><em>Tined Fork.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d8 + 6) piercing damage.</p><p></p><p></p><p><strong>Ice Toad</strong></p><p><em>Large beast, unaligned</em></p><p><strong>Armor Class </strong>13 (natural armor)</p><p><strong>Hit Points </strong>65 (10d10 + 10)</p><p><strong>Speed </strong>20 ft.</p><p><strong>STR</strong> 16 (+3)<strong> DEX</strong> 13 (+1)<strong> CON</strong> 13 (+1)</p><p><strong>INT</strong> 2 (-4)<strong> WIS</strong> 10 (+0)<strong> CHA</strong> 3 (-4)</p><p><strong>Senses </strong>darkvision 30 ft., passive Perception 10</p><p><strong>Languages </strong>-</p><p><strong>Challenge </strong>2 (450 XP)</p><p><strong><em>Standing Leap. </em></strong>The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</p><p><strong>Actions</strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>8 (1d10 + 3) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can’t bite another target.</p><p><strong><em>Swallow. </em></strong>The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</p><p><strong><em>Radiate Cold (recharge 4-6).</em></strong> The ice toad radiates intense cold. All creatures within 5 feet of the toad take 10 (3d6) cold damage.</p><p> </p><p></p><p><strong>Illusionist</strong></p><p><em>Medium human, lawful evil</em></p><p><strong>Armor Class </strong>12 (15 with <em>mage armor</em>)</p><p><strong>Hit Points </strong>45 (10d8)</p><p><strong>Speed </strong>30 ft. </p><p><strong>STR</strong> 9 (-1)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 11 (+0)</p><p><strong>INT</strong> 17 (+3)<strong> WIS</strong> 12 (+1)<strong> CHA</strong> 11 (+0)</p><p><strong>Saving Throws </strong>Int +6, Wis +4</p><p><strong>Skills </strong>Arcana +6, History +6</p><p><strong>Senses </strong>passive Perception 11</p><p><strong>Languages </strong>any four languages</p><p><strong>Challenge </strong>6 (2,300 XP)</p><p><strong><em>Improved Minor Illusion.</em></strong> Minor illusion includes both sound and image with single casting.</p><p><strong><em>Malleable Illusions.</em></strong> Can change the nature of illusions with duration of 1 minute or longer.</p><p><strong><em>Spellcasting. </em></strong>The illusionist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The illusionist has the following wizard spells prepared: </p><p>Cantrips (at will): <em>chill touch</em>, <em>dancing lights</em>, <em>friends</em>, <em>light</em>, <em>minor illusion</em>,<em> shocking grasp</em></p><p>1st level (4 slots): <em>color spray</em>, <em>fog cloud</em>, <em>mage armor</em>, <em>shield</em></p><p>2nd level (3 slots): <em>hold person</em>, <em>invisibility</em>, <em>phantasmal force</em></p><p>3rd level (3 slots): <em>fear</em>, <em>hypnotic pattern</em>, <em>major image</em>, <em>phantom steed</em></p><p>4th level (3 slots): <em>greater invisibility</em>, <em>phantasmal killer</em></p><p>5th level (2 slots): <em>seeming</em></p><p><strong>Actions</strong></p><p><strong><em>Dagger +1. </em></strong><em>Melee or Ranged Weapon Attack: </em>+6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit: </em>5 (1d4 + 3) piercing damage.</p><p><strong>Reactions</strong></p><p><strong><em>Illusory Self (refreshes on short or long rest).</em></strong> When a creature makes an attack roll against the illusionist, as a reaction, the illusionist can create an illusory duplicate which appears between the attacker and the illusionist. The attack hits the duplicate instead, which then dissipates.</p><p></p><p></p><p><strong>Ixitxachitl</strong></p><p><em>Medium monstrosity, chaotic evil</em></p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 22 (4d8 + 4)</p><p><strong>Speed</strong> 0 ft., swim 60 ft.</p><p><strong>STR</strong> 14 (+2)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 12 (+1)</p><p><strong>INT</strong> 15 (+2)<strong> WIS</strong> 13 (+1)<strong> CHA</strong> 4 (-3)</p><p><strong>Skills</strong> Perception +3, Stealth +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Aquan</p><p><strong>Challenge</strong> 2 (450 XP)</p><p><strong><em>Water Breathing.</em></strong> The ixitxachitl can breathe only underwater.</p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (3d4 + 2) bludgeoning damage.</p><p> </p><p> </p><p><strong>Ixitxachitl Acolyte</strong></p><p><em>Medium monstrosity, chaotic evil</em></p><p><strong>Armor Class</strong> 12</p><p><strong>Hit Points</strong> 33 (6d8 + 6)</p><p><strong>Speed</strong> 0 ft., swim 60 ft.</p><p><strong>STR</strong> 14 (+2)<strong> DEX</strong> 14 (+2)<strong> CON</strong> 12 (+1)</p><p><strong>INT</strong> 15 (+2)<strong> WIS</strong> 13 (+1)<strong> CHA</strong> 4 (-3)</p><p><strong>Skills</strong> Perception +3, Stealth +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Aquan</p><p><strong>Challenge</strong> 3 (700 XP)</p><p><strong><em>Water Breathing.</em></strong> The ixitxachitl can breathe only underwater.</p><p><strong><em>Spellcasting.</em></strong> The ixitxachitl acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl acolyte has the following cleric spells prepared:</p><p>Cantrips (at will): <em>mending</em>, <em>resistance</em>, <em>thaumaturgy</em></p><p>1st-level (3 slots): <em>divine favor</em>, <em>inflict wounds</em>, <em>protection from evil and good</em>, <em>shield of faith</em></p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (3d4 + 2) bludgeoning damage.</p><p><strong><em>War Priest (recharges after a long rest).</em></strong> When the ixitxachitl acolyte makes a bite attack, it can make a second bite attack as a bonus action. </p><p></p><p></p><p><strong>Leucrotta</strong></p><p><em>Large beast, chaotic evil</em></p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 60 (8d10 + 16)</p><p><strong>Speed</strong> 40 ft.</p><p><strong>STR</strong> 16 (+3)<strong> DEX</strong> 13 (+1)<strong> CON</strong> 15 (+2)</p><p><strong>INT</strong> 9 (-1)<strong> WIS</strong> 12 (+1)<strong> CHA</strong> 8 (-1)</p><p><strong>Senses</strong> darkvision 50 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Leucrotta</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong><em>Mimicry.</em></strong> The leucrotta can imitate animal noises and humanoid voices. If a creature that hears the leucrotta doing so succeeds on a DC 17 Wisdom (Insight) check, the hearer realizes the sound is a mimicked one.</p><p><strong><em>False Tracks.</em></strong> The leucrotta’s tracks look like those of a stag. It takes a successful DC 25 Intelligence (Nature) or Wisdom (Survival) check to tell the difference.</p><p><strong>Actions</strong></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (3d6 + 3) slashing damage.</p><p><strong><em>Kick.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) bludgeoning damage.</p><p><strong><em>Withdrawing Kick.</em></strong> The leucrotta can make a kick attack and then take the disengage action.</p><p></p><p></p><p><strong>Ogre Mage</strong></p><p><em>Large giant, lawful evil</em></p><p><strong>Armor Class</strong> 12 (studded leather)</p><p><strong>Hit Points</strong> 60 (8d10 + 16)</p><p><strong>Speed</strong> 40 ft.</p><p><strong>STR</strong> 18 (+4)<strong> DEX</strong> 10 (+0)<strong> CON</strong> 14 (+2)</p><p><strong>INT</strong> 13 (+1)<strong> WIS</strong> 12 (+1)<strong> CHA</strong> 13 (+1)</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 11</p><p><strong>Languages</strong> Common, Giant</p><p><strong>Challenge</strong> 7 (2,900 XP)</p><p><strong><em>Innate Spellcasting.</em></strong> An ogre mage can cast the following spells, requiring no material components and using Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks):</p><p>At will: <em>Darkness, fly, invisibility</em></p><p>1/day each: <em>charm person, cone of cold, gaseous form, sleep</em></p><p><strong>Actions</strong></p><p><strong><em>Halberd.</em></strong> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) slashing damage.</p><p><strong><em>Change Shape.</em></strong> The ogre mage polymorphs to appear to be a Medium humanoid or Large giant, or back to its normal ogre form. The ogre mage’s statistics, other than size, remain the same in the new shape. Although the ogre can remain in a new shape indefinitely, it reverts to its natural form when killed.</p><p></p><p></p><p><strong>Rust Monster</strong></p><p><em>Medium beast, unaligned</em></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 27 (5d8 + 5)</p><p><strong>Speed</strong> 50 ft.</p><p><strong>STR</strong> 13 (+1)<strong> DEX</strong> 17 (+3)<strong> CON</strong> 13 (+1)</p><p><strong>INT</strong> 2 (-4)<strong> WIS</strong> 13 (+1)<strong> CHA</strong> 8 (-1)</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1/2 (100 XP)</p><p><strong><em>Rust.</em></strong> Each time the rust monster is struck by a metal weapon, and each time it hits a suit of armor or metal weapon with its antennae, the armor or weapon is rusted. If the armor or weapon is magical, its wearer or wielder can make a DC 11 Dexterity saving throw to avoid the effect.</p><p>A rusted item takes a cumulative and permanent -1 penalty. In the case of armor, the penalty applies to its AC, and if penalties from rust reduce the armor to 10 or less, the armor is destroyed. In the case of a weapon, the penalty applies to damage rolls made with the weapon, and if the penalties from rust reduce the weapon’s damage result to 0 or less, the weapon is destroyed.</p><p><strong>Actions</strong></p><p><strong><em>Multiattack.</em></strong> The rust monster makes one antennae attack and one bite attack.</p><p><strong><em>Antennae.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> the target’s armor (75%) or weapon (25%) is rusted.</p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage.</p><p> </p><p> </p><p><strong>Su-monster</strong></p><p><em>Medium beast, chaotic evil</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 45 (7d8 + 14)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p><strong>STR</strong> 15 (+2)<strong> DEX</strong> 15 (+2)<strong> CON</strong> 14 (+2)</p><p><strong>INT</strong> 9 (-1)<strong> WIS</strong> 12 (+1)<strong> CHA</strong> 9 (-1)</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> -</p><p><strong>Challenge</strong> 1 (200 XP)</p><p><strong>Actions</strong></p><p><strong><em>Multiattack.</em></strong> The su-monster makes one bite attack and one claw attack, or if hanging upside down from a limb, the su-monster makes one bite attack and four claw attacks.</p><p><strong><em>Bite.</em></strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</p><p><strong><em>Claw.</em></strong> Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</p><p><strong><em>Psychic Crush (refreshes after a long rest).</em></strong> The su-monster chooses a creature it can see within 50 feet of it. If the target fails a DC 10 Intelligence saving throw, it takes 13 (3d8) psychic damage, and has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. On a success, the target takes half damage.</p><p></p><p></p><p><strong>Weretiger</strong></p><p><em>Medium humanoid (human, shapechanger), chaotic neutral</em></p><p><strong>Armor Class </strong>11 in humanoid form, 12 (natural armor) in tiger or hybrid form</p><p><strong>Hit Points </strong>67 (9d10 + 18)</p><p><strong>Speed </strong>30 ft. (40 ft. in tiger form) </p><p><strong>STR</strong> 17 (+3)<strong> DEX</strong> 13 (+1)<strong> CON</strong> 14 (+2)</p><p><strong>INT</strong> 10 (+0)<strong> WIS</strong> 11 (+0)<strong> CHA</strong> 10 (+0)</p><p><strong>Skills </strong>Perception +4, Stealth +3</p><p><strong>Damage Immunities </strong>bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered</p><p><strong>Senses </strong>passive Perception 14</p><p><strong>Languages </strong>Common (can’t speak in tiger form)</p><p><strong>Challenge </strong>4 (1,100 XP)</p><p><strong><em>Shapechanger. </em></strong>The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its AC and size, are the same in each form. In its humanoid form it is a medium creature, but in its hybrid or tiger form, it is a large creature. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.</p><p><strong><em>Keen Smell. </em></strong>The weretiger has advantage on Wisdom (Perception) checks that rely on smell.</p><p><strong><em>Pounce (tiger form only).</em></strong> If the weretiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.</p><p><strong>Actions</strong></p><p><strong><em>Multiattack (Humanoid or Hybrid Form Only). </em></strong>The weretiger makes two attacks: one with its bite and one with its claws or spear.</p><p><strong><em>Bite (Tiger or Hybrid Form Only). </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weretiger lycanthropy.</p><p><strong><em>Claws (Hybrid Form Only). </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one creature. <em>Hit: </em>7 (1d8 + 3) slashing damage.</p><p><strong><em>Spear (Humanoid Form Only). </em></strong><em>Melee or Ranged Weapon Attack: </em>+5 to hit, reach 5 ft. or range 20/60 ft., one creature. <em>Hit: </em>6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</p></blockquote><p></p>
[QUOTE="Bumamgar, post: 6371959, member: 38648"] I know some of these will be in the MM, but many of them aren't and my players will be hitting this adventure before my MM arrives, so I went ahead and did a bunch of 1e / DnD Next conversions to 5e monsters. Comments are appreciated! [B]Bombardier Beetle[/B] [I]Medium beast, unaligned[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 33 (6d8 + 6) [B]Speed[/B] 30 ft. [B]STR[/B] 10 (+0)[B] DEX[/B] 14 (+2)[B] CON[/B] 12 (+1) [B]INT[/B] 1 (-5)[B] WIS[/B] 10 (+0)[B] CHA[/B] 4 (-3) [B]Senses[/B] passive Perception 10 [B]Languages[/B] - [B]Challenge[/B] 1 (200 XP) [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d6 + 2) piercing damage. [B][I]Vapor cloud (Recharge 5-6).[/I][/B] A cloud of reeking, reddish acidic vapor explodes from the beetle’s abdomen in a 20-foot line that is 10 feet wide. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Creatures with a sense of hearing within 120 ft. must succeed on a DC 12 Constitution saving throw or be stunned till the end of the beetle’s next turn by the loud explosive sound. Additionally, creatures failing this save are deafened for 1d4 rounds. [B]Bugbear chief[/B] [I]Medium humanoid (goblinoid), chaotic evil[/I] [B]Armor Class[/B] 17 (chain shirt, shield) [B]Hit Points[/B] 45 (7d8 + 14) [B]Speed[/B] 30 ft. [B]STR[/B] 17 (+3)[B] DEX[/B] 14 (+2)[B] CON[/B] 15 (+2) [B]INT[/B] 10 (+0)[B] WIS[/B] 11 (+0)[B] CHA[/B] 9 (-1) [B]Skills[/B] Stealth +6, Survival +2 [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Common, Goblin [B]Challenge[/B] 3 (700 XP) [B][I]Brute.[/I][/B] A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack). [B][I]Surprise Attack.[/I][/B] If the bugbear chief surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. [B]Actions[/B] [B][I]Morningstar.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 12 (2d8 + 3) piercing damage. [B]Carnivorous Ape[/B] [I]Large beast, unaligned[/I] [B]Armor Class[/B] 12 [B]Hit Points[/B] 45 (6d10 + 12) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 16 (+3)[B] DEX[/B] 14 (+2)[B] CON[/B] 14 (+2) [B]INT[/B] 12 (+1)[B] WIS[/B] 12 (+1)[B] CHA[/B] 7 (-2) [B]Skills[/B] Athletics +5, Perception +3 [B]Senses[/B] passive Perception 13 [B]Languages[/B] - [B]Challenge[/B] 1 (200 XP) [B][I]Keen Senses.[/I][/B] The ape has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell. [B]Actions[/B] [B][I]Multiattack.[/I][/B] The ape makes two fist attacks. If both attacks hit, the ape rends for an additional 7 (1d8 + 3) bludgeoning damage. [B][I]Fist.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) bludgeoning damage. [B]Dinichtys[/B] [I]Huge beast, unaligned[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 126 (11d12 + 55) [B]Speed[/B] 0 ft., swim 50 ft. [B]STR[/B] 23 (+6)[B] DEX[/B] 11 (+0)[B] CON[/B] 21 (+5) [B]INT[/B] 2 (-4)[B] WIS[/B] 10 (+0)[B] CHA[/B] 5 (-3) [B]Senses[/B] passive Perception 10 [B]Languages[/B] - [B]Challenge[/B] 5 (1,800 XP) [B][I]Water Breathing.[/I][/B] The dinichtys can breathe only underwater. [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit:[/I] 25 (3d12 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dinichtys can’t bite another target. [B][I]Swallow.[/I][/B] The dinichtys makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dinichtys, and it takes 13 (3d8) acid damage at the start of each of the dinichtys’ turns. The dinichtys can have up to three targets swallowed at a time. If the dinichtys dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. [B]Firebat[/B] [I]Small beast, unaligned[/I] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 10 (3d6) [B]Speed[/B] 10 ft., fly 40 ft. [B]STR[/B] 4 (-3)[B] DEX[/B] 16 (+3)[B] CON[/B] 11 (+0) [B]INT[/B] 2 (-4)[B] WIS[/B] 10 (+0)[B] CHA[/B] 6 (-2) [B]Damage Immunities[/B] fire [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] - [B]Challenge[/B] 1/2 (100 XP) [B][I]Advanced Sonar Sense.[/I][/B] Firebats can detect invisible opponents because of an advanced sonar sense. They attack invisible targets without penalty. [B][I]Water Sensitivity.[/I][/B] Water scares firebats. If doused with a minimum of 10 gallons of cool water, the firebat will be extinguished. Once extinguished, it requires 1d6 rounds to dry off before it can ignite again. During this period, it cannot fly, and its attacks will no longer cause fire damage. [B]Actions[/B] [B][I]Blood Drain. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one creature. [I]Hit: [/I]5 (1d4 + 3) piercing damage plus 5 (1d4 + 3) fire damage, and the firebat attaches to the target. While attached, the firebat doesn’t attack. Instead, at the start of each of the firebat’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss as well as 5 (1d4 + 3) hit points due to the burning flames. The firebat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the firebat. The firebat is a denizen of the Elemental Plane of Fire; although rather common there, it seldom appears in the Prime Material Plane. When they die, a burst of flame envelopes them and their physical body is transported back to the Elemental Plane of Fire, where they are reborn. [B]Gelatinous Cube[/B] [I]Large ooze, unaligned[/I] [B]Armor Class[/B] 6 [B]Hit Points[/B] 76 (8d10 + 32) [B]Speed[/B] 15 ft. [B]STR[/B] 15 (+2)[B] DEX[/B] 3 (-4)[B] CON[/B] 18 (+4) [B]INT[/B] 1 (-5)[B] WIS[/B] 10 (+0)[B] CHA[/B] 1 (-5) [B]Damage Resistances[/B] acid [B]Damage Immunities[/B] lightning, slashing [B]Condition Immunities[/B] blinded, charmed, deafened, exhaustion, frightened, prone [B]Senses[/B] blindsight 60 ft. (blind beyond this radius), passive Perception 10 [B]Languages[/B] - [B]Challenge[/B] 2 (450 XP) [B][I]Transparent.[/I][/B] The cube is hard to spot, even when it is in plain sight. It takes a DC 12 Wisdom (Perception) check to spot a cube that has neither moved nor attacked while being observed. A creature that tries to enter the cube’s space while unaware of the cube is automatically engulfed per the cube’s slam attack. [B]Actions[/B] [B][I]Slam.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target must make a DC 12 Strength saving throw or be engulfed. While engulfed, the target is pulled into the cube and restrained, and it takes 7 (2d6) acid damage at the start of each of the cube’s turns until it escapes. The target can escape by making a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check as part of its movement. On a success, the target is no longer restrained and can complete its movement. A creature engulfed by the cube can’t be targeted by attacks, spells, and other effects. An area of effect that includes the cube does not also include anything engulfed in it. A creature adjacent to the cube can pull a creature or object out of it as an action with a DC 12 Strength (Athletics) check, but doing so triggers an opportunity attack from the cube. The cube can engulf up to one Large creature or up to four Medium or smaller creatures at a time. [B]Giant Ant Warrior[/B] [I]Small beast, unaligned[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 22 (5d6 + 5) [B]Speed[/B] 40 ft., climb 40 ft. [B]STR[/B] 13 (+1) [B]DEX[/B] 15 (+2) [B]CON[/B] 13 (+1) [B]INT[/B] 1 (-5) [B]WIS[/B] 10 (+0) [B]CHA[/B] 4 (-3) [B]Senses[/B] darkvision 50 ft., passive Perception 10 [B]Languages[/B] – [B]Challenge[/B] 1/2 (100 XP) [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (2d4 + 2) piercing damage, and the ant makes a sting attack against the same target as part of the same action. [B][I]Sting.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take and additional 7 (2d4 + 2) poison damage. [B]Giant Spitting Snake[/B] [I]Medium beast, unaligned[/I] [B]Armor Class [/B]14 [B]Hit Points [/B]11 (2d8 + 2) [B]Speed [/B]30 ft., swim 30 ft. [B]STR[/B] 10 (+0)[B] DEX[/B] 18 (+4)[B] CON[/B] 13 (+1) [B]INT[/B] 2 (-4)[B] WIS[/B] 10 (+0)[B] CHA[/B] 3 (-4) [B]Skills [/B]Perception +2 [B]Senses [/B]blindsight 10 ft., passive Perception 12 [B]Languages [/B]— [B]Challenge [/B]1/4 (50 XP) [B]Actions[/B] [B][I]Bite. [/I][/B][I]Melee Weapon Attack: [/I]+6 to hit, reach 10 ft., one target. [I]Hit: [/I]6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. [B][I]Spit (Recharge 5-6). [/I][/B][I]Ranged[/I][I] Weapon Attack: [/I]+6 to hit, range 30/60 ft., one target. [I]Hit: [/I]the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. [B]Green Slime[/B] [I]Medium hazard, unaligned[/I] Green slime is a dangerous, unintelligent variety of normal algae that forms in moist subterranean environments. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches. This plant is a slow-growing hazard that feeds on flesh, plant matter, and metal. [B]Detect:[/B] It takes a DC 14 Wisdom (Perception) check to notice the green slime under normal conditions and a DC 16 Intelligence (Investigation) check to identify the hazard for what it is. [B]Effect on Creatures:[/B] The slime can detect the air vibrations and temperature of living creatures. When it does, a sheet of it large enough to envelop the passing creature drops from its resting place onto the target. The target must make a DC 16 Dexterity saving throw to avoid the sheet, making the saving throw with disadvantage if the slime was unnoticed or not considered to be a hazard. On a failed save, the target takes 1d6 acid damage, and takes another 1d6 acid damage at the end of each of its turns during which it is still in contact with the slime. A creature that steps in a patch of green slime on the floor receives no saving throw to avoid taking damage. [B]Effect on Objects:[/B] Against wood or metal, green slime deals 2d6 acid damage per round, dissolving about an inch thickness of material each round. Green slime does no harm to stone or glass. [B]Countermeasures:[/B] Green slime can be scraped off or killed by taking 11 damage or more from weapons, cold, or fire. Dealing damage to the slime also deals half damage to the creature it is covering. [B]Hieracosphinx[/B] [I]Large monstrosity, chaotic evil[/I] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 114 (12d10 + 48) [B]Speed[/B] 40 ft., fly 60 ft. [B]STR[/B] 20 (+5)[B] DEX[/B] 10 (+0)[B] CON[/B] 18 (+4) [B]INT[/B] 8 (-1)[B] WIS[/B] 16 (+3)[B] CHA[/B] 8 (-2) [B]Saving Throws[/B] Dex +4, Con +8, Wis +7 [B]Skills[/B] Perception +7 [B]Damage Immunities[/B] bludgeoning, piercing, and slashing from nonmagical weapons [B]Condition Immunities[/B] charmed, frightened [B]Senses[/B] darkvision 120 ft., passive Perception 17 [B]Languages[/B] Common, Sphinx [B]Challenge[/B] 9 (5,000 XP) [B][I]Magic Weapons.[/I][/B] The sphinx’s weapon attacks are magical. [B]Actions[/B] [B][I]Multiattack.[/I][/B] The sphinx makes two claw attacks. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit:[/I] 16 (2d10 + 5) slashing damage. [B]Horned Devil[/B] [I]Large fiend (devil), lawful evil[/I] [B]Armor Class[/B] 14 [B]Hit Points[/B] 137 (15d10 + 55) [B]Speed[/B] 20 ft., fly 50 ft. [B]STR[/B] 22 (+6)[B] DEX[/B] 17 (+3)[B] CON[/B] 21 (+5) [B]INT[/B] 15 (+2)[B] WIS[/B] 16 (+3)[B] CHA[/B] 17 (+3) [B]Skills[/B] Deception +7, Insight +7, Persuasion +7 [B]Damage Resistances[/B] cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered [B]Damage Immunities[/B] fire, poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] darkvision 100 ft., passive Perception 17 [B]Languages[/B] Common, Infernal [B]Challenge[/B] 11 (7,200 XP) [B][I]Telepathy.[/I][/B] The horned devil can communicate telepathically with any creature within 100 feet of it that can understand a language. [B][I]Spellcasting.[/I][/B] The horned devil is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The horned devil has the following sorcerer spells prepared: Cantrips (at will): [I]dancing lights[/I], [I]fire bolt[/I] (2d10), [I]mage hand[/I], [I]minor illusion[/I], [I]prestidigitation[/I] 1st level (4 slots): [I]burning hands[/I], [I]detect magic[/I], [I]silent image[/I] 2nd level (3 slots): [I]alter self[/I], [I]scorching ray[/I] 3rd level (3 slots): [I]fear[/I], [I]fireball[/I] 4th level (1 slot): [I]wall of fire[/I] [B]Actions[/B] [B][I]Multiattack.[/I][/B] The horned devil makes one bite, claw and tail attack; or two tined fork attacks. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit:[/I] 13 (2d6 + 6) slashing damage. [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (1d8 + 6) piercing damage. [B][I]Tail.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 9 (1d6 + 6) piercing damage, and the target takes 5 damage at the start of each of its turns as it bleeds. If the target regains hit points or someone spends an action to bind the wound, the bleeding stops and the effect ends. [B][I]Tined Fork.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 15 (2d8 + 6) piercing damage. [B]Ice Toad[/B] [I]Large beast, unaligned[/I] [B]Armor Class [/B]13 (natural armor) [B]Hit Points [/B]65 (10d10 + 10) [B]Speed [/B]20 ft. [B]STR[/B] 16 (+3)[B] DEX[/B] 13 (+1)[B] CON[/B] 13 (+1) [B]INT[/B] 2 (-4)[B] WIS[/B] 10 (+0)[B] CHA[/B] 3 (-4) [B]Senses [/B]darkvision 30 ft., passive Perception 10 [B]Languages [/B]- [B]Challenge [/B]2 (450 XP) [B][I]Standing Leap. [/I][/B]The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. [B]Actions[/B] [B][I]Bite. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]8 (1d10 + 3) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can’t bite another target. [B][I]Swallow. [/I][/B]The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. [B][I]Radiate Cold (recharge 4-6).[/I][/B] The ice toad radiates intense cold. All creatures within 5 feet of the toad take 10 (3d6) cold damage. [B]Illusionist[/B] [I]Medium human, lawful evil[/I] [B]Armor Class [/B]12 (15 with [I]mage armor[/I]) [B]Hit Points [/B]45 (10d8) [B]Speed [/B]30 ft. [B]STR[/B] 9 (-1)[B] DEX[/B] 14 (+2)[B] CON[/B] 11 (+0) [B]INT[/B] 17 (+3)[B] WIS[/B] 12 (+1)[B] CHA[/B] 11 (+0) [B]Saving Throws [/B]Int +6, Wis +4 [B]Skills [/B]Arcana +6, History +6 [B]Senses [/B]passive Perception 11 [B]Languages [/B]any four languages [B]Challenge [/B]6 (2,300 XP) [B][I]Improved Minor Illusion.[/I][/B] Minor illusion includes both sound and image with single casting. [B][I]Malleable Illusions.[/I][/B] Can change the nature of illusions with duration of 1 minute or longer. [B][I]Spellcasting. [/I][/B]The illusionist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The illusionist has the following wizard spells prepared: Cantrips (at will): [I]chill touch[/I], [I]dancing lights[/I], [I]friends[/I], [I]light[/I], [I]minor illusion[/I],[I] shocking grasp[/I] 1st level (4 slots): [I]color spray[/I], [I]fog cloud[/I], [I]mage armor[/I], [I]shield[/I] 2nd level (3 slots): [I]hold person[/I], [I]invisibility[/I], [I]phantasmal force[/I] 3rd level (3 slots): [I]fear[/I], [I]hypnotic pattern[/I], [I]major image[/I], [I]phantom steed[/I] 4th level (3 slots): [I]greater invisibility[/I], [I]phantasmal killer[/I] 5th level (2 slots): [I]seeming[/I] [B]Actions[/B] [B][I]Dagger +1. [/I][/B][I]Melee or Ranged Weapon Attack: [/I]+6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit: [/I]5 (1d4 + 3) piercing damage. [B]Reactions[/B] [B][I]Illusory Self (refreshes on short or long rest).[/I][/B] When a creature makes an attack roll against the illusionist, as a reaction, the illusionist can create an illusory duplicate which appears between the attacker and the illusionist. The attack hits the duplicate instead, which then dissipates. [B]Ixitxachitl[/B] [I]Medium monstrosity, chaotic evil[/I] [B]Armor Class[/B] 12 [B]Hit Points[/B] 22 (4d8 + 4) [B]Speed[/B] 0 ft., swim 60 ft. [B]STR[/B] 14 (+2)[B] DEX[/B] 14 (+2)[B] CON[/B] 12 (+1) [B]INT[/B] 15 (+2)[B] WIS[/B] 13 (+1)[B] CHA[/B] 4 (-3) [B]Skills[/B] Perception +3, Stealth +4 [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Aquan [B]Challenge[/B] 2 (450 XP) [B][I]Water Breathing.[/I][/B] The ixitxachitl can breathe only underwater. [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (3d4 + 2) bludgeoning damage. [B]Ixitxachitl Acolyte[/B] [I]Medium monstrosity, chaotic evil[/I] [B]Armor Class[/B] 12 [B]Hit Points[/B] 33 (6d8 + 6) [B]Speed[/B] 0 ft., swim 60 ft. [B]STR[/B] 14 (+2)[B] DEX[/B] 14 (+2)[B] CON[/B] 12 (+1) [B]INT[/B] 15 (+2)[B] WIS[/B] 13 (+1)[B] CHA[/B] 4 (-3) [B]Skills[/B] Perception +3, Stealth +4 [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Aquan [B]Challenge[/B] 3 (700 XP) [B][I]Water Breathing.[/I][/B] The ixitxachitl can breathe only underwater. [B][I]Spellcasting.[/I][/B] The ixitxachitl acolyte is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl acolyte has the following cleric spells prepared: Cantrips (at will): [I]mending[/I], [I]resistance[/I], [I]thaumaturgy[/I] 1st-level (3 slots): [I]divine favor[/I], [I]inflict wounds[/I], [I]protection from evil and good[/I], [I]shield of faith[/I] [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (3d4 + 2) bludgeoning damage. [B][I]War Priest (recharges after a long rest).[/I][/B] When the ixitxachitl acolyte makes a bite attack, it can make a second bite attack as a bonus action. [B]Leucrotta[/B] [I]Large beast, chaotic evil[/I] [B]Armor Class[/B] 12 (natural armor) [B]Hit Points[/B] 60 (8d10 + 16) [B]Speed[/B] 40 ft. [B]STR[/B] 16 (+3)[B] DEX[/B] 13 (+1)[B] CON[/B] 15 (+2) [B]INT[/B] 9 (-1)[B] WIS[/B] 12 (+1)[B] CHA[/B] 8 (-1) [B]Senses[/B] darkvision 50 ft., passive Perception 13 [B]Languages[/B] Common, Leucrotta [B]Challenge[/B] 1 (200 XP) [B][I]Mimicry.[/I][/B] The leucrotta can imitate animal noises and humanoid voices. If a creature that hears the leucrotta doing so succeeds on a DC 17 Wisdom (Insight) check, the hearer realizes the sound is a mimicked one. [B][I]False Tracks.[/I][/B] The leucrotta’s tracks look like those of a stag. It takes a successful DC 25 Intelligence (Nature) or Wisdom (Survival) check to tell the difference. [B]Actions[/B] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 13 (3d6 + 3) slashing damage. [B][I]Kick.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 10 (2d6 + 3) bludgeoning damage. [B][I]Withdrawing Kick.[/I][/B] The leucrotta can make a kick attack and then take the disengage action. [B]Ogre Mage[/B] [I]Large giant, lawful evil[/I] [B]Armor Class[/B] 12 (studded leather) [B]Hit Points[/B] 60 (8d10 + 16) [B]Speed[/B] 40 ft. [B]STR[/B] 18 (+4)[B] DEX[/B] 10 (+0)[B] CON[/B] 14 (+2) [B]INT[/B] 13 (+1)[B] WIS[/B] 12 (+1)[B] CHA[/B] 13 (+1) [B]Senses[/B] darkvision 60 ft., passive Perception 11 [B]Languages[/B] Common, Giant [B]Challenge[/B] 7 (2,900 XP) [B][I]Innate Spellcasting.[/I][/B] An ogre mage can cast the following spells, requiring no material components and using Intelligence as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks): At will: [I]Darkness, fly, invisibility[/I] 1/day each: [I]charm person, cone of cold, gaseous form, sleep[/I] [B]Actions[/B] [B][I]Halberd.[/I][/B] [I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit:[/I] 15 (2d10 + 4) slashing damage. [B][I]Change Shape.[/I][/B] The ogre mage polymorphs to appear to be a Medium humanoid or Large giant, or back to its normal ogre form. The ogre mage’s statistics, other than size, remain the same in the new shape. Although the ogre can remain in a new shape indefinitely, it reverts to its natural form when killed. [B]Rust Monster[/B] [I]Medium beast, unaligned[/I] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 27 (5d8 + 5) [B]Speed[/B] 50 ft. [B]STR[/B] 13 (+1)[B] DEX[/B] 17 (+3)[B] CON[/B] 13 (+1) [B]INT[/B] 2 (-4)[B] WIS[/B] 13 (+1)[B] CHA[/B] 8 (-1) [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] - [B]Challenge[/B] 1/2 (100 XP) [B][I]Rust.[/I][/B] Each time the rust monster is struck by a metal weapon, and each time it hits a suit of armor or metal weapon with its antennae, the armor or weapon is rusted. If the armor or weapon is magical, its wearer or wielder can make a DC 11 Dexterity saving throw to avoid the effect. A rusted item takes a cumulative and permanent -1 penalty. In the case of armor, the penalty applies to its AC, and if penalties from rust reduce the armor to 10 or less, the armor is destroyed. In the case of a weapon, the penalty applies to damage rolls made with the weapon, and if the penalties from rust reduce the weapon’s damage result to 0 or less, the weapon is destroyed. [B]Actions[/B] [B][I]Multiattack.[/I][/B] The rust monster makes one antennae attack and one bite attack. [B][I]Antennae.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] the target’s armor (75%) or weapon (25%) is rusted. [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) piercing damage. [B]Su-monster[/B] [I]Medium beast, chaotic evil[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 45 (7d8 + 14) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 15 (+2)[B] DEX[/B] 15 (+2)[B] CON[/B] 14 (+2) [B]INT[/B] 9 (-1)[B] WIS[/B] 12 (+1)[B] CHA[/B] 9 (-1) [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] - [B]Challenge[/B] 1 (200 XP) [B]Actions[/B] [B][I]Multiattack.[/I][/B] The su-monster makes one bite attack and one claw attack, or if hanging upside down from a limb, the su-monster makes one bite attack and four claw attacks. [B][I]Bite.[/I][/B] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. [B][I]Claw.[/I][/B] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. [B][I]Psychic Crush (refreshes after a long rest).[/I][/B] The su-monster chooses a creature it can see within 50 feet of it. If the target fails a DC 10 Intelligence saving throw, it takes 13 (3d8) psychic damage, and has disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. On a success, the target takes half damage. [B]Weretiger[/B] [I]Medium humanoid (human, shapechanger), chaotic neutral[/I] [B]Armor Class [/B]11 in humanoid form, 12 (natural armor) in tiger or hybrid form [B]Hit Points [/B]67 (9d10 + 18) [B]Speed [/B]30 ft. (40 ft. in tiger form) [B]STR[/B] 17 (+3)[B] DEX[/B] 13 (+1)[B] CON[/B] 14 (+2) [B]INT[/B] 10 (+0)[B] WIS[/B] 11 (+0)[B] CHA[/B] 10 (+0) [B]Skills [/B]Perception +4, Stealth +3 [B]Damage Immunities [/B]bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered [B]Senses [/B]passive Perception 14 [B]Languages [/B]Common (can’t speak in tiger form) [B]Challenge [/B]4 (1,100 XP) [B][I]Shapechanger. [/I][/B]The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its AC and size, are the same in each form. In its humanoid form it is a medium creature, but in its hybrid or tiger form, it is a large creature. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. [B][I]Keen Smell. [/I][/B]The weretiger has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Pounce (tiger form only).[/I][/B] If the weretiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. [B]Actions[/B] [B][I]Multiattack (Humanoid or Hybrid Form Only). [/I][/B]The weretiger makes two attacks: one with its bite and one with its claws or spear. [B][I]Bite (Tiger or Hybrid Form Only). [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weretiger lycanthropy. [B][I]Claws (Hybrid Form Only). [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one creature. [I]Hit: [/I]7 (1d8 + 3) slashing damage. [B][I]Spear (Humanoid Form Only). [/I][/B][I]Melee or Ranged Weapon Attack: [/I]+5 to hit, reach 5 ft. or range 20/60 ft., one creature. [I]Hit: [/I]6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Monster conversions for The Ghost Tower of Inverness
Top