Showing posts with label pathfinder conversions. Show all posts
Showing posts with label pathfinder conversions. Show all posts

Friday, June 2, 2017

5E Conversions: Festrog

One of my favorite minor undead from Pathfinder is the festrog. These beasts haunt the city of Huldreth, created by the demonic god Yemash'Hatal. Here's a conversion to 5E:
Festrog
CR 1/2 (100 XP)
NE medium undead humanoid
Initiative +1
DEFENSE
AC 11
HP 9 (2D8)
Resistance: necrotic
Immunity: poison, disease, does not breathe
OFFENSE
Speed 30 feet
Multiattack – the festrog makes one bit and two claw attacks as an attack action against one target.
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D6+3 piercing damage and feed effect: the festrog gains sustenance from those it bites. When a festrog bites a target and deals damage it gains 5 temporary hit points (it may only have up to 5 temporary hit points in this manner).
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D4+3 slashing damage.
Charging Trip – a festrog which makes a full move action or dash action and then hits a target may also trip the target; target must make an Acrobatics or Athletics test (DC 13) or fall prone.
Statistics
STR 17 (+3), DEX 13 (+1), CON 120 (0), INT 10 (0), WIS 12 (+1), CHA 11 (0)
Languages: common, ibixian
Senses: darkvision, scent (perception checks on smelling target)
Skills: Perception +3 (passive 13)
TRAITS

Four-Footed Run – the festrog can move much faster when dropping down on all fours, and may make a dash as a bonus action when it does so.

Diseased Pustules – festrog are covered with hideous pustules and blisters which secrete diseased fluid when they rupture. Any foe which strikes a festrog with a piercing or slashing weapon must make a Constitution save (DC 11) or suffer from the festrog’s disease, which takes 1 day to affect the afflicted, but then causes weakness. The target may make a new save once each day to recover.

Festrog are hideous undead, forged when a person dies due to a backlash or explosion of necrotic energy, followed by vicious predation by natural predators. In Enzada, festrog were formed when the miasma of necrotic energy forged by Yemash’Hatal (The Grasping Claws) descended on the city, killing most of the citizens in the streets immediately. Moments later harpies in servitude to the Grasping Claw descend on their remains to rip the corpses apart. The remains rose as thousands of undead festrog.


Friday, December 4, 2015

D&D 5E: Deep One Hybrids

Pathfinder's Bestiary 5 has some awesome new additions to the menagerie within. Here's a conversion of the deep one hybrid to D&D 5E for your enjoyment...


CR 1/8 (25 XP)
CE medium humanoid (human, aberration)
Initiative +0       Perception +4 (Passive 14)
DEFENSE
AC 11 or 12 (with leather armor)
HP 11 (1D8+3)
OFFENSE
Speed 20 feet (30 feet swimming)
Melee Attack dagger +3 (5 foot reach), 1D4+1 slashing damage
Statistics
STR 13 (+1), DEX 10 (0), CON 17 (+3), INT 10 (0), WIS 16 (+3), CHA 8 (-1)
Languages: common, abyssal
Senses: dark vision 60’
Skills: Swimming +2
TRAITS
Transmogrification: a deep one hybrid experiences a rapid transformation at roughly age 60, turning into a true deep one in 1D12 months. (More on true deep ones to come).
Sea Longing: deep one hybrids are tethered to the sea. When 10 or more miles away from large salt water bodies for more than a day the Deep one must make a wisdom save DC 18 or suffer the loss of 1 wisdom. The deep one hybrid can only recover these lost wisdom points through magic (such as restoration).
Take to the Water: deep one hybrids are proficient in swimming, and swim at a base rate of 30 feet. They roll advantage on initiative and dexterity checks when swimming in the water. A deep one hybrid can hold his breath for a number of minutes equal to his constitution score.
Classes: Deep one hybrids usually have a class, typically fighter, rogue, cleric, warlock or wizard.


Deep One Hybrid Characters:
Ability Scores: Deep Ones add +1 to Constitution and Wisdom but are -1 to Dexterity
Languages: deep one hybrids learn the common tongue and either abyssal or your suited dialect for deep one species.
Slow: deep one hybrids move at 20 feet on land but 30 feet in water.
Vision: deep one hybrids have dark vision for 60 feet.
Natural Armor: deep one hybrids have thick, rubbery skin and insulating fat, giving them a +1 armor bonus.
Final Change: Deep one hybrids suffer the effects of transmogrification (see above).
Sea Longing: deep one hybrids also suffer from sea longing as described above.
Take to the Water: deep one hybrids are proficient in swimming, and swim at a base rate of 30 feet. They roll advantage on initiative, swimming and dexterity checks when swimming in the water. A deep one hybrid can hold his breath for a number of minutes equal to his constitution score.




Sample Deep One Acolyte (level 2 cleric)
CR 1/4 (50 XP)
CE medium humanoid (human, aberration)
Initiative +0       Perception +4 (Passive 14)
DEFENSE
AC 13 (with hide armor)
HP 15 (2D8+6)
Storm Wrath (reaction); creature within 5 feet that hits you must make a Dexterity Save (DC 13) or take 2D8 lighting or thunder damage (choose); ½ damage on save; can use this 3 times before a rest.
OFFENSE
Speed 20 feet (30 feet swimming)
Melee Attack morning star +3 (5 foot reach), 1D8+1 piercing damage
Ranged Attack Sacred Flame +5 (60 feet), 1D8 radiant damage
Statistics
STR 13 (+1), DEX 10 (0), CON 17 (+3), INT 10 (0), WIS 16 (+3), CHA 8 (-1)
Saves: wisdom +5, charisma +1
Languages: common, abyssal
Senses: dark vision 60’
Skills: Swimming +2, insight +5, religion +2
TRAITS
Transmogrification: a deep one hybrid experiences a rapid transformation at roughly age 60, turning into a true deep one in 1D12 months. (More on true deep ones to come).
Sea Longing: deep one hybrids are tethered to the sea. When 10 or more miles away from large salt water bodies for more than a day the Deep one must make a wisdom save DC 18 or suffer the loss of 1 wisdom. The deep one hybrid can only recover these lost wisdom points through magic (such as restoration).
Take to the Water: deep one hybrids are proficient in swimming, and swim at a base rate of 30 feet. They roll advantage on initiative and dexterity checks when swimming in the water. A deep one hybrid can hold his breath for a number of minutes equal to his constitution score.
Cleric Traits: Spell Save DC 13, Spell Attack +5; tempest domain
Channel Divinity: once per rest the hybrid may turn undead (DC 13) or destructive wrath (deal maximium thunder or lighting damage on a spell effect)
Cantrips Readied: guidance, resistance, sacred flame
1st Level Spells Readied: bane, protection from good

The Deep One Hybrid Acolyte is a Worshipper of….(Roll D12):
1: Olhydra
2: Dagon
3: Scylla
4: Charybdis
5: The Kraken
6: Davy Jones
7: Moander
8: The Beast from 20,000 Fathoms
9: Cthulhu
10: Chalchiuhitlicue
11: Dakuwaka
12: Nammu