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#thirdtofifth CR 3
thirdtofifth · 3 years
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Twigjack Tiny fey, chaotic evil Armor Class 15 (natural armor) Hit Points 45 (10d4 + 20) Speed 30 ft. Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13 Skills Stealth +7 Damage Vulnerabilities fire Senses darkvision 60 ft. passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) Bramble Jump. Once on each of its turns, while standing in an area of undergrowth, the twigjack can use 10 feet of its movement to magically teleport to an unoccupied space within 120 feet that it can see that also contains undergrowth. Sneak Attack (1/Turn). The twigjack deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the twigjack that isn't incapacitated and the twigjack doesn't have disadvantage on the attack roll. Actions Multiattack. The twigjack makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. Splinterspray (Recharge 6). The twigjack emits a spray of splinters in a 20 foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
Twigjacks torment travelers through the oldest forests with the deepest roots, attacking settlements and any attempt at taming the wilderness. Yet even treants cannot stand the small creatures, who are nimble and adept at getting in the nooks and crannies of the great treants. Sometimes these tiny creatures attempt to impress a dryad, usually without much luck. They resent being seen as plants, and are occasionally pressed into service by goblins for their skill in forceful surprise attacks. 
Originally from the Pathfinder Bestiary 2.
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thirdtofifth · 3 years
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Ashen Husk Medium undead, neutral evil Armor Class 11 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. Str 18, Dex 8, Con 17, Int 3, Wis 10, Cha 15 Damage Immunities poison Damage Resistances bludgeoning, necrotic, piercing Condition Immunities exhaustion, frightened, poisoned Senses darkvision 60 ft. passive Perception 10 Languages understands all languages it spoke in life but can't speak Challenge 3 (700 XP) Dehydrating Aura. Whenever a creature enters within 10 feet of the ashen husk, or starts its turn within 10 feet of the ashen husk, that creature must succeed on a DC 13 Constitution saving throw or take 2 (1d4) necrotic damage and have disadvantage on attack rolls and saving throws for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns. A creature that succeeds on its saving throw is immune to the Dehydrating Aura of all ashen husks for 24 hours. Undead Fortitude. If damage reduces the ashen husk 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 ashen husk drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 13 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. A humanoid slain by this attack rises 24 hours later as an ashen husk, unless the humanoid is restored to life or its body is destroyed.
Ashen husks rise from the corpses of those who succumbed to thirst in the desert. They can often be found among the ruined wagons of caravans gone astray, as lone wanderers, or as victims of monsters whose own ability spread desiccation. Their papery skin conceals bone-hard limbs, able to deliver life-draining necromantic energy to their foes. Merely being close to one of these creatures sucks the moisture from one’s body, leaving them dehydrated and weakened. Ashen husks stand around 6 feet tall and weigh about 140 pounds.
Originally from Sandstorm
(I am still working on the Gray Jester, and I hope to upload it soon).
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thirdtofifth · 3 years
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Runehound Medium aberration, neutral evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 50 ft. Str 16, Dex 14, Con 17, Int 5, Wis 12, Cha 8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities blinded Senses blindsight 120 ft. passive Perception 11 Languages understands Undercommon, but can't speak Challenge 3 (700 XP) Psychic Scent. A runehound can unerringly follow the path of a creature with an Intelligence score of 3 or higher that passed by an area within the past 24 hours. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) acid damage. Vile Spew (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) acid damage. If the target is a Large or smaller creature, it is restrained, and takes 7 (2d6) acid damage at the start of each of its turns. A restrained creature can use an action on its turn to make a DC 13 Strength saving throw. On a successful save, the effect ends for that creature.
The mottled pattern on this creature’s hide immediately single it out as something unnatural, though it is often tattooed by its keeper if domesticated. Runehounds are relentless trackers, clicking and squealing in their own makeshift language. Snapping their slavering jaws, the blind runehound is still able to locate targets to fire its sticky spittle at, or gnaw on with its caustic bite.  Eerily fast, these creatures dart in and out of melee combat, swiftly retreating when outmatched before returning to nip at its prey’s heels. Usually alone, runehounds sometimes gather as a mated hunting pair, or a small pack of around half a dozen individuals. Some creatures of the Underdark tame them to use for hunting... usually sentient creatures. A runehound stands around 3-1/2 feet tall, is around 6 feet long, and weighs up to 360 pounds.
Originally from the Monster Manual III
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thirdtofifth · 5 years
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Chainwhirler Goblin Small humanoid (goblinoid), chaotic evil Armor Class 15 (chain shirt) Hit Points 66 (12d6 + 24) Speed 30 ft. Str 13, Dex 18, Con 14, Int 10, Wis 7, Cha 11 Senses darkvision 60 ft. passive Perception 8 Languages Common, Goblin Challenge 3 (700 XP) Nimble Escape. The goblin can take the Disengage or Hide actions as a bonus action on each of its turns. Actions Multiattack. The goblin makes two spiked chain attacks. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. Whirling Lash (Recharge 6). Each creature within 15 feet of the goblin must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) slashing damage. If a Large or smaller creature fails its Dexterity saving throw, that creature is knocked prone. Reactions Ceaseless Whirling. Whenever a creature moves within 10 feet of the goblin, the goblin can use its reaction to make a melee weapon attack with disadvantage against that creature.
These spiked-chain-wielding goblins make quite a splash on the battlefield... a splash of blood, that is. Their endless momentum makes them a deadly tempest useful to goblinoid armies as shock troops. They can also be found as bodyguards to wizards, barghests, and others who prefer goblinoid minions and need one capable of dominating in hand-to-hand combat.
Occasionally I take a break from converting 3rd edition monsters to make a Magic card into a monster. Hope you enjoy! 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 · 6 years
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Magma Hurler Medium elemental, chaotic evil Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 25 ft. Str 19, Dex 13, Con 17, Int 7, Wis 12, Cha 11 Damage Immunities fire, poison Damage Vulnerabilities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft. passive Perception 11 Languages Ignan Challenge 3 (700 XP) Water Susceptibility. For every 5 feet the magma hurler moves in water, or for every gallon of water splashed on it, it takes 1 cold damage Actions Multiattack. The magma hurler makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 3 (1d6) fire damage. Magma Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one creature. Hit: 20 (3d10+4) bludgeoning damage plus 3 (1d6) fire damage.
Composed of molten stone, magma hurlers exude roiling black smoke, and lava glows from the cracks in their rocky carapace. Slow and dumb, it pulls balls of magma from its own body and hurls them at enemies with its scoop-shaped arms. Magma hurlers avoid melee combat, serving as artillery in elemental armies. Sometimes they are bound by summoners as guardians, and can be found naturally in lava fields or near volcanoes. Magma hurlers stand between 6 and 8 feet tall, and weigh around 500 pounds. 
Originally from the Miniatures 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.
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thirdtofifth · 6 years
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Dracotaur Large monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 51 (6d10 + 18) Speed 50 ft. Str 18, Dex 12, Con 16, Int 13, Wis 11, Cha 13 Senses darkvision 60 ft. passive Perception 10 Languages Draconic Challenge 3 (700 XP) Magic Resistance. The dracotaur has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dracotaur makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Spit Fire (Recharge 6). The dracotaur exhales fire in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Dracotaurs are nomadic beings that wander through marshes and fens, living in small tribes of thirty to fifty members. They worship might and arcane power above all else, and to them there is no great embodiment of these ideas than the true dragons. Tribes sometimes fight over land or food but more often will band together if a threat arises. They sometimes ally with lizardfolk and other reptilian creatures, though they are distrustful of others. Dracotaurs rarely build settlements, preferring to remain on the move, but might use ruins as shelter or as a neutral meeting place for several tribes. They stand around 7 feet tall and 10 feet long, weighing around 2000 pounds. Hard scales cover their bodies, ranging from dull green to light brown, and males have crests running along their backs that can be reddish or purple.
Originally from the Monster Manual III. A request from dukebadham. 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 · 7 years
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Necrosis Carnex Medium undead, neutral evil Armor Class 13 Hit Points 68 (8d8 + 32) Speed 40 ft. Str 12 Dex 17 Con 18 Int 3 Wis 12 Cha 7 Damage Immunities poison Damage Vulnerabilities radiant Condition Immunities poisoned, prone Senses darkvision 60 ft. passive Perception 11 Languages none Challenge 3 (700 XP)
Unholy Burst. When a necrosis carnex is destroyed, it explodes, dealing 7 (2d6) necrotic damage to all within 30 feet of it. Necrotic Touch. As a bonus action, a necrosis carnex can touch an undead creature within 5 feet of it, and sacrifice 5 hit points to heal that creature of up to 10 lost hit points.
--Actions-- Multiattack. The necrosis carnex makes two attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 8 (1d10+3) slashing damage plus 10 (3d6) necrotic damage
The necrosis carnex is a horrid abomination of flesh, skittering about in the shadows. It is sewn together from the severed arms and legs of several creatures. It is often used as a medic in undead armies, due to its capability to heal wounded undead. Alone, the creature’s unholy aura and explosive death make it a danger to low-level adventurers.
Originally from the Monster Manual IV. 
If there’s a monster from D&D 3.5, or Pathfinder, that you would like to see converted to fifth edition, let me know! Go to the /ask page (thirdtofifth.tumblr.com/ask) and submit an anonymous request. I try to fill them within the week, if I can.
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thirdtofifth · 7 years
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Maug Large construct, lawful neutral Armor Class 18 (plate)   Hit Points 38 (4d10 + 16)   Speed 40 ft.   Str 18, Dex 13, Con 18, Int 13, Wis 11, Cha 12 Skills Athletics +6, Perception +2   Condition Immunities charmed, poisoned, exhaustion   Senses passive Perception 12   Languages Common, Draconic, Giant   Challenge 3 (700 XP)   Siege Monster. A maug deals double damage to objects and structures.   Rapid Repair. Maugs repair themselves rapidly. A maug regains 5 (1d10) lost hit points per hour of resting.   --Actions-- Multiattack. The maug makes two double-bladed sword attacks: one with each end.   Double-bladed Sword. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) slashing damage) slashing damage.  
Tireless mercenaries, ever in search of battle, maugs hail from the plane of Acheron. They will serve any master for the right price; however, maugs on opposite sides of a conflict will refuse to fight each other directly. Often such maugs will form a new band after the conflict has concluded, in order to seek out more battle. Originally shock troops from the long-lost Thulkarr Empire, the secret of creating maugs has been lost for millennia. A maug mercenary can usually be hired for 5 gold pieces per day, but they prefer to be paid with rare ores or magical items rather than gold.
Grafts. Some maugs have grafts: parts that are added to the creature to enhance its combat abilities. If a maug does have a graft, roll 1d6 on the table below to see what graft a maug has. A particular maug may only have one graft. These grafts do not change the creature's challenge rating.
Locking Arm: The maug gains advantage on Strength + Athletics checks made to grapple.
Shoving Arm: As a bonus action, the maug may make an opposed Strength + Athletics check against one target adjacent to it. The maug gets advantage on this roll. If the maug wins, the target is pushed 10 feet away from the maug.
Shudder Plate: The maug's armor vibrates rapidly. It gains tremorsense with a range of 60 feet.
Spike Plate: The maug's armor is covered with spikes. Any creature grappling a maug, or attacking it with an unarmed strike, takes 5 (2d4) piercing damage.
Stone Spitter: The maug's armor contains a tube from which it can shoot stone as an attack (+3 to hit, range 50/200, Hit 10 (3d6) bludgeoning damage.
Rollers: The maug moves on rollers of stone instead of legs. A maug with this graft may simply move through enemies during its movement. A creature affected by this may make a Strength saving throw (DC 15) to move out of the maug's path: if it does not, it takes 14 (3d6+4) bludgeoning damage, and is knocked prone.
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