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WOIN-d20 Conversion Guide (Monsters)
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6873058" data-attributes="member: 20805"><p>Don't pay any mind my formatting here.. a couple 'quick conversions' using the guidelines..</p><p></p><p></p><p>Living Darkness {Eberron setting}</p><p></p><p>*edit: capped defenses at MDP * 4</p><p></p><p>[sblock]</p><p>Living Darkness</p><p>Large sentient Spirit (Living Spell) (6d6) </p><p></p><p></p><p>STR 9 (3d6) AGI 16 (5d6) END 9 (3d6) </p><p>INT 9 (3d6) LOG 2 (1d6) WIL 9 (3d6) CHA 5 (2d6) LUC 0 (0d6) REP 0 (0d6) </p><p></p><p>HEALTH 29 </p><p>MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 12</p><p>Living Spells are immune to physical weapons unless they have been imbued with Evoke enhancements.</p><p>SOAK 0; VULN: 10 Evoke Light</p><p></p><p>STATUS IMMUNITIES - Poison, Bleeding, Intoxication, Mobility</p><p> </p><p>INITIATIVE 3d6 </p><p>PERCEPTION 3d6 Superior darksight, lifesense 45' (9 squares) </p><p>SPEED Fly+ 18 (Hover); </p><p>CARRY 324lb </p><p></p><p>ACTIONS 2 </p><p>NATURAL DAMAGE 2d6+3 </p><p>REACH 5' </p><p></p><p>Slam 6d6 (2d6+5 Radiation damage) </p><p>Engulf</p><p></p><p></p><p>Skills Stealth 10 (5d6), Slam 6(3d6), Dodge 3(2d6)</p><p>Gear None </p><p></p><p>Engulf (costs 2d6). The creature grabs its target medium or smaller target and draws it into its space. It can only engulf one Medium target or two Small targets or equivalent, at a time. The Living Darkness deals its Slam damage to any engulfed targets as a free action at the start of its round. The Darkeness' movement is halved and it can chose to eject an engulfed creature as a move action.</p><p> The engulfed target is blinded and cannot leave the attacking creature's square or use weapons larger than size small. To escape, it takes a STR or AGI attack action versus the Engulf roll to escape.</p><p>Amorphous. The creature is morphic and possesses no vital organs. It is immune to exploits such as Deadly Strike or Achilles Heel which require striking precise locations. It can pass through any barrier as long as there is a crack or fissure.</p><p>Aura. The creature has an aura (10', 2D6 Radiation). </p><p>All-round sight. The creature is not affected by crossfire or flanking. </p><p></p><p>=================</p><p>Living Spells. Spirits have the following qualities. </p><p>Living Spells tend to be incorporeal. This makes them immune to physical weapons unless they do Evoke-enhanced damage; they can pass through physical barriers </p><p>Living Spells are un-killable; reducing them to 0 HEALTH simply disperses them for one day. To be destroyed a Living Spell must be Dispelled.</p><p> Special: Dispel Magic against a Living Spell deals 1D6 damage per MP spent beyond the range/area of affect. If this damage reduces the Living Spell below zero Health, it is permanently dispelled.</p><p>Living Spells tend to have an aura. </p><p>Living Spells natural damage is based on their base spell. </p><p>Living Spells can freely fly, although many are locked into old habits and do not. </p><p>Living Spells have superior darksight and lifesense to a distance of 5' per point of INT. </p><p>Living Spells are usually immune to the Bleeding, Intoxication, Mobility, and Poison status tracks.</p><p></p><p>[/sblock]</p><p></p><p>Dolgim Warrior</p><p>[sblock]</p><p>Dolgrim Warriors</p><p>Small sentient Humanoid (4d6) </p><p></p><p>An amalgamation of two goblins, the Dolgim stand on two legs, has 4 arms and two heads.</p><p></p><p>STR 15 (5d6) AGI 11 (4d6) END 9 (3d6) </p><p>INT 9 (3d6) LOG 4 (2d6) WIL 9 (3d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6) </p><p></p><p>HEALTH 14 </p><p>MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 12</p><p>SOAK 4 (leather vest); VULN - 5 Physic</p><p>STATUS IMMUNITIES -</p><p> </p><p>INITIATIVE 3d6 </p><p>PERCEPTION 3d6 low-light vision </p><p>SPEED 8; CLIMB+ 4; JUMP 13'/9' </p><p>CARRY 264lb </p><p></p><p>ACTIONS 2 </p><p>NATURAL DAMAGE 1d6+2 </p><p>REACH 5' </p><p></p><p>Club 5d6 (2d6+5 blunt damage) </p><p>Crossbow: 4d6 (1d6+2 piercing damage)</p><p></p><p></p><p>Skills club 4 (2d6), crossbow 4(2d6), armor 2 (2d6)</p><p>Gear two clubs, one crossbow, 20 bolts, tattered leather armor </p><p></p><p>Aim: Spend an action to gain +1d6 on next ranged attack</p><p></p><p>Trip: For 2d6, the target is knocked prone. If you are one size smaller than your target, you may use this exploit for only 1d6.</p><p></p><p>Dual Creature: The Dolgaunt rolls two initiative checks and takes a full set of actions on each turn.</p><p></p><p>Pack attack. Cultists work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more cultists are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn. </p><p></p><p></p><p></p><p>DOLGRIM LORE</p><p>First formed by the merging of two goblins into a single body,</p><p>the dolgrims are twisted, wretched creatures spawned by</p><p>the daelkyr. They wear armor of ragged leather, beneath</p><p>which their skin is covered in a variety of repulsive, corpse-white</p><p>tattoos. A dolgrim’s stunted body boasts four arms</p><p>and a pair of twisted mouths that gibber and slather at the</p><p>front of its headless torso. On occasion, a dolgrim’s mouths</p><p>carry on demented conversations and arguments with one</p><p>another. Despite this, however, dolgrims possess only a</p><p>single sadistic and bloodthirsty personality.</p><p>A character knows the following information with a successful</p><p>skill check.</p><p>Dungeoneering DC 20: The daelkyr first created the</p><p>repulsive dolgrims by combining two tortured goblins into</p><p>a single body. The two brains of the dolgrim allow it to act</p><p>with astonishing speed and to resist charm effects, though</p><p>its shattered consciousness leaves it vulnerable to psychic</p><p>damage.</p><p>[/sblock]</p><p></p><p>Dolgaunt Acolyte</p><p>[sblock]</p><p>Daulgaunt Acolyte (blind)</p><p></p><p>Once an orc, this Delkyr twisted creature is full of hate and madness </p><p></p><p></p><p>STR 9 (3d6) AGI 9 (3d6) END 10 (4d6) </p><p>INT 9 (3d6) LOG 9 (3d6) WIL 9 (3d6) CHA 16 (5d6) LUC 0 (0d6) REP 0 (0d6) </p><p></p><p>HEALTH 24 </p><p>MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 17</p><p>SOAK 0 ; VULN -</p><p>STATUS IMMUNITIES - Gaze</p><p> </p><p>INITIATIVE 3d6 </p><p>PERCEPTION 3d6 ; blindsight 20 </p><p>SPEED 6; CLIMB+ 3; JUMP 16'/8' </p><p>CARRY 266 </p><p></p><p>ACTIONS 2 </p><p>NATURAL DAMAGE 1d6+2 </p><p>REACH 5' </p><p></p><p>Leaching Tentacle Melee: 3d6 (1d6+5, the Acolyte gains 5 Health) Reach 2</p><p></p><p>Warp Flesh: 5d6 Ranged (1d6+6 and the target moves one step on the Mobility track</p><p></p><p>Maddening Whispers (recharge 4): Evoke Madness, close blast 5, targets non-cultist creatures. 5d6 vs MENTAL 1d6+4 and the target moves one step on the Cognizance Track </p><p></p><p>Skills Acrobatics 2 (1d6) Athletics 2(1d6) </p><p></p><p></p><p></p><p></p><p></p><p> -1</p><p> -2</p><p> -3</p><p> -4</p><p></p><p>Cognizance Track (INT)</p><p>Normal</p><p>Dazed. The target becomes slightly</p><p>disoriented. No additional effect..</p><p>Disoriented. The target stumbles 5’ in a</p><p>randomly determined direction.</p><p>Addled. The target can take only one</p><p>action per round.</p><p>Stunned. The target can take no actions.</p><p>Shake it off; WIL</p><p>Mobility (AGI)</p><p>Normal</p><p>Hindered: The target suffers a -2 SPEED</p><p>penalty.</p><p>Slow: The target moves at half SPEED.</p><p>Immobilized: The target cannot voluntarily leave</p><p>its current location, but can otherwise act</p><p>normally.</p><p>Paralyzed: The target cannot take any</p><p>physical action..</p><p>Shake it off; END</p><p></p><p></p><p>[/sblock]</p><p></p><p>Cultist Warden</p><p>[sblock]</p><p>Cult Warden </p><p>Medium sentient Humanoid {orc, human, or half-orc) (5d6) </p><p></p><p>Carries holy symbol</p><p></p><p>STR 16 (5d6) AGI 9 (3d6) END 11 (4d6) </p><p>INT 4 (2d6) LOG 10 (4d6) WIL 10 (4d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6) </p><p></p><p>HEALTH 49 </p><p>MELEE DEFENSE 20; RANGED DEFENSE 18; MENTAL DEFENSE 11</p><p>SOAK 3 (hide armor); VULN -</p><p>STATUS IMMUNITIES -</p><p> </p><p>INITIATIVE 3d6 </p><p>PERCEPTION 3d6 ; dark sight </p><p>SPEED 10; CLIMB+ 5; JUMP 27'/27' </p><p>CARRY 540lb (max lift 150lb) </p><p></p><p>ACTIONS 2 </p><p>NATURAL DAMAGE 1d6+2 </p><p>REACH 5' </p><p></p><p>Great-Ax 5d6 (3d6+5 slashing damage) </p><p></p><p>Skills dagger 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 4 (2d6), dodging 4 (2d6), brawling 2 (1d6)</p><p>Gear Glass Dagger, leather vests </p><p>Hardy </p><p></p><p>Deadly Strike: Drop 1 attack die to gain 1 damage die</p><p></p><p>Deep Cut: Sacrifice an action, if your target is damages by your ax attack, move them one step along the wounded track</p><p></p><p></p><p></p><p> -1</p><p> -2</p><p> -3</p><p> -4</p><p></p><p>Wounded</p><p>Normal</p><p>Bloodied: Visibly injured</p><p>Wounded;</p><p>Take 1 damage if you take 2 actions in a turn</p><p>Bleeding: Take 1 damage at the start of your turn</p><p>Hemorrhage: Take 1D6 damage at the start of your turn</p><p>Shake it off; END</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6873058, member: 20805"] Don't pay any mind my formatting here.. a couple 'quick conversions' using the guidelines.. Living Darkness {Eberron setting} *edit: capped defenses at MDP * 4 [sblock] Living Darkness Large sentient Spirit (Living Spell) (6d6) STR 9 (3d6) AGI 16 (5d6) END 9 (3d6) INT 9 (3d6) LOG 2 (1d6) WIL 9 (3d6) CHA 5 (2d6) LUC 0 (0d6) REP 0 (0d6) HEALTH 29 MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 12 Living Spells are immune to physical weapons unless they have been imbued with Evoke enhancements. SOAK 0; VULN: 10 Evoke Light STATUS IMMUNITIES - Poison, Bleeding, Intoxication, Mobility INITIATIVE 3d6 PERCEPTION 3d6 Superior darksight, lifesense 45' (9 squares) SPEED Fly+ 18 (Hover); CARRY 324lb ACTIONS 2 NATURAL DAMAGE 2d6+3 REACH 5' Slam 6d6 (2d6+5 Radiation damage) Engulf Skills Stealth 10 (5d6), Slam 6(3d6), Dodge 3(2d6) Gear None Engulf (costs 2d6). The creature grabs its target medium or smaller target and draws it into its space. It can only engulf one Medium target or two Small targets or equivalent, at a time. The Living Darkness deals its Slam damage to any engulfed targets as a free action at the start of its round. The Darkeness' movement is halved and it can chose to eject an engulfed creature as a move action. The engulfed target is blinded and cannot leave the attacking creature's square or use weapons larger than size small. To escape, it takes a STR or AGI attack action versus the Engulf roll to escape. Amorphous. The creature is morphic and possesses no vital organs. It is immune to exploits such as Deadly Strike or Achilles Heel which require striking precise locations. It can pass through any barrier as long as there is a crack or fissure. Aura. The creature has an aura (10', 2D6 Radiation). All-round sight. The creature is not affected by crossfire or flanking. ================= Living Spells. Spirits have the following qualities. Living Spells tend to be incorporeal. This makes them immune to physical weapons unless they do Evoke-enhanced damage; they can pass through physical barriers Living Spells are un-killable; reducing them to 0 HEALTH simply disperses them for one day. To be destroyed a Living Spell must be Dispelled. Special: Dispel Magic against a Living Spell deals 1D6 damage per MP spent beyond the range/area of affect. If this damage reduces the Living Spell below zero Health, it is permanently dispelled. Living Spells tend to have an aura. Living Spells natural damage is based on their base spell. Living Spells can freely fly, although many are locked into old habits and do not. Living Spells have superior darksight and lifesense to a distance of 5' per point of INT. Living Spells are usually immune to the Bleeding, Intoxication, Mobility, and Poison status tracks. [/sblock] Dolgim Warrior [sblock] Dolgrim Warriors Small sentient Humanoid (4d6) An amalgamation of two goblins, the Dolgim stand on two legs, has 4 arms and two heads. STR 15 (5d6) AGI 11 (4d6) END 9 (3d6) INT 9 (3d6) LOG 4 (2d6) WIL 9 (3d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6) HEALTH 14 MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 12 SOAK 4 (leather vest); VULN - 5 Physic STATUS IMMUNITIES - INITIATIVE 3d6 PERCEPTION 3d6 low-light vision SPEED 8; CLIMB+ 4; JUMP 13'/9' CARRY 264lb ACTIONS 2 NATURAL DAMAGE 1d6+2 REACH 5' Club 5d6 (2d6+5 blunt damage) Crossbow: 4d6 (1d6+2 piercing damage) Skills club 4 (2d6), crossbow 4(2d6), armor 2 (2d6) Gear two clubs, one crossbow, 20 bolts, tattered leather armor Aim: Spend an action to gain +1d6 on next ranged attack Trip: For 2d6, the target is knocked prone. If you are one size smaller than your target, you may use this exploit for only 1d6. Dual Creature: The Dolgaunt rolls two initiative checks and takes a full set of actions on each turn. Pack attack. Cultists work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more cultists are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn. DOLGRIM LORE First formed by the merging of two goblins into a single body, the dolgrims are twisted, wretched creatures spawned by the daelkyr. They wear armor of ragged leather, beneath which their skin is covered in a variety of repulsive, corpse-white tattoos. A dolgrim’s stunted body boasts four arms and a pair of twisted mouths that gibber and slather at the front of its headless torso. On occasion, a dolgrim’s mouths carry on demented conversations and arguments with one another. Despite this, however, dolgrims possess only a single sadistic and bloodthirsty personality. A character knows the following information with a successful skill check. Dungeoneering DC 20: The daelkyr first created the repulsive dolgrims by combining two tortured goblins into a single body. The two brains of the dolgrim allow it to act with astonishing speed and to resist charm effects, though its shattered consciousness leaves it vulnerable to psychic damage. [/sblock] Dolgaunt Acolyte [sblock] Daulgaunt Acolyte (blind) Once an orc, this Delkyr twisted creature is full of hate and madness STR 9 (3d6) AGI 9 (3d6) END 10 (4d6) INT 9 (3d6) LOG 9 (3d6) WIL 9 (3d6) CHA 16 (5d6) LUC 0 (0d6) REP 0 (0d6) HEALTH 24 MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 17 SOAK 0 ; VULN - STATUS IMMUNITIES - Gaze INITIATIVE 3d6 PERCEPTION 3d6 ; blindsight 20 SPEED 6; CLIMB+ 3; JUMP 16'/8' CARRY 266 ACTIONS 2 NATURAL DAMAGE 1d6+2 REACH 5' Leaching Tentacle Melee: 3d6 (1d6+5, the Acolyte gains 5 Health) Reach 2 Warp Flesh: 5d6 Ranged (1d6+6 and the target moves one step on the Mobility track Maddening Whispers (recharge 4): Evoke Madness, close blast 5, targets non-cultist creatures. 5d6 vs MENTAL 1d6+4 and the target moves one step on the Cognizance Track Skills Acrobatics 2 (1d6) Athletics 2(1d6) -1 -2 -3 -4 Cognizance Track (INT) Normal Dazed. The target becomes slightly disoriented. No additional effect.. Disoriented. The target stumbles 5’ in a randomly determined direction. Addled. The target can take only one action per round. Stunned. The target can take no actions. Shake it off; WIL Mobility (AGI) Normal Hindered: The target suffers a -2 SPEED penalty. Slow: The target moves at half SPEED. Immobilized: The target cannot voluntarily leave its current location, but can otherwise act normally. Paralyzed: The target cannot take any physical action.. Shake it off; END [/sblock] Cultist Warden [sblock] Cult Warden Medium sentient Humanoid {orc, human, or half-orc) (5d6) Carries holy symbol STR 16 (5d6) AGI 9 (3d6) END 11 (4d6) INT 4 (2d6) LOG 10 (4d6) WIL 10 (4d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6) HEALTH 49 MELEE DEFENSE 20; RANGED DEFENSE 18; MENTAL DEFENSE 11 SOAK 3 (hide armor); VULN - STATUS IMMUNITIES - INITIATIVE 3d6 PERCEPTION 3d6 ; dark sight SPEED 10; CLIMB+ 5; JUMP 27'/27' CARRY 540lb (max lift 150lb) ACTIONS 2 NATURAL DAMAGE 1d6+2 REACH 5' Great-Ax 5d6 (3d6+5 slashing damage) Skills dagger 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 4 (2d6), dodging 4 (2d6), brawling 2 (1d6) Gear Glass Dagger, leather vests Hardy Deadly Strike: Drop 1 attack die to gain 1 damage die Deep Cut: Sacrifice an action, if your target is damages by your ax attack, move them one step along the wounded track -1 -2 -3 -4 Wounded Normal Bloodied: Visibly injured Wounded; Take 1 damage if you take 2 actions in a turn Bleeding: Take 1 damage at the start of your turn Hemorrhage: Take 1D6 damage at the start of your turn Shake it off; END [/sblock] [/QUOTE]
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