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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Using 4e elements for your 5e games?
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="cbwjm" data-source="post: 9331978" data-attributes="member: 6788732"><p>Yep, some are a little more basic than others, but they gave me a framework to quickly alter a creature. What I was using is below. </p><p></p><p>You could turn an owlbear into artillery by giving it an "acid spit" attack using constitution as its "spellcasting" stat granting it a ranged acid attack with +5 to hit dealing 1d10 acid damage. Of course you'll still want to run it as a melee monster, but if there are more than one, they might all spit acid before engaging in melee. Whereas if you apply the soldier template, it just gains a higher AC and a bonus on morale checks (no weapons so no need to change anything with its attacks).</p><p></p><p></p><p><span style="font-family: 'Georgia'"><u><strong>Quick creature alterations</strong></u></span></p><p><span style="font-family: 'Georgia'">Take a regular (humanoid) creature and make the following changes. Other creatures could also be altered though the fiction will have to change. A giant snake with the artillery template might spit poison and use the magical artillery adjustments. If a creature is a thrown weapon artillery template, they might instead be firing quills (which could also be the standard artillery if preferred)</span></p><p> <span style="font-family: 'Georgia'"></span></p><p><span style="font-family: 'Georgia'"><u><strong>Artillery</strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Artillery use ranged attacks. They gain a +2 bonus to hit (archery fighting style) and use a bow or other ranged weapon.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Gain additional attacks so that they can attack at least twice with their ranged weapon as long as their base CR is 1 or higher.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Thrown weapon artillery. </span><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">No +2 bonus to hit. </span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Gain a +2 bonus to damage with thrown weapons</span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Magical Artillery.</span><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">No additional bonus to hit, but their minimum spellcasting ability modifier is +2, increasing to +5 for CR 12 or higher (i.e., +1 at CR 4, 8, and 12).</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">No additional attack.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Have a ranged cantrip that deals 1d10 elemental damage per tier.</span><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Add control. Reduce the damage to d8 and add a slow effect (-10 feet) when hit.</span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Have a ranged AoE effect useable twice per encounter which deals 2d6 (+ 2d6/tier for CR 1 or higher).</span></li> </ul></li> </ul><p><span style="font-family: 'Georgia'"> </span></p><p><span style="font-family: 'Georgia'"><u><strong>Brute</strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Brutes gain +3 hit points per hit die.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Brutes are typically easier to hit, unless wearing armour, AC is equal to 12 + tier (13 to 16), though no higher than the standard creature. If wearing light or medium armour, calculate as if their dexterity is a 10 unless it is normally lower for the creature.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Brutes deal more damage. Add 3 + tier level to their damage.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Crushing Blow. On a critical hit, the brute deals 1 [W] extra damage. E.g., a greatsword would deal 4d6 normally on a critical hit, a crushing blow will deal 6d6 damage.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Brutes have proficiency in Strength and Constitution saving throws.</span></li> </ul><p><span style="font-family: 'Georgia'"> </span></p><p><span style="font-family: 'Georgia'"><u><strong>Lurker</strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">High stealth (expertise) proficiency.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Humanoids use a light melee or a ranged weapon (d6). </span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Have a sneak attack ability which adds to their first attack (1d8 per tier)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Have an ability to hide again.</span></li> </ul><p><span style="font-family: 'Georgia'"> </span></p><p><span style="font-family: 'Georgia'"><u><strong>Skirmisher </strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Increase speed by 10 feet.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Add a second attack. Light weapons only. Dual wields. Drop any shield they may have.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Defensive ability. No opportunity attack from a target they made an attack against.</span><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">An orc would lose the greataxe and gain two handaxes allowing two attacks at 1d6+3 damage. They'd move faster than regular orcs, including the bonus action charge. If they attack two members of the party, they can move without risk of them making opportunity attacks.</span></li> </ul></li> </ul><p><span style="font-family: 'Georgia'"> </span></p><p><span style="font-family: 'Georgia'"><u><strong>Soldier</strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Soldiers add a shield (+2 AC). Non-humanoids might have toughened scales or plating that increases their AC.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Use a single handed weapon (1d8 damage) if they would otherwise not be. An orc soldier replaces their greataxe for a battleaxe and shield dealing less damage but improving their AC by 2.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Soldiers have advantage on morale checks.</span></li> </ul><p><span style="font-family: 'Georgia'"> </span></p><p><span style="font-family: 'Georgia'"><u><strong>Elites</strong></u></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Elites use the standard monster rules and could even be an artillery, brute, or soldier.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Choose 2 Saving throws, they gain proficiency with those saves.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Elites have advantage on saving throws that would stun, slow, or paralyse them.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'">Maximise the base creature's hit points. A gnoll elite would have 40 (5d8) hit points. If they were also a brute, they would add 15 hit points for a total of 55.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'"><strong>Elite Action.</strong> An elite can, once per round, move or make an attack at the end of a player's turn. It regains the ability to do so at the start of its turn.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'"><strong>Rechargeable Actions.</strong> If the elite has an action that recharges on a die roll, it will recharge as soon as it is bloodied providing an additional use. All rechargeable actions are recharged in this way.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Georgia'"><strong>CR increase.</strong> Unlike most templates which I don't bother with an increase in CR, for an Elite, boost their CR by 1 level.</span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Georgia'">Legendary creatures should use much of the elite template, superseding any features with an improved legendary form.</span></p></blockquote><p></p>
[QUOTE="cbwjm, post: 9331978, member: 6788732"] Yep, some are a little more basic than others, but they gave me a framework to quickly alter a creature. What I was using is below. You could turn an owlbear into artillery by giving it an "acid spit" attack using constitution as its "spellcasting" stat granting it a ranged acid attack with +5 to hit dealing 1d10 acid damage. Of course you'll still want to run it as a melee monster, but if there are more than one, they might all spit acid before engaging in melee. Whereas if you apply the soldier template, it just gains a higher AC and a bonus on morale checks (no weapons so no need to change anything with its attacks). [FONT=Georgia][U][B]Quick creature alterations[/B][/U] Take a regular (humanoid) creature and make the following changes. Other creatures could also be altered though the fiction will have to change. A giant snake with the artillery template might spit poison and use the magical artillery adjustments. If a creature is a thrown weapon artillery template, they might instead be firing quills (which could also be the standard artillery if preferred) [U][B]Artillery[/B][/U][/FONT] [LIST] [*][FONT=Georgia]Artillery use ranged attacks. They gain a +2 bonus to hit (archery fighting style) and use a bow or other ranged weapon.[/FONT] [*][FONT=Georgia]Gain additional attacks so that they can attack at least twice with their ranged weapon as long as their base CR is 1 or higher.[/FONT] [*][FONT=Georgia]Thrown weapon artillery. [/FONT] [LIST] [*][FONT=Georgia]No +2 bonus to hit. [/FONT] [*][FONT=Georgia]Gain a +2 bonus to damage with thrown weapons[/FONT] [/LIST] [*][FONT=Georgia]Magical Artillery.[/FONT] [LIST] [*][FONT=Georgia]No additional bonus to hit, but their minimum spellcasting ability modifier is +2, increasing to +5 for CR 12 or higher (i.e., +1 at CR 4, 8, and 12).[/FONT] [*][FONT=Georgia]No additional attack.[/FONT] [*][FONT=Georgia]Have a ranged cantrip that deals 1d10 elemental damage per tier.[/FONT] [LIST] [*][FONT=Georgia]Add control. Reduce the damage to d8 and add a slow effect (-10 feet) when hit.[/FONT] [/LIST] [*][FONT=Georgia]Have a ranged AoE effect useable twice per encounter which deals 2d6 (+ 2d6/tier for CR 1 or higher).[/FONT] [/LIST] [/LIST] [FONT=Georgia] [U][B]Brute[/B][/U][/FONT] [LIST] [*][FONT=Georgia]Brutes gain +3 hit points per hit die.[/FONT] [*][FONT=Georgia]Brutes are typically easier to hit, unless wearing armour, AC is equal to 12 + tier (13 to 16), though no higher than the standard creature. If wearing light or medium armour, calculate as if their dexterity is a 10 unless it is normally lower for the creature.[/FONT] [*][FONT=Georgia]Brutes deal more damage. Add 3 + tier level to their damage.[/FONT] [*][FONT=Georgia]Crushing Blow. On a critical hit, the brute deals 1 [W] extra damage. E.g., a greatsword would deal 4d6 normally on a critical hit, a crushing blow will deal 6d6 damage.[/FONT] [*][FONT=Georgia]Brutes have proficiency in Strength and Constitution saving throws.[/FONT] [/LIST] [FONT=Georgia] [U][B]Lurker[/B][/U][/FONT] [LIST] [*][FONT=Georgia]High stealth (expertise) proficiency.[/FONT] [*][FONT=Georgia]Humanoids use a light melee or a ranged weapon (d6). [/FONT] [*][FONT=Georgia]Have a sneak attack ability which adds to their first attack (1d8 per tier)[/FONT] [*][FONT=Georgia]Have an ability to hide again.[/FONT] [/LIST] [FONT=Georgia] [U][B]Skirmisher [/B][/U][/FONT] [LIST] [*][FONT=Georgia]Increase speed by 10 feet.[/FONT] [*][FONT=Georgia]Add a second attack. Light weapons only. Dual wields. Drop any shield they may have.[/FONT] [*][FONT=Georgia]Defensive ability. No opportunity attack from a target they made an attack against.[/FONT] [LIST] [*][FONT=Georgia]An orc would lose the greataxe and gain two handaxes allowing two attacks at 1d6+3 damage. They'd move faster than regular orcs, including the bonus action charge. If they attack two members of the party, they can move without risk of them making opportunity attacks.[/FONT] [/LIST] [/LIST] [FONT=Georgia] [U][B]Soldier[/B][/U][/FONT] [LIST] [*][FONT=Georgia]Soldiers add a shield (+2 AC). Non-humanoids might have toughened scales or plating that increases their AC.[/FONT] [*][FONT=Georgia]Use a single handed weapon (1d8 damage) if they would otherwise not be. An orc soldier replaces their greataxe for a battleaxe and shield dealing less damage but improving their AC by 2.[/FONT] [*][FONT=Georgia]Soldiers have advantage on morale checks.[/FONT] [/LIST] [FONT=Georgia] [U][B]Elites[/B][/U][/FONT] [LIST] [*][FONT=Georgia]Elites use the standard monster rules and could even be an artillery, brute, or soldier.[/FONT] [*][FONT=Georgia]Choose 2 Saving throws, they gain proficiency with those saves.[/FONT] [*][FONT=Georgia]Elites have advantage on saving throws that would stun, slow, or paralyse them.[/FONT] [*][FONT=Georgia]Maximise the base creature's hit points. A gnoll elite would have 40 (5d8) hit points. If they were also a brute, they would add 15 hit points for a total of 55.[/FONT] [*][FONT=Georgia][B]Elite Action.[/B] An elite can, once per round, move or make an attack at the end of a player's turn. It regains the ability to do so at the start of its turn.[/FONT] [*][FONT=Georgia][B]Rechargeable Actions.[/B] If the elite has an action that recharges on a die roll, it will recharge as soon as it is bloodied providing an additional use. All rechargeable actions are recharged in this way.[/FONT] [*][FONT=Georgia][B]CR increase.[/B] Unlike most templates which I don't bother with an increase in CR, for an Elite, boost their CR by 1 level.[/FONT] [/LIST] [FONT=Calibri] [/FONT] [FONT=Georgia]Legendary creatures should use much of the elite template, superseding any features with an improved legendary form.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Using 4e elements for your 5e games?
Top