Good way to convert monster from Pathfinder to 5ed?


4th Edition


Hi guys.

I play in Golarion, and use a lot of books from the campaign setting. And I love the monsters, but I'm tired to always have to create news monsters to emulate the ones from Pathfinder.

Is there a good way to convert monsters and PNJ relatively quickly?

Thanks

Liberty's Edge

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There is indeed!

CONVERTER

You copy the text from any Pathfinder monster from the System Reference Document and it spits out a pretty good conversion instantly.

Some special abilities or spellcasting may need to be added depending on how weird but it gets you off to a very good start.

Sovereign Court

Neat!


Thank you! It'll be usefull!


1 person marked this as a favorite.
DM Jeff wrote:

There is indeed!

CONVERTER

You copy the text from any Pathfinder monster from the System Reference Document and it spits out a pretty good conversion instantly.

Some special abilities or spellcasting may need to be added depending on how weird but it gets you off to a very good start.

Sorcery!

This is awesome, it doesn't convert spellcasting abilities or just nonstandard special abilities. (I tried it with a blightspawn and there are no spells and the stagnation aura is missing) but it does an admirable job at doing the heavy lifting. I just need to add these abilities back on after converting them myself.

President, Jon Brazer Enterprises

Pretty cool. Personally, I prefer to just make a "new" monster that has the exact same flavor (or is inspired by) as the old monster.


On a related note: Are there guidelines or rules anywhere on how to turn existing (5e) monsters into zombies or skeletons or other undead?

President, Jon Brazer Enterprises

Hmmm, Not in the monster manual. Note to self for future reference.

RPG Superstar 2012 Top 32

Skeleton: +2 Dex, Resistance to slashing & piercing.

Zombie: +2 Str, +2 Con, -2 Dex, Resistance to bludgeoning & piercing.

Sovereign Court

Are those official rules, or house-rules? Cool either way.


Official Rules (DMG 282)

Skeleton: +2 Dex, -4 Int, -4 Cha; Vulnerable to bludgeoning damage; immune to poison damage and exhaustion; can't be poisoned; darkvision 60 ft.; can't speak but understands the languages it knew in life

Zombie: +1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha; Undead Fortitude; immune to poison damage; can't be poisoned; darkvision 60 ft.; can't speak but understands the languages it knew in life

Sovereign Court

I can't believe I missed those. Thanks.

RPG Superstar 2012 Top 32

I just spitballed. Looks like Dustin Ashe did his due diligence. :-D

Liberty's Edge

DM Jeff wrote:

There is indeed!

CONVERTER

You copy the text from any Pathfinder monster from the System Reference Document and it spits out a pretty good conversion instantly.

Some special abilities or spellcasting may need to be added depending on how weird but it gets you off to a very good start.

Excellent. Are you the developer? Any idea when more special abilities will be added? This is an extremely useful tool.


Dustin Ashe wrote:

Official Rules (DMG 282)

Skeleton: +2 Dex, -4 Int, -4 Cha; Vulnerable to bludgeoning damage; immune to poison damage and exhaustion; can't be poisoned; darkvision 60 ft.; can't speak but understands the languages it knew in life

Zombie: +1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha; Undead Fortitude; immune to poison damage; can't be poisoned; darkvision 60 ft.; can't speak but understands the languages it knew in life

Ah thanks for the pointer, I missed that. I think that is mostly for making basic zombie or skeletons with classes. But looking at how zombie ogres and beholders compare to their life versions so for creating monsters with these I would say apply all the special abilities, weaknesses, resistances and immunities but instead of the changes to abilities i would apply this

Zombies: Unless they are already lower Int becomes 3, Cha becomes 5 and Wis becomes 6. If the creatures wis is higher than 13 it instead becoems 8. Con increases by +2 unless it is already 16 or higher. Str increases by +1 unless none of the creature's attacks use it.

Skeletons: Unless already lower, Int becomes 6, Wis becomes 8 and Cha becomes 5. Dex increases by +2 unless none of the creature's attacks use it. Natural armor, if any, decreases by 2 to a minimum of 10 + dexterity.

Both: The creature loses any abilities not based on its physical form, unless it primarily relies on using these in this case it should lose about half of them, and use them at random. (based on the fact that beholder zombies have only 4 eye beams and minotaurs can't use their recall and reckless attack)

CR should be adjusted according to the table on DMG page 274

Liberty's Edge

marv wrote:
Excellent. Are you the developer? Any idea when more special abilities will be added? This is an extremely useful tool.

I'm not the developer but in the weeks I've used it I noticed how it get little updates, recognizing more abilities and translating things better, so it still gets TLC from whoever did!

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