| Chris Lambertz Community & Digital Content Director |
Removed some posts.
Please refer to our Community Use Policy for projects like this. Posting whole blocks of text from our books is not OK here.
DM_aka_Dudemeister
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| 1 person marked this as a favorite. |
Sorry Chris. That was a dumb move on my part and I should know better.
The stat blocks were in violation as well?
There shouldn't be any drama with posting 5e statblocks for monsters and traps, with page references. Just don't copy text whole cloth from the book and you'll be right.
William Bryan
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| 1 person marked this as a favorite. |
(NOTE: None of these monsters/NPCs have a CR. You'll have to do the math on this one)
Eurypterid (Small Beast, unaligned)
AC 11
hp 4 (1d6)
OFFENSE
Speed 20 ft., Swim 20 ft
Melee claws. +2 to hit, reach 5 ft., one
target. (1d4) piercing damage, and
sting. +2 to hit, reach 5 ft., one
target. 1 piercing damage plus poison.
Special Attacks
Poison. If a foe is stung, they must make a
CON save DC 8 or be poisoned.
STATISTICS
Str 2 Dex 11 Con 10 Int 1 Wis 8 Cha 2
Captain Averet Kinkarian
AC 11
hp 35 (8d8)
Damage Immunities cold, necrotic, poison, all damage taken
by the holder of his locket
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from non magical weapons
Vulnerabilities Sea-bound
OFFENSE
Speed Fly 40 ft
Melee Withering Touch: +4 to hit, reach 5 ft.,
one target. Hit: (2d6 + 1) necrotic damage.
Special Attacks
Horrifying Visage. Each non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 x 10 years. A frightened
target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success.
If a target's saving throw is successful or the effect ends for it,
the target is immune to this ghost's Horrifying Visage for the
next 24 hours. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it occurring.
STATISTICS
Str 7 Dex 13 Con 10 Int 10 Wis 12 Cha 17
Skills Intimidate +5
Languages Polyglot
SPECIAL ABILITIES
Ethereal Sight. The ghost can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other
creatures and objects as if they were difficult terrain. It takes
1d10 force damage if it ends its turn in side an object.
Yellow Musk Creeper (altered shambling mound)
Senses Blindvision 60 ft, (blind beyond this radius) passive perception 10
AC 14 (natural)
hp 65 (8d8+24)
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Damage Resistance cold, fire
OFFENSE
Speed 10 ft
Melee Tendril. +4 to hit, reach 5 ft., one target.
Hit: (2d6 + 2) piercing damage.
Special Attacks
Pollen Spray As an action, a yellow musk
creeper can spray a cloud of pollen in a 10 ft burst.
Anyone in the cloud must then succeed on a DC
13 WIS save or gain the incapacitated condition.
In addition to the incapacitated condition, the affected
must move at its normal speed into a space within
the yellow musk creeper’s reach. Anyone affected may
make a new save and the end of every round.
Multiattack. The shambling mound makes one tendril
attack and, if at least one foe has been affected by the
pollen spray, can begin the boring process.
STATISTICS
Str 15 Dex 10 Con 16 Int 3 Wis 10 Cha 5
Skills stealth +2 (advantage)
SPECIAL ABILITIES
Lightning Absorption. Whenever the shambling mound is
subjected to lightning damage, it takes no damage and regains
a number of hit points equal to the lightning damage dealt.
Create Yellow Musk Zombie As an initiated action, a
yellow musk creeper can bore dozens of tendrils into
the brain of a helpless creature within reach (this process
takes 1d4 rounds to complete), such as a
creature entranced by its pollen. This attack inflicts
4 points of damage per round. When a
creature is reduced to 0 hp, every round of damage thereafter
checks off a death save box. After that the creature dies and
the tendrils break off inside its brain. One hour later, the
creature animates as a yellow musk zombie.
Yellow Musk Zombies (same as regular zombies except plants instead of undead)
Lacedons (Ghouls with a 30 ft swim speed)
Pezock (male tengu, rogue 3, CN)
AC 13
hp 27 (4d8+4)
Saves DEX +5, INT +2
OFFENSE
Speed 30 ft
Melee Sawtooth Saber: +5 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) slashing damage (disarm on a crit), OR
Beak: +5 to hit, reach 5 ft., one
target. Hit: (1d4 + 3) piercing damage, OR
Crab Claw: +0 to hit, reach 5 ft., one target. Hit: (2d8) piercing damage.
Special Attacks
Ambusher. The tengu has advantage on attack rolls against any
creature it has surprised.
Sneak Attack. Add +2d6 to damage against anyone surprised.
Spells Known
STATISTICS
Str 10 Dex 16 Con 12 Int 12 Wis 12 Cha 8
Skills acrobatics +5, athletics +2, deception +3, perception +3,
sleight of hand +5, stealth +7
Languages Polyglot, Tengu
Combat Gear sawtooth saber (with a successul crit, you may disarm your opponent rather than do the extra die of damage),
SPECIAL ABILITIES
Mimicry. The tengu can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they
are imitations with a successful DC 14 Wisdom (Insight) check.
Veggie Pygmies (basing them off of twig blights)
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 9
AC 13
hp 4 (1d6+1)
Damage Immunities lightning
Condition Immunities blinded, deafened
Damage Resistance nonmagical bludgeoning weapons,
OFFENSE
Speed 20 ft
Melee Claws: +3 to hit, reach 5 ft. , one target.
Hit: (1d4 + 1) piercing damage.
Special Attacks
STATISTICS
Str 6 Dex 13 Con 12 Int 4 Wis 8 Cha 3
Skills stealth +3
SPECIAL ABILITIES
False Appearance. While the blight remains motionless, it is
indistinguishable from dead plant matter.
Veggie Pygmy Boss (ftr 2)
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 9
AC 14
hp 30 (6d6+6)
Saves STR +3, CON +3
Damage Immunities lightning
Condition Immunities blinded, deafened
Damage Resistance nonmagical bludgeoning weapons,
OFFENSE
Speed 30 ft
Melee Spear(two handed): +3 to hit, reach 5 ft. , one target.
Hit: (1d8 + 1 [reroll 1s and 2s]) piercing damage.
Special Attacks
Multiattack. The veggiepygmy makes two attacks with its spear.
STATISTICS
Str 13 Dex 13 Con 12 Int 5 Wis 8 Cha 5
Skills intimidation -1, stealth +3
SPECIAL ABILITIES
False Appearance. While the blight remains motionless, it is
indistinguishable from dead plant matter.
Fiendish Violet Fungus “the fungus god”
Senses blindsight 30 ft (blinded beyond this radius),
passive perception 6
AC 9 (natural plus Dex)
hp 110 (15d8+15)
Condition Immunities blinded, deafened, frightened
Damage Resistance acid, cold, poison
OFFENSE
Speed 5 ft
Melee Rotting Touch. +2 (advantage) to hit, reach 10 ft., one
creature. 1d8 poison damage.
Special Attacks
Multiattack. The fungus makes 4 Rotting Touch attacks.
Entangle Attack. The fungus can make its attacks through
the entangle spell with Disadvanage.
Spells Known
Entangle 1/rest
STATISTICS
Str 3 Dex 4 Con 12 Int 1 Wis 3 Cha 1
Thrunefang Cannibal
Senses passive perception 10
AC 12 (DEX plus CON)
hp 11 (2d8+2)
Saves CON +3
OFFENSE
Speed 40 ft
Melee Scimitar: +3 to hit, reach 5 ft ., one target.
Hit: (1d8 + 1) piercing damage. On a crit, the scimitar
breaks.
or bone dagger: +3 to hit,
reach 5 ft, one target. Hit: (1d4+1) piercing damage.
Crit. Bite attack +3 to hit. (1d4+1)
Ranged Javelin: +3 to hit, range 20/60, one target.
Hit: (1d6 + 1) piercing damage.
Special Attacks
Bite Attack Any TF cannibal who successfully rolls a crit
gets an immediate bite attack.
Fueled by Hunger Attack. When you make your first
attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on
melee weapon attack rolls using Strength during this
turn, but attack rolls against you have advantage until
your next turn.
Pack Tactics. The TF cannibal has advantage on an attack roll
against a creature if at least one of the cannibals is within 5 feet
of the creature and the ally isn’t incapacitated.
STATISTICS
Str 13 Dex 12 Con 12 Int 8 Wis 11 Cha 8
Skills athletics +3, perception +0, survival +2
Languages polyglot
Combat Gear standard equipment
Malikadna “the witch” (Warlock 5)
Senses passive perception 10
AC 12 (DEX plus mage armor)
hp 53 (10d6+10)
Saves CON +3, WIS +6, CHA +7
OFFENSE
Speed 25 ft
Melee Quarterstaff: +0 to hit, reach 5 ft ., one target.
Hit: (1d6) bludgeoning damage.
Special Attacks
Spells Known DC 15, to hit +7, 2 slots (spells cast as 3rd level)
cast mage armor and speak with animals at will
3rd—counterspell, hunger of Hadar
2nd—crown of madness, hold person, misty step, suggestion
Cantrips—chill touch, friends, mage hand
Ritual—find familiar
Invocations armor of shadows, beast speech, curse of mother
Thrunefang
STATISTICS
Str 5 Dex 9 Con 11 Int 12 Wis 16 Cha 18
Skills arcana +4, history +4, religion +4
Feats Resilient
Languages polyglot
Combat Gear wand of soul drain (4 charges, as a bonus action a
targeted foe takes 1d4 necrotic damage. The wielder of the wand
gains these as temporary HPs. If the wand reaches 0 charges, it
cannot be used except to recharge it which uses the same process
used for doing damage to another. The wand gains 1d4-1 charges.
If the wand gains 0 charges, it ceases to be magical.
a
The Curse of Mother Thrunefang. When a foe is targeted by hunger
of Hadar and fails the DC by 5 or more, said target is cursed.
If/When they die, they come back as a lacedon of the same class
and level.
Klorak “the Red”
AC 14 (Dex plus Con)
hp 67 (9d8+27)
Saves CON +5, STR has advantage when raging
Damage Resistance when raging…bludgeoning, piercing, and slashing weapons
OFFENSE
Speed 40 ft
Melee Scimitar. +5 to hit, reach 5 ft., one target. Hit: 1d8+3[+5]
slashing damage.
Crit. Bite attack +3 to hit. (1d4+3)
Ranged javelin. +5 to hit, range 30/120 ft., one target. Hit: 1d6+3[+5]
piercing damage.
Special Attacks
Bite Attack Any TF cannibal who successfully rolls a crit
gets an immediate bite attack.
Fueled by Hunger Attack. When you make your first
attack on your turn, you can decide to attack recklessly.
Doing so gives you Advantage on melee weapon attack rolls using
Strength during this turn, but attack rolls against you have A
until your next turn.
Rage. bonus action.
Reckless. At the start of Klorak’s turn, he can gain Advantage on all
melee weapon attack rolls during that turn, but attack rolls
against him have Advantage until the start of his next turn.
STATISTICS
Str 16 Dex 12 Con 17 Int 9 Wis 11 Cha 9
Skills athletics +5, intimidate +1, perception +2, survival +2
Languages polyglot
Festrog (variant ghoul)
take away the ghoul paralysis and add….
Diseased Pustules (Su) A creature that damages a festrog
with a slashing or piercing natural weapon, light weapon,
or one-handed weapon is sprayed with foul, diseased pus
from the creature’s boils. The target must make a CON save
(DEX save if a player requests it)DC 12 or be poisoned for the
rest of the encounter.
Anyone who becomes sickened from this effect is
also exposed to sewer plague (DC 11 CON save).
Feed (Su) When a festrog inflicts bite damage on a living
creature, the festrog feeds on the flesh and gains up to 5
temporary hit points.
Four-Footed Run (Ex) If a festrog doesn’t hold or carry
anything in its hands, it can run on all fours. They can use a
bonus action to Dash.
Mother Thrunefang (ghast cleric 5)
Senses Darkvision 60 ft, passive perception 12
AC 13
hp 70 (14d8) stabilizes immediately
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Damage Resistance necrotic
OFFENSE
Speed 30 ft, Swim 40 ft.
Melee Bite. +5 to hit, reach 5 ft., one creature.
(2d8 + 3) piercing damage.
Claws. +5 to hit, reach 5 ft., one target.
(2d6 + 3) slashing damage. If the target is a creature
other than an undead, it must succeed on a DC 10 CON
save or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Spells Known
2-3rd—Dispel Magic, Glyph of Warding
3-2nd—Augury, Darkness, Spiritual Weapon
4-1st—Cure Wounds, Protection from Good, Shield of Faith
Cantrips—Guidance, Resistance, Sacred Flame (necrotic),
Spare the Dying
STATISTICS
Str 16 Dex 17 Con 10 Int 14 Wis 10 Cha 16
Skills religion +4, perception +2
Languages Abyssal, Infernal, Polyglot
Combat Gear Ring of Swimming, Periapt of Wound
Closure (cursed)
SPECIAL ABILITIES
Stench. Any creature that starts its turn within 5 feet of the
ghast must succeed on a DC 10 Constitution saving throw or
be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the ghast's Stench
for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet
of it have advantage on saving throws against effects that
turn undead.
The Red Mountain Devil (Medium Monstrosity, CE)
Senses darkvision 60 feet, passive perception 14
AC 13
hp 150 (16d8+52)
Damage Resistance nonmagical bludgeoning, slashing, and
piercing weapons (from Chupar)
OFFENSE
Speed 30 feet, fly 60 feet
Melee Bite. +6 to hit, reach 5 ft., one target.
(2d8+3) piercing damage, and
Claw. +6 to hit, reach 5 ft., one target.
(2d6+3) slashing damage.
Special Attacks
Multiattack. The chupacabra makes one bite attack and two claw
attacks.
Pounce. If the chupacabra flys at least 15 feet straight
toward a creature and then hits it with a both claw attacks on
the same turn, that target must succeed on a DC 17 Strength
saving throw or be restrained. If the target is restrained, the
chupacabra may continue its movement with the target.
Chupar. A chupacabra can suck blood from a living victim it has
restrained as an action (requiring an attack with Advantage). If it does so,
it drains blood causing 4d8+3 damage. The target also takes that
much damage to its maximum HPs. The chupacabra then gains
resistance to nonmagical bludgeoning, slashing, and piercing weapons.
STATISTICS
Str 16 Dex 15 Con 18 Int 3 Wis 12 Cha 8
Skills perception +4, stealth +5
Languages Aklo (cannot speak)
Lair Treasure 246 sp, 234 gp, 13 pp, a mithril hook designed to be worn on an arm stump (worth 1000 gp), a fine brass sextant (worth 500 gp), +1 shield decorated with skull & crossbones, quiver of ehlonna filled with 20 arrows, 14 +1 arrows, 4 +2 arrows, an aberration slaying arrow, a javelin of lightning, and a composite longbow (reroll a “1”. If it’s a “1” again, keep it)
Soulbound Dolls
Senses Darkvision 60 feet, passive perception 10
AC 13
hp 58 (9d4+32)
Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing weapons from all nonmagical weapons that aren’t
adamantine
Condition Immunities exhaustion, frightened,
paralyzed, petrified, poisoned
Vulnerabilities Disadvantage on all mind-affecting effects
OFFENSE
Speed Fly (hover) 20 feet
Melee Dagger. +5 to hit, reach 5 ft., one target.
(1d4+3) piercing damage plus poison
Special Attacks
Poison. If stabbed, the foe must make a
CON save DC 14 or be poisoned.
Spells Known
inflict wounds (bonus action) 1/day
STATISTICS
Str 3 Dex 16 Con 18 Int 11 Wis 10 Cha 11
Languages Aklo
Gear ruby gem worth 2,000 gp
Yarzoth (Serpentfolk Cleric 5)
Senses Darkvision 60ft., passive perception
AC 15
hp 86 (13d8+26)
Saves WIS +7, CHA+5, Magic (Advantage)
Damage Immunities poison
Condition Immunities poisoned
OFFENSE
Speed 30 ft
Melee Bite. +5 to hit, reach 5 ft., one target.
(1d6+3) piercing damage and STR damage
Ranged spells +7
Special Attacks
Multiattack. The serpenttfolk makes two melee attacks.
Poison Bite. The victim of a bite attack must make a CON
save (DC 13) or loose one STR point until they complete
long rest.
Innate Spellcasting
At Will: animal (snake) friendship
1/long rest: dominate person
Spells Known DC 15, +7 9 spells
(2)3rd—nondetection, speak with dead, animate dead,
protection from energy
(3)2nd—augury, suggestion, find traps, hold person, spiritual
weapon
(4)1st—command, identify, detect magic, purify food & drink,
cure wounds, inflict wounds
Cantrips—friends, guidance, resistance, sacred flame
Domain knowledge
STATISTICS
Str 15 Dex 16 Con 15 Int 14 Wis 18 Cha 14
Skills acrobatics +6 (has advantage from 'Knowledge of the Ages' ability), arcana +5, deception +5, history +7, perception +7, religion +7, stealth +6
Languages aklo, azlanti, lizardfolk, draconic, halfling,
polyglot, varisian, telepathy 30 ft
Combat Gear potion of water breathing, SCROLLS: augury(2),
comprehend languages, cure wounds(4), find traps, lesser restoration(3),
ring of mind shielding, waterproof scroll tube (holds up to 20 scrolls,
worth 250gp), 18pp
SPECIAL ABILITIES
Magic Resistance. The serpentfolk has Advantage on saves vs spells
and other magical effects.
Azlanti Mind Magic. The ancient lizard folk perfected dominating
others’ wills and continue to have limited controling powers in this
realm despite their fall from grace. Dominate Person’s duration
lasts for 24 hours.
| Dirtfox |
Wanted to say I'm doing what you're doing - DMing Pathfinder content with players who like 5e. So this helped me! Thank you for sharing your work.
Have you done other conversions? What were some of the ways you chose to find an alternate effect for all the stat damage and drain since that's a common attack in Pathfinder that doesn't exist in 5e?