At first converting 3.5 and Pathfinder monsters was looking like an elaborate dance falling somewhere between holistic shamanism and mathematics. I gradually realized I was
over-analyzing the way to do conversions.... it finally dawned on me that this was a much simpler process than I was thinking it would be. Here’s
the way to make accurate 5E stat blocks
out of Pathfinder and 3.5 edition monsters in a series or crazy-easy steps:
First: Attributes
Write these
down first, because they figure all the good stuff out in a moment. Once you
have the attributes, you have the first half of your monster’s building blocks.
When converting remember that in 3.5/PF undead and constructs don’t have CON
scores, so substitute CHA in Pathfinder for undead charisma; otherwise make
these scores 10.
Second,
remember that 5E goes from 1 to 30 for monsters, so any monster in 3.5/PF with
higher than a 30 gets rounded down to 30. You could probably shave a few points
off of Pathfinder and 3.5 stats which are a tiny bit inflated, but we’re not
going to sweat the small stuff here.
Second: Hit Points and Armor Class
Write down
the hit points. Actual damage expressions in 5E can be higher, sometimes much
more so, but for conversion purposes we just need the average hit points to
figure CR. Take the hit points and compare to the chart on page 274 of the 5e
DMG. From this, write down the proficiency modifier for the monster by CR in
5E.
For Armor
Class, start with 10 and then look at what the 3.5/PF version has. If it’s
wearing armor, calculate from the 5E armor equivalent (applying any accepted Dex
modifiers if allowed). If it has natural armor, take the natural armor, divide
by 2 and then cap at a maximum bonus of 10 (or 12 if the creature should be
treated as a legendary or high-level encounter). Apply dexterity only to
natural armor of 4 or less.
Ignore size
modifiers to AC. Ignore magical bonuses but if it has some sort of permanent
magic armor, use the same rule as above. If it has multiple sources of armor, add
them all together first and then divide by 2 and cap at 10 (or 12).
If your
final armor calculation is higher than 23, consider capping it at 23.
Alternative
Fast and Dirty AC: take the 3.5/PF AC, divide by 3, then add to 10. Round down
always.
Third: all the modifiers
This is a
piece of cake. Quickly figure the attack bonuses as follows: proficiency plus
strength for melee, proficiency plus dexterity for ranger and finesse,
proficiency plus relevant magic attribute modifier (default to INT if none are
obvious) for spell attack bonus. BAM, solved a big headache in conversion here.
Then note
that the damage modifier will be based on the strength, dexterity and possible
the magic attribute modifiers for all attacks.
Fourth: write down the defenses
Defenses are
very easy: if it’s got a DR expression in 3.5/PF then it is now resistance in
5E. If it has an exception listed after the DR (i.e. DR 15/bludgeoning) then
note the exception to resistance (i.e. DR 15/bludgeoning would be Resistance:
all physical (piercing and slashing) attacks except bludgeoning). In 5E most
resistance can be overcome by magic or a special effect such as silver.
If the
creature has any spell resistance then give it the standard 5E Magic Resistance
(advantage on saves vs. magic and spell effects).
If the
creature is weak/vulnerable to an effect then it is vulnerable in 5E.
If the
creature is immune to an effect then it is immune in 5E.
Radiant is
holy and necrotic is negative energy/unholy.
Any turn or
channel resistance becomes advantage on save vs. turn undead in 5E.
Fifth: write down the attacks
First, give
the creature multi-attack with # of attacks per round. Then write down the
melee and ranged, apply the appropriate attack bonuses determined in step three
above, and note the reach and # of targets. Then write down just the damage
dice, but bump all dice up one step (i.e. 1D6 becomes 1D8 or 2D8 becomes 2D10,
etc.) for natural and magical attacks; convert to the closest normal weapon
type if a weapon.
Then apply
the correct damage modifier figured in step three above for each attack.
For add-ons
such as being grabbed or grappled, note that it happens and figure the save DC
(always relevant ability modifier plus proficiency). Additional damage effects (such as rending)
usually translate as-written (e.g. two claws need to hit for the effect to
pop).
Weird
effects usually translate directly, but if anything applies a condition or
modifier, convert to the closest 5E condition (poisoned is always a good bet)
or make it apply advantage/disadvantage accordingly.
Sixth: Write down any spells
For super
quick and dirty just write them down and drop any that aren’t in 5E (or replace
with closest analog, or just whatever floats your boat).
For slower
quick and dirty check each spell and replace any that aren’t in 5E with a good
equivalent, or look into the DMG’s appendix for spell conversion ideas.
You’ll find
this isn’t as tough as it sounds….most spells have 5E analogs. Make sure to
replace all DCs with the spell save DC determined in step 3.
Seventh: convert monster special abilities
Most monster
special abilities are self-evident as to intent, and if you use them as-is, but
substitute the 5E spell save DC and bump damage dice up one code, and replace
modifiers with advantage/disadvantage, you’ll get the effect right most of the
time. Some require a bit of holistic interpretation, and some may need you to
scope out the monster abilities list for appropriate 5E analogs in the DMG,
pages 280-281.
Eighth: Skills, Size, Languages, Movement, Size, Alignment and Senses
Movement in
3.5/PF translates directly into 5E. Senses translate more or less (there are only 4 of them in 5E), and just
treat low-light vision as darkvision in 5E. Figure perception as wisdom
modifier plus proficiency.
For skills
most monsters don’t need them. If there’s a skill that defines the monster, add
it using proficiency+stat. That “one proficiency to rule them all” really does
make 5E conversion easy.
For
languages just write them down and substitute something else for any language
not in your world or D&D 5E (e.g. I’d make Aklo either infernal, celestial
or primordial….or just use it as-is because it’s cool).
Anything smaller than tiny becomes tiny in 5E. Anything bigger than huge becomes gargantuan.
Alignment translates directly, noting that animals usually get "unaligned" now.
Anything smaller than tiny becomes tiny in 5E. Anything bigger than huge becomes gargantuan.
Alignment translates directly, noting that animals usually get "unaligned" now.
Ninth: Challenge Rating
If you have
time, use the rules on pages 274-275 of the DMG to figure the CR as the average
of the offensive and defensive CR. Now you know what level of 5E adventurer is
going to find this a worthy challenge, a blood fest, or a cake-walk!
Finally:
Stuff that doesn't translate well or we ignore
Remember,
anytime you see a modifier greater than +2/-2 it should probably be
advantage/disadvantage in 5E.
Just ignore
all 3.5/PF feats. Trying to do conversions is a quick spiral into madness.
Five foot
steps are an artifact of prior editions and have no place in 5E unless you
houserule them in.
Save or die
effects should be turned into their appropriate 5E equivalents (petrifying gaze
of the medusa or any creature that deals energy drain damage in 5E should have
the prior edition conversion work equivalently).
Hit Dice Calculation
You can figure this out by determining creature hit die by size, factor in CON mod, determine the average HP per hit die and divide the HPs of the creature by that amount. If the expression isn't exact (especially if it's a Pathfinder monster with class hit dice, such as the samsaran example below) you can fudge it a bit or adjust the hit point average to reflect the correct hit dice. I'd err on the side of caution and round up when in doubt.
Hit Dice Calculation
You can figure this out by determining creature hit die by size, factor in CON mod, determine the average HP per hit die and divide the HPs of the creature by that amount. If the expression isn't exact (especially if it's a Pathfinder monster with class hit dice, such as the samsaran example below) you can fudge it a bit or adjust the hit point average to reflect the correct hit dice. I'd err on the side of caution and round up when in doubt.
And now,
some conversion examples! It is easier to do a conversion block of a Pathfinder
or 3.5 monster than it is to write a new 3.5/PF monster from scratch. Go
figure.
Samsarans (CR 1/8; 25 XP)(Bestiary 4 page 230)
Mystical reincarnates who remember lives of past ages and are death-defiant.
TN medium humanoids
HP 13; HD 3D8; AC 13; Proficiency +2
HP 13; HD 3D8; AC 13; Proficiency +2
Str 8, Dex 14, Con 11, Int 12, Wis 14, Cha 15 (Saves are Int +3 and Wis +4)
Movement 30 feet
Senses: dark vision,
perception +4 (passive 14)
Melee spear +1 (5 ft one
target) 1D6-1 piercing damage
Ranged Sling +4 (ranged one
target) 1D4+2 damage
Spells: Attack +4 Save DC 12
1/day comprehend languages
4/day: command, cure wounds,
sanctuary, magic missile
At Will: minor image, light,
mage hand
Traits: Advantage on saving
rolls against necrotic energy draining effects.
Karkinoi (CR 3; 700
XP)(Bestiary 4 page 173)
Because giant crabs and ogres weren't cool until they got it on.
CE large monstrosity
HP 76, HD 9D10+27; AC 17, Proficiency +2
HP 76, HD 9D10+27; AC 17, Proficiency +2
Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 7 (Special
Saves: none)
Movement 30 feet, swim 40 feet; sideways
scuttle
Senses: darkvision,
Perception +2 (passive 12)
Melee Claw +8 (reach 10 feet,
one target) 1D12+6 and target is grabbed (Save DC 16 to escape); deals 1D12+6
crushing damage to any target still grabbed each round.
Melee Slam +8 (reach 10
feet, one target) 1D8+6
Sideways Scuttle so long as the karkinoi move in a
straight line sideways it can get an extra 5 feet of movement (totalling 35
feet that round).
Water Dependency a karinoi can survive
outside of water for 16 (constitution) hours. After that, it starts drowning
(suffocation rules 5E PHB pg. 182)
Tzitzimitl (Bestiary 3, page 276)
Terrifying Aztec undead gods of vengeance from beyond the stars.
NE Gargantuan Undead
CR 21 (33,000
XP)
Hit Dice 451 (22D20+220)
Armor Class 20
Movement 50 feet; 60 feet
flying
Senses Dark Vison, True
Seeing (always on), Detect Magic (always on); Perception +12 (passive 22)
Special Saves advantage against turn undead
Ability Scores STR 30 (+10), DEX 21
(+5), CON 30 (+10), INT 20 (+5), WIS 23 (+6), CHA 30 (+10)
Defenses
Immune: cold, electricity,
mind-affecting spells, poison, does not breath, necrotic
Resistance: fire, piercing and
slashing weapons that are non-magical
Vulnerable: bludgeoning weapons
and damage dealt by a good creature
Magic Resistance: advantage on all spell saves
Attacks
Multiattack: may attack 1 bite and
2 claws per round or one eye beam attack.
Melee bite +17 attack (20
foot reach, 1 target) deals 2D10+14 piercing damage plus 3D8 electricity and
energy drain (DC 25 save vs. CON or hit points are reduced by that amount until
long rest)
Melee Claw +17 attack (20
foot reach, 1 target) 2D8+14 slashing and 3D8 electricity
Ranged Eye Beam +12 attack (100
foot range, 1 target) 10D8 elecricity and 10D8 force damage
Traits and Magic
Spell Save DC 19 (INT based); Spell Attack +12
Tzitzimitl Natural Magic: arcane sight (detect
magic), fly, and true seeing are always on effects.
At Will: bestow curse,
darkness (changed from deeper darkness)
3/day: animate dead,
contagion, teleport (no greater in 5E), haste
1/day: create undead, time
stop and power word kill
Eclipse: anyone in a darkness
effect cast by the tzitzimitl must make a DC 19 save vs. CON or take 8D8 cold
damage (save for half) and is at disadvantage each round while in the area of
effect. The affected target can re-roll the save each round to remove the
disadvantage once out of the area of effect.
Light to Dark: 3/day the tzitzimitl, on taking any radiant
damage, can spend a reaction to change the damage type to necrotic and reflects
the damage type back on the source (and an equivalent number of targets by
radius if the source spell or effect targets more than one foe). The save is
based on the source's DC or attack modifier.
This is way cool and looks easy enough to do, thanks for posting this. Will try it out soon on my players... :-)
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