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#thirdtofifth construct
thirdtofifth · 3 months
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Mud Golem Large construct, unaligned Armor Class 13 (natural armor) Hit Points 157 (15d10 + 75) Speed 25 ft., swim 25 ft. Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Condition Immunities charmed, exhaustion Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 11 (7200 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem uses Spew Mud if it is able to. It then makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) bludgeoning damage and the target is grappled (escape DC 18). Spew Mud (Recharge 6). The golem sprays mud in a 30-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Engulf. One creature the golem is grappling must succeed on a DC 18 Strength saving throw or be engulfed by the golem. An engulfed creature moves into the golem's space. While engulfed, the creature can't breathe, is restrained, and takes 27 (6d8) bludgeoning damage at the start of each of the golem's turns. When the golem moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the golem.
The mud golem is a groaning, sloshing construct often used by wizards living near waterways or in swamps. They stand around 10 feet tall, with sunken eye sockets lit by a dim red glow.
Originally from the Monster Manual III.
If you would like to download a collection of all of the monsters from this blog, you can find a Google Drive with all of them here: https://drive.google.com/drive/folders/1sj8tvOSSRnO5W0103GOcDjhwiQ-XXZmc
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thirdtofifth · 10 months
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Quarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 189 (18d8 + 108) Speed 50 ft. Str 20, Dex 13, Con 23, Int 14, Wis 17, Cha 20 Saving Throws Dex +7, Int +8, Wis +9 Skills Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 19 Languages all Challenge 17 (18000 XP) Magic Resistance. The quarut has advantage on saving throws against spells and other magical effects. Rapid Reconstruction. At the beginning of each of the quarut's turns, if it has at least 1 hit point, it regains 15 hit points. Immutable Form. The quarut is immune to any spell or effect that would alter its form. Innate Spellcasting. The quarut's spellcasting ability is Charisma (spell save DC 19). The quarut can innately cast the following spells, requiring no material components: At will: dimension door, dispel magic, dominate person, haste, hold monster, locate creature 1/day each: forcecage, teleport, time stop Actions Multiattack. The quarut makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 31 (7d8) force damage.
Quaruts are inevitables tasked with preserving the integrity of time and space. They usually target wizards who make excessive use of time stop and wish spells; however, the quaruts have no qualms about using such spells themselves. Their bodies are covered in finely-etched plates, beneath which are various intricate mechanical time pieces. Their head contains an hourglass whose glowing sands constantly flow upward for some inexplicable reason. Quaruts mercilessly hunt down spellcasters who flagrantly violate the laws of time and space, always working alone to bring down their quarry.
Originally from the Fiend Folio.
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thirdtofifth · 1 year
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Hellfire Golem Large construct, lawful evil Armor Class 20 (natural armor) Hit Points 241 (21d10 + 126) Speed 40 ft. Str 25, Dex 14, Con 22, Int 12, Wis 13, Cha 14 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Damage Resistances acid, cold Senses darkvision 60 ft. passive Perception 11 Languages Infernal Challenge 17 (18000 XP) Body Of Flame. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Illumination. The golem sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Water Susceptibility. For ever 5 feet the golem moves in water, or for ever gallon of water splashed on it, it takes 1 cold damage. Innate Spellcasting. The hellfire golem's spellcasting ability is Charisma (spell save DC 16). The hellfire golem can innately cast the following spells, requiring no material components: At will: burning hands, fireball, produce flame 3/day each: flame strike Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 16 (3d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Fire damage dealt by this attack, or from being on fire from it, ignores resistance to fire damage.
These massive golems resemble a walking funeral pyre, though one that burns hotter than any in the mortal world. They are created by devils with a pyromaniacal bent, and in fact can only be successfully created in the Nine Hells, with special clay found only there. They are not mindless, but are unsubtle either, preferring to burn their foes to death as directly as possible, blasting them with fireball and flame strike spells while closing in to melee. 
Originally from the Fiend Folio
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thirdtofifth · 1 year
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Kolyarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 161 (19d8 + 76) Speed 30 ft. Str 17, Dex 15, Con 19, Int 10, Wis 17, Cha 16 Saving Throws Dex +6, Int +4, Wis +7 Skills Perception +7, Insight +7, Investigation +4 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 17 Languages all Challenge 12 (8400 XP) Brute. A melee weapon deals one extra die of its damage when the kolyarut hits with it (included in the attack). Discern Lies. The kolyarut knows if it hears a lie. Immutable Form. The kolyarut is immune to any spell or effect that would alter its form. Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects. Magic Weapons. The kolyarut's weapons are magical. Innate Spellcasting. The kolyarut's spellcasting ability is Charisma (spell save DC 15). The kolyarut can innately cast the following spells, requiring no material components: At will: disguise self, fear, invisibility, locate creature, suggestion 1/day each: geas, hold monster Actions Multiattack. The kolyarut makes three melee attacks or two ranged attacks. It can only make one Vampiric Touch attack per turn. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage or 14 (2d10+3) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 24 (7d6) necrotic damage. The kolyarut regains hit points equal to half the amount of necrotic damage dealt. Enervation Ray. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 36 (8d8) necrotic damage and the target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Kolyaruts are among the inevitables, dispassionate but relentless enforcers of particular universal laws. Kolyaruts, in particular, hunt for those who break bargains or oaths. They are cautious in this pursuit, learning as much of their quarry as they can before setting out. They are more than willing to use their powers to disguise themselves to better close in on their prey. They are formal, polite, and quite talkative, but will not hesitate to use violence to subdue and punish their quarry.
Originally from the Monster Manual I.
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thirdtofifth · 1 year
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Demonflesh Golem Huge construct, chaotic evil Armor Class 17 (natural armor) Hit Points 237 (19d12 + 114) Speed 50 ft., fly 100 ft. Str 24, Dex 8, Con 22, Int 8, Wis 12, Cha 13 Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Damage Resistances acid, cold, fire Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft. passive Perception 11 Languages Abyssal Challenge 18 (20000 XP) Fear Gaze. If a creature starts its turn within 30 feet of the golem and the two of them can see each other, the golem can force the creature to make a DC 18 Wisdom saving throw if the golem isn't incapacitated. On a failed save, the creature is frightened of the golem for 1 minute. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If it looks at the golem in the meantime, it must immediately make the save. A frightened creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes three attacks: one with its slam, one with its claws, and one with its tail lash. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 10 (3d6) necrotic damage. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) slashing damage plus 10 (3d6) necrotic damage. Tail Lash. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked 10 feet away from the golem and fall prone.
Similar to a flesh golem, but grafted together from the body parts of many different demons, the demonflesh golem is the pinnacle of demon graft techniques. Its eyes are mismatched, its legs of different lengths, a hulking mass of stitched together Abyssal muscle and sinew. They can only be created in the Abyss, but they can be brought to the Material Plane by a variety of methods. 
Originally from the Fiend Folio.
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thirdtofifth · 2 years
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Slaughterstone Behemoth Huge construct, unaligned Armor Class 20 (natural armor) Hit Points 187 (22d12 + 44) Speed 25 ft. Str 28, Dex 11, Con 15, Int 2, Wis 10, Cha 1 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Damage Resistances acid, cold, fire, lightning Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 15 (13000 XP) Siege Monster. The slaughterstone behemoth deals double damage to objects and structures. Thunderstep. Whenever the slaughterstone behemoth moves to within 5 feet of a creature for the first time in a turn, that creature must succeed on a DC 19 Strength saving throw or be knocked prone. Trample. The slaughterstone behemoth can move through the space of a prone creature. A creature whose space the slaughterstone behemoth enters for the first time on a turn must make a DC 19 Dexterity saving throw, taking 30 (6d6+9) bludgeoning damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The slaughterstone behemoth makes two slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) bludgeoning damage and the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn.
Carved from a single block of stone, this marvel of dwarven artifice and magic tramples over hordes of enemy soldiers in battle. The size of a squat elephant, it has four legs and four arms, the latter to swat away any soldiers who escape the creature’s slow but relentless stomping. As with its eviscerator cousin, the behemoth has no ranged attacks, and thus requires the support of archers or spellcasters in battle. The behemoth is around 20 feet long, and weighs over 10,000 pounds. 
Originally from the Monster Manual III.
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thirdtofifth · 2 years
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Grisgol Large construct, unaligned Armor Class 20 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft. Str 18, Dex 10, Con 20, Int 4, Wis 11, Cha 11 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 15 (13000 XP) Magic Resistance. The grisgol has advantage on saving throws against spells and other magical effects. Choking Dust. Whenever the grisgol takes 10 or more bludgeoning or slashing damage from an attack, dust and mold explode from its body, dealing 4 (1d8) poison damage to each creature within 10 feet of it. Incite Madness. Any creature who examines the scrolls that compose a grisgol's body must succeed on a DC 17 Wisdom saving throw or be consumed by the need to painstakingly fit the scraps of parchment back together. The creature does this to exclusion of all else, including eating and drinking. The affected creature may attempt a new saving throw at the start of each day, ending the effect on a success. Innate Spellcasting. The grisgol's spellcasting ability is Charisma (spell save DC 13). The grisgol can innately cast the following spells, requiring no material components: At will: detect magic, light 1/day each: blight, chain lightning, feeblemind, hold person, ice storm, meteor swarm, power word stun, scorching ray, shield Actions Multiattack. The grisgol makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage and 22 (5d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
With a body made of broken magic items, and the animating spirit of a lich bound to it. Wisps of smoke slip from its body with every movement, and its red eyes glow under its rusted helmet. It leaves a sooty coating upon everything it touches. The grisgol’s body contains the bound lich’s phylactery; if destroyed, the lich returns to its physical form as it usually would; at which point it usually seeks vengeance on the magic-user who created the grisgol. The grisgol knows how to cast spells, but only in the specific order that its creator specifies, unless said creator is nearby to issue commands. Grisgols are relentless in completing whatever mission they are assigned. A grisgol stands around 8 feet tall and weighs 400 pounds. 
Originally from the Monster Manual III
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thirdtofifth · 2 years
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Shredstorm Large swarm of Tiny constructs, unaligned Armor Class 16 Hit Points 91 (14d10 + 14) Speed 0 ft., fly 60 ft. (hover) Str 6, Dex 22, Con 12, Int 3, Wis 11, Cha 10 Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Damage Resistances bludgeoning, fire, piercing, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft. passive Perception 10 Languages understand the languages of its creator but can't speak Challenge 8 (3900 XP) Adamantine Form. The shredstorm's weapon attacks are magical. Whenever the shredstorm hits an object with a weapon attack, the hit is a critical hit. Swarm. The shredstorm can occupy another creature's space and vice versa, and the shredstorm can move through any opening large enough for a Tiny construct. The shredstorm can't regain hit points or gain temporary hit points. Actions Multiattack. The shredstorm makes one attack against each creature whose space it occupies. Shred. Melee Weapon Attack: +9 to hit, one target in the swarm's space. Hit: 14 (4d6) slashing damage plus 14 (4d6) lightning damage, or 7 (2d6) slashing damage and 7 (2d6) lightning damage if the swarm has half of its hit points or fewer. Lightning Blast (1/Day). Each creature within 30 feet of the shredstorm must make a DC 14 Dexterity saving throw. A creature that fails its save takes 35 (10d6) lightning damage, and has disadvantage on attack rolls until the end of its next turn. A creature that succeeds on its saving throw takes half as much damage, and doesn't have disadvantage on attack rolls.
This swarm of electrified shurikens is a rarely-unleashed weapon capable of tearing through enemy ranks and fortifications like little else. Arrow slits and crenellations provide no protection from the thousands of tearing metal disks. The magic permeating the swarm allows it to be commanded as one entity. It can obey simple commands as a golem can, commands few others can hear over the whistling, rushing sound of the swarming blades as they descend on their foes like a flock of angry birds. 
Originally from the Monster Manual III.  
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thirdtofifth · 2 years
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Glassdust Hulk Large construct, unaligned Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft. Str 22, Dex 11, Con 19, Int 3, Wis 11, Cha 2 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Vulnerabilities thunder Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft. passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 10 (5900 XP) Immutable Form. The glassdust hulk is immune to any spell or effect that would alter its form. Magic Resistance. The glassdust hulk has advantage on saving throws against spells and other magical effects. Magic Weapons. The glassdust hulk's weapon attacks are magical. Actions Multiattack. The glassdust hulk makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 4 (1d8) piercing damage. If the glassdust hulk scores a critical hit, and the target is a creature other than an undead or construct, the target must succeed on a DC 16 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to a bleeding wound. Each time the glassdust hulk hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Shard Storm (Recharge 6). The glassdust hulk conjures a storm of glass shards. When it does, each creature within 30 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) slashing damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. A blinded creature may make a DC 16 Constitution saving throw at the end of each of its turns, ending the effect for itself on a success. Reactions Barbed Backswipe. Whenever a creature within 5 feet of the glassdust hulk misses it with a melee attack, the glassdust hulk can use its reaction to force that creature to succeed on a DC 15 Dexterity saving throw or take 8 (1d4+6) slashing damage.
This construct was created by mages of Esper for reasons unknown. It’s a very effective combatant, but tends to cause quite a bit of collateral damage. They stand around 12 feet tall and weigh around 3 tons. 
Another creature from Magic the Gathering, the Shards of Alara block specifically, the Glassdust Hulk intrigued me as a monster concept, so I decided to break with my typical 3.5 monster conversions to bring you this Magic the Gathering monster, statted up for D&D 5e. Don’t worry, more 3.5 conversions are on the way!
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thirdtofifth · 2 years
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Slaughterstone Eviscerator Large construct, unaligned Armor Class 22 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft. Str 23, Dex 11, Con 14, Int 2, Wis 11, Cha 1 Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine Damage Resistances acid, cold, fire, lightning Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned, stunned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 12 (8400 XP) Adamantine Weapons. The slaughterstone eviscerator's weapon attacks are adamantine. Keen Blades. The slaughterstone eviscerator's attacks score a critical hit on a roll of 19 or 20. Magic Resistance. The slaughterstone eviscerator has advantage on saving throws against spells and other magical effects. Actions Multiattack. The slaughterstone eviscerator makes four attacks with its adamantine blades. Adamantine Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage. Slashing Whirlwind (Recharge 6). Each creature within 10 feet of the slaughterstone eviscerator must make a DC 18 Dexterity saving throw, taking 50 (8d10+6) slashing damage on a failed save, or half as much damage on a successful one.
These terrifying stone dervishes were first created by the dwarves as war machines, but the secret to their creation has escaped their careful guardianship, and spread to others. This construct can tear through an entire battalion of enemy soldiers. The duergar are said to have learned the secret of building slaughterstone eviscerators, and dwarves warn they will use one in a surface raid before long. Slaughterstone eviscerators give off no odor, and make no noise but the occasional creaking of their joints as they move.
Originally from the Monster Manual III.
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thirdtofifth · 3 years
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Dread Guard Medium construct, unaligned Armor Class 17 (half plate, shield) Hit Points 37 (5d8 + 15) Speed 25 ft. Str 17, Dex 11, Con 16, Int 6, Wis 13, Cha 2 Damage Immunities poison, psychic Damage Resistances cold, fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. passive Perception 11 Languages understands the languages of its creator but can't speak Challenge 2 (450 XP) Magic Resistance. The dread guard has advantage on saving throws against spells and other magical effects. Ponderous. The dread guard can't take the Dash or Disengage actions. Actions Multiattack. The dread guard makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
These animated suits of armor mindlessly attack with their swords, clanking slowly but relentlessly. Often used as bodyguards or soldiers by mages unable to find living minions, these creatures have little brainpower but are quite tough and skilled at fighting. The secret of creating them has been mostly lost to time, but some mages seem to have uncovered it once more. They can be found as minions of wizards, guarding ancient ruins, vaults, or tombs, or in the military of a kingdom with a strong affinity for constructs. Dread guards stand around 6 feet tall and weigh around 300 pounds. 
Originally from the Monster Manual II
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thirdtofifth · 3 years
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Gloom Golem Large construct, neutral evil Armor Class 14 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft. Str 18, Dex 15, Con 18, Int 4, Wis 11, Cha 16 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses darkvision 120 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 7 (2900 XP) Crushing Despair. The golem howls constantly. Whenever a creature that can hear the golem starts its turn within 60 feet of the golem, that creature must succeed on a DC 14 Wisdom saving throw. A creature that succeeds on its save is immune to the golem's Crushing Despair for 24 hours. A creature that fails its save takes 3 (1d6) psychic damage, and has disadvantage on attack rolls and saving throws for as long as it can hear the golem's howling. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two melee attacks: two with its claws, or two with its spiked chain. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 7 (2d6) psychic damage. Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Emotion Vacuum (Recharge 6). One creature within 5 feet of the golem must succeed on a DC 14 Wisdom saving throw. A creature that fails its save takes 45 (10d8) psychic damage and is stunned for 1 minute. A stunned creature may repeat the saving throw at the end of each of its turns. On a success, the effect ends for that creature.
Formed from a chunk of Styxian clay, gloom golems are creatures who thirst for the misery of other creatures. They are most often found wandering the layers of Hades, but a rare few have been found on the Material Plane. Tormented faces push from its flesh, screaming, their faces contorted in pain in an infinite imitation of their final moments, while above them the golem’s head is a swirling vortex sucking in all energy and hope from the surrounding area. The clay that forms its body carries a distinctive foul stench. Gloom golems stand 10 feet tall on average and usually weigh around 950 pounds.
Originally from the Monster Manual III.
You can find statistics and descriptions in plaintext form for all monsters I’ve converted thus far here: https://pastebin.com/raw/ddZM6X5u
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thirdtofifth · 4 years
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Merchurion Huge construct, chaotic evil Armor Class 20 (natural armor) Hit Points 220 (21d12 + 84) Speed 60 ft. Str 25, Dex 23, Con 19, Int 10, Wis 14, Cha 17 Saving Throws Dex +12, Con +10, Wis +8 Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Vulnerabilities thunder Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. passive Perception 12 Languages Common, Giant, Terran Challenge 17 (18000 XP) Absorb Enchantment. Whenever a merchurion is hit by a magical weapon with a bonus to attack and damage rolls, decrease that weapon's bonus by 1 (to a minimum of 0), and increase the bonus on attack and damage rolls of the merchurion's battleaxe by 1 (to a maximum of +3). A magical weapon whose bonus is reduced to 0 by the merchurion becomes nonmagical. In addition, if the magical weapon has any other special properties, the merchurion's battleaxe gains those properties, but they are not removed from the original weapon unless it becomes nonmagical. These changes last for 1 hour, or until the merchurion dies. Magic Weapons. The merchurion's weapon attacks are magical. Actions Multiattack. The merchurion can use Generate Weapon. It then makes four melee attacks. Silvered Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) slashing damage. If the merchurion scores a critical hit, and the target is a Medium or smaller creature, the target must succeed on a DC 21 Strength saving throw or be knocked 10 feet away from the merchurion, fall prone, and take 7 (2d6) bludgeoning damage. Generate Weapon. The merchurion generates a silvered battleaxe from its body. If this weapon leaves the merchurion's grasp, it melts into a pool of harmless silver liquid, and the merchurion loses 5 hit points.
The merchurions are said to have once been fire giants, master smiths in the service of their god. They worked for years to produce a metal stronger than adamantine; when they failed, they were flung into the magma pits by their disappointed god. When they emerged, their souls had embodied the metal, forming them into living constructs of quicksilver. The last remnants of an ancient age, these creatures wander through the mountains, devouring metal. A group of armed travelers will likely attract their attention. Merchurions despise true giants and will almost always attack them. Parlay with merchurions is almost impossible. They are savage combatants, driven partly by their shame over failing their god and their resulting punishment. They are almost always alone, but on the rare occasion they gather in groups, those groups number no more than six. Merchurions also seek out those with knowledge of crafting constructs. With no way to reproduce, the merchurions die off one by one as they are killed, though they do not age and are said to be thousands of years old. When a merchurion is killed, it melts into a puddle of silver which evaporates after 24 hours. Any weapon dipped in this silver becomes magical and silvered permanently. A merchurion stands 20 feet tall and weighs 12 tons. 
Originally from the Monster Manual V.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release.
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thirdtofifth · 4 years
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Adamantine Golem Huge construct, unaligned Armor Class 24 (natural armor) Hit Points 391 (27d12 + 216) Speed 30 ft. Str 30, Dex 9, Con 26, Int 3, Wis 11, Cha 1 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 25 (75000 XP) Adamantine Plating. Any critical hit against the golem becomes a normal hit. Crushing Trample. The golem can move through the space of a prone creature that is Large or smaller. A creature whose space the golem enters for the first time on a turn must make a DC 26 Dexterity saving throw, taking 77 (14d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 43 (6d10+10) bludgeoning damage.
A truly epic foe, the adamantine golem is built almost entirely from the stuff, making it all but impenetrable. Few such golems have ever been created, as few have ever gathered enough adamantine to create one. Its fluid but thunderous gait causes the ground to tremble for a hundred feet around it. It stands around 25 feet tall and weighs over sixteen tons.
Originally from the Epic Level Handbook.  If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page. I have gotten to many requests, many are works in progress and are completed but simply need workshopping before release.
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thirdtofifth · 4 years
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Caryatid Column Medium construct, unaligned Armor Class 17 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. Str 20, Dex 16, Con 17, Int 6, Wis 7, Cha 3 Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. passive Perception 8 Languages - Challenge 6 (2300 XP) Break Weapon. Whenever the caryatid column is hit by a nonmagical, nonadamantine weapon, roll 1d6 after the weapon deals damage. On a 1, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the caryatid column is destroyed after dealing damage. False Appearance. While the caryatid column remains motionless, it is indistinguishable from a stone column. The column can be up to 5 feet wide and up to 25 feet tall. Magic Weapons. The caryatid column's weapon attacks are magical. Actions Multiattack. The caryatid column makes two melee attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
These animate statues appear as simple stone columns when inert, their true form revealed only when their quarry have their backs turned. They are usually assigned to guard a particular room or doorway, and once given specific instructions they fulfill them to the letter, letting nothing stop them but their own utter destruction. 
Originally from the Fiend Folio. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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thirdtofifth · 5 years
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Chain Golem Medium construct, unaligned Armor Class 17 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft. Str 18, Dex 17, Con 15, Int 3, Wis 11, Cha 1 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 5 (1800 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Whirling Chains. Ranged attacks made against the golem have disadvantage. Actions Multiattack. The golem makes three chain rake attacks. Chain Rake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage. If the target is a creature, it is wounded. At the start of each of the wounded creature’s turns, it takes 2 (1d4) necrotic damage for each time the golem has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Cleaving Whirlwind (Recharge 5-6). Each creature within 10 feet of the golem must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) slashing damage and be knocked prone. Until the start of the golem's next turn, any creature that moves within 10 feet of it must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) slashing damage.
Created by chain devils using jealously-guarded secret rituals, chain golems serve as guardians and servants for their infernal masters. They are occasionally used as assassins, messengers, or retrievers as well. No one on the Material Plane knows the secret to their creation; any who learn it are swiftly tracked down and killed by the chain devils. Without a will of their own, chain golems serve their masters unerringly, finding a new chain devil master should their previous one die. 
Originally from the Monster Manual II. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
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