Tumgik
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 · 3 months
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hello! I wanted to ask if you’d considered doing older named monsters such as Lilith or Fzoul since they don’t have a 5e equivalent or does that go against your no named monsters rule?
I will occasionally do named monsters, although I prefer to do ones that are statted out in 3.5 or Pathfinder. I do make exceptions though.
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thirdtofifth · 3 months
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Can you make the necrothane from 3.5 to go along with the Rot Reaver that you made?
Sure! I will work on that one next.
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thirdtofifth · 5 months
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Famine Spirit Medium undead, chaotic evil Armor Class 18 (natural armor) Hit Points 333 (29d8 + 203) Speed 30 ft. Str 16, Dex 11, Con 24, Int 12, Wis 15, Cha 15 Saving Throws Con +9, Wis +7 Damage Immunities poison Damage Resistances necrotic Condition Immunities charmed, frightened, paralyzed, poisoned, stunned, unconscious Senses truesight 60 ft. passive Perception 12 Languages Common Challenge 19 (22000 XP) Aura Of Pain. The famine spirit emits an aura of excruciating hunger. Whenever a creature starts its turn within 60 feet of the famine spirit, that creature must succeed on a DC 22 Constitution saving throw or be incapacitated until the start of its next turn. A creature that succeeds on its save is immune to the Aura of Pain of all famine spirits for 24 hours. Keen Smell. The famine spirit has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The famine spirit makes three attacks: two with its claws, and one with its Vorpal Bite. It can use Devour in place of its Vorpal Bite. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d10+3) slashing damage plus 27 (6d8) necrotic damage. Vorpal Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 22 (3d12+3) piercing damage plus 16 (3d10) necrotic damage. If the famine spirit scores a critical hit, it rolls damage dice three times, instead of twice. A humanoid slain by this attack rises 24 hours later as a famine spirit, unless the humanoid is restored to life or its body is destroyed. Devour. The famine spirit devours one Small or Medium corpse that is within 5 feet of it, destroying it. If it does, it regains 30 hit points.
These corpulent undead have bottomless appetites. A famine spirit would be able to consume all of the food in a magnificent mansion and be hungry for more within hours. Some are known to consume a hundred corpses in a single day. Famine spirits, sometimes called ravenous ghouls, can unhinge their jaws in order to swallow particularly large meals. The only creatures a famine spirit will not try to eat are undead, so packs of ghouls sometimes follow in their wake.
Originally from the Monster Manual II.
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thirdtofifth · 6 months
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Have you done the Hunefer before? The mummy of demigods dude in the epic handbook
This is on my list to do as well. Undead deities are a favorite of mine.
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thirdtofifth · 6 months
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I borrowed your Frostwind Virago for an adventure writeup because I needed a powerful but solitary fey, but I refluffed it to be a water-themed creature instead (called it the Seastorm Virago). Now I'm tempted to make a whole bunch of other Viragos as well. D&D do be like that sometimes.
That's awesome! I would love to see other kinds. Definitely share them if you are willing.
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thirdtofifth · 6 months
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Famine spirit! Please.
I picked it as the icon for this blog for a reason! I will try to post it soon. I've been working on various versions for a long time, as it's one of my favorite monsters.
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thirdtofifth · 7 months
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Slaugrak Large fiend, chaotic evil Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft. Str 20, Dex 12, Con 17, Int 5, Wis 13, Cha 14 Skills Stealth +4 Damage Immunities acid, poison Damage Resistances cold, fire, lightning Condition Immunities poisoned Senses darkvision 120 ft. passive Perception 11 Languages Abyssal Challenge 6 (2300 XP) Chameleon Skin. The slaugrak has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a slaugrak that starts its turn within 5 feet of the slaugrak must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all slaugraks and troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the slaugrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Vicious Jaws. The slaugrak's weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. The slaugrak makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage plus 9 (2d8) acid damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or take 4 (1d8) acid damage at the start of each of its turns. Each time the slaugrak hits the target with this attack, this damage increases by 4 (1d8). The target can repeat the save at the end of each of its turns, ending the effect for itself on a success. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Sometimes the demonic taint in the troglodyte bloodline manifests itself, with deformities like extra arms or the unceasing stench of brimstone. They grow to full size in just two weeks, at which point their constant hungering for living flesh makes them a liability to the tribe. Those that are not killed most often are found as solitary predators on the outskirts of troglodyte territory. A rare few are kept as beasts for war, soldiers almost as destructive to their captors as to the enemy. Some can be tamed, but their demonic nature always overwhelms them in the end. Slaugrak stand 12 to 14 feet tall and weigh 6,000 pounds.
Originally from the Pathfinder Monster Codex
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thirdtofifth · 8 months
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Gray Jester Medium fey, neutral evil Armor Class 14 Hit Points 58 (9d8 + 18) Speed 50 ft. Str 10, Dex 19, Con 14, Int 14, Wis 11, Cha 17 Skills Acrobatics +6, Performance +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 10 Languages Common, Elven, Sylvan Challenge 4 (1100 XP) Actions Multiattack. The gray jester uses Empathic Feeding. It then makes two attacks with its scepter. Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 2 (1d4) psychic damage. If the target is a creature with an Intelligence score of 5 or greater, it must succeed on a DC 13 Wisdom saving throw or fall into fits of laughter and become incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of the each of its turns, and each time it takes damage, ending the effect on itself on a success. The target has advantage on the saving throw if it's triggered by damage. Empathic Feeding. The gray jester chooses up to three creatures within 30 feet of it with an Intelligence score of 5 or higher. Each of those creatures must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. A creature reduced to 0 hit points by this effect is transformed into a bleak one under the gray jester's control, then that bleak one regains 10 hit points. A bleak one has the same statistics as the creature, except its Intelligence and Charisma are 1, and it is immune to psychic damage. A bleak one can be restored to the creature it was transformed from with a remove curse spell. The gray jester can have no more than twelve bleak ones under its control at one time.
These otherworldly fey feed on joy and laughter, though not to bring happiness to themselves, merely to feed an insatiable need to drain it from others. They prefer to target children, but any humanoids will do. They are always equipped with their scepter, and pearly white broken teeth shine from behind their lipless grin. They are almost entirely devoid of color. They will use their bleak ones (usually commoner or thug stat block) as bodyguards. Gray jesters stand around 6 feet tall and weigh around 110 lbs.
Originally from Heroes of Horror. A request from kingblackfire.
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thirdtofifth · 9 months
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Can you do the gray jester from Heroes of Horror?
I've already gotten started on this one. It's a hard monster to convert! Hence why I gave up for a while. But I will renew my efforts and hopefully post it soon.
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thirdtofifth · 9 months
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hi! Love your stuff! Have you thought about doing Choldrith?
I would, but it has already been remade in 5e in the Volo's Guide to Monsters. I don't want to contradict what 5e has done, merely supplement, so I won't convert that one, sorry. Thank you for the suggestion though and I welcome any more you have!
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thirdtofifth · 9 months
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Plague Spewer Huge undead, neutral evil Armor Class 15 (natural armor) Hit Points 189 (18d12 + 72) Speed 40 ft. Saving Throws Con +8, Wis +5 Damage Immunities poison Damage Resistances necrotic Condition Immunities poisoned, paralyzed, exhaustion Senses darkvision 60 ft. passive Perception 11 Languages understands the languages it knew in life but can’t speak Challenge 10 (5900 XP) Undead Fortitude. If damage reduces the plague spewer to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague spewer drops to 1 hit point instead. Actions Multiattack. The plague spewer uses Vomit Rat Swarm if it is able to. It then makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. Vomit Rat Swarm (4/Day). The plague spewer vomits a swarm of rats, which appears in an unoccupied space within 10 feet of it. The rat swarm acts on its own initiative count. On their turn, each rat swarm attacks the creature nearest to it other than the plague spewer.
The origin of these horrifying creatures is unknown. Perhaps created by an ancient necromancer or plague god in some forgotten age past. They lurk in catacombs or about the countryside, spreading rot and disease wherever they go. Plague spewers stand around 22 feet tall and weigh 10 tons.
Originally from the Monster Manual III.
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thirdtofifth · 9 months
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have you thought of doing Song dragons?
I may do this one one day. I am looking through the Monsters of Faerun to see what else in there would be good to convert. It had quite a few strange and interesting monsters.
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thirdtofifth · 9 months
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Protean Scourge Medium monstrosity (shapechanger), neutral evil Armor Class 17 (natural armor) Hit Points 161 (19d8 + 76) Speed 40 ft., climb 10 ft. Str 20, Dex 17, Con 19, Int 14, Wis 14, Cha 19 Damage Immunities poison Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Condition Immunities petrified, poisoned Senses darkvision 60 ft. passive Perception 12 Languages Abyssal, Common, Infernal Challenge 12 (8400 XP) Magic Resistance. The protean scourge has advantage on saving throws against spells and other magical effects. Shapechanger. The protean scourge can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Spellcasting. The protean scourge is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The protean scourge has the following sorcerer spells prepared: Cantrips (at will): dancing lights, mage hand, prestidigitation 1st level (4 slots): charm person, color spray, mage armor 2nd level (3 slots): mirror image, scorching ray, spider climb 3rd level (3 slots): blink, haste 4th level (2 slots): greater invisibility Actions Multiattack. The protean scourge makes either two attacks with its claws and one attack with its gore; or three attacks with its scythe and one attack with its gore. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Reactions Split. When the protean scourge is subjected to damage, it splits into two new protean scourges if it has at least 10 hit points. Each new protean scourge has hit points equal to half the original protean scourge's, rounded down. Each new protean scourge can cast spells, but they share a pool of spells per day as if they were one creature. The two protean scourges can recombine in a process that takes one minute and requires both protean scourges to be within 5 feet of each other. The separate protean scourges are incapacitated while recombining, and only two protean scourges who were originally separated from each other can recombine.
These deadly shapechanging assassins are often mistaken for denizens of the Abyss. With abnormally-long legs and pebbly red skin, the confusion is understandable. They love killing above all else, and seek out opportunities to do so, happily submitting to the service of evil warlords and the like to sate their bloodlust. These thoroughly-cruel creatures stand around 7 feet tall and weigh 200 pounds.
Originally from the Monster Manual III
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thirdtofifth · 10 months
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Mageripper Swarm Large swarm of Tiny aberrations, unaligned Armor Class 15 (natural armor) Hit Points 91 (14d10 + 14) Speed 30 ft., climb 10 ft. Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 6 (2300 XP) Dispelling Aura. At the end of each of the swarm's turns, all spells of 3rd level or lower on objects or creatures in the swarm's space end. For each spell of 4th level or higher on an object or creature in the swarm's space, the swarm makes a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends. For each spell that ends this way, the mageripper swarm can choose to either regain 10 hit points or gain 10 temporary hit points. Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects. Magic Sense. The swarm knows the location of every spellcaster, active spell, and magic item within 120 feet of itself. Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack. The swarm uses Magic Leech. It then makes one attack against each creature whose space it occupies. Tentacles. Melee Weapon Attack: +7 to hit, one target in the swarm's space. Hit: 35 (10d6) piercing damage or 17 (5d6) piercing damage if the swarm has half of its hit points or fewer. Magic Leech. Each creature in the swarm's space that has the ability to cast spells must make a DC 13 saving throw using their spellcasting ability. On a failure, it loses one spell slot of the highest level it possesses. If it has no spell slots, it instead loses one use of an innate spell of its choice that it could cast. If it has no spell slots or innate spells with uses, it instead becomes unable to use one at-will spell (such as a cantrip) of its choice for the next hour.
These tiny horrors live in swarms of up to three hundred individuals, skittering across the land looking for sources of magic to devour. They can live on a diet of meat but they prefer magical energy, and are insatiable and relentless when it comes to consuming it. These creatures are believed to have been created intentionally, perhaps by one mage to harass another. As they feed on magic, they grow, and reproduce by budding, with new tiny magerippers forming on their parents' backs. They prefer temperate areas. Each mageripper is around 1 foot long and weighs 3 to 5 pounds.
Originally from the Monster Manual IV.
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thirdtofifth · 10 months
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Mournwhelk Large elemental, chaotic neutral Armor Class 18 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. Damage Resistances psychic Condition Immunities exhaustion, frightened Senses darkvision 60 ft. passive Perception 12 Languages understands Common and Sylvan but can't speak Challenge 6 (2300 XP) Absorb Fear. Whenever a creature that is frightened starts its turn within 60 feet of the mournwhelk, the frightened condition ends for that creature. Drink Sorrows. Whenever a creature takes psychic damage while within 60 feet of the mournwhelk, the mournwhelk regains hit points equal to half the psychic damage dealt, rounded down. Sure-Footed. The mournwhelk has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The mournwhelk uses its Wail of Sorrow if it is able to. It then makes three bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) psychic damage. Wail Of Sorrow (Recharge 6). Each creature within 60 feet of the mournwhelk that has an Intelligence score of 5 or higher must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Constructs and undead are immune to this effect.
These creatures wander the idyllic lands of Lorwyn, the few sorrows of that paradise held within its body, corrupting it so that they do not corrupt the land.
Another monster from a Magic: The Gathering card, in this case Mournwhelk from the Lorwyn set.
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thirdtofifth · 10 months
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Fhorge Large monstrosity (monstrosity), unaligned Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft. Str 24, Dex 10, Con 21, Int 2, Wis 15, Cha 10 Senses passive Perception 12 Languages - Challenge 9 (5000 XP) Charge. If the fhorge moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 24 (7d6) piercing damage. Keen Smell. The fhorge has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges After A Short Or Long Rest). If the fhorge takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the fhorge can't use its bite. Worry. One target grappled by the fhorge must succeed on a DC 19 Constitution saving throw or take 29 (5d8+7) bludgeoning damage and 29 (5d8+7) piercing damage.
These dread beasts roam the plains of the Outlands, finding food where they can. Some can be found on the more remote and exotic savannahs of the Material Plane, in herds of five to eight individuals. They can be quite aggressive if provoked. Fhorges stand around 5 feet tall at the shoulder and weigh almost 800 pounds.
Originally from the Fiend Folio.
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