thirdtofifth
thirdtofifth
Third to Fifth
311 posts
Third Edition D&D monsters converted to Fifth Edition.
Don't wanna be here? Send us removal request.
thirdtofifth · 30 days ago
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Can you please do the Zezir? That weird fire raptor that I never remember how to spell right.
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Zezir Medium monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 40 ft. Str 18, Dex 18, Con 19, Int 5, Wis 12, Cha 13 Damage Immunities fire Damage Vulnerabilities cold Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 6 (2300 XP) Fast Healing. The zezir regains 10 hit points at the start of its turn if it has at least 1 hit point. If the zezir takes cold damage, this trait doesn't function at the start of the zezir's next turn. Actions Multiattack. The zezir makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Spark Spit. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 14 (3d6+4) fire damage. Flammable Spray (Recharge 5-6). The zezir spits a sticky flammable goo in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The area continues burning for 1 minute, and any creature that starts its turn in the area during that time takes 3 (1d6) fire damage.
The zezir is a creature of the desert, hunting alone or in packs of three to eight. They delight in fire, and often will attack caravans just for the joy of watching them burn. They are pyromaniacs to the core, and the fact that they prefer to feed on ash, and seem to gain sustenance from it, only adds to their obsession. Zezirs communicate in yips and growls. They appear reptilian, but actually are closer to being avian. They stand 5 to 5-1/2 feet tall and weigh around 150 pounds.
Originally from the Monster Manual III. A request from androidmk1.
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thirdtofifth · 3 months ago
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I’d like to request the vitreous drinker from the 3.5e monster manual IV
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This is my current version of the Vitreous Drinker
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thirdtofifth · 3 months ago
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Love your work!
Do you have a ko-fi or similar place where people can support you?
Seeing as Tumblr has mostly died out, I will probably start posting there instead. Don't have any content there yet but I will try to start keeping up with this blog again and hopefully satisfy some older requests... hopefully the campaigns those were meant for are still going.
https://ko-fi.com/thirdtofifth
I will try to keep updating here now and then, as well as changing my formatting for the posts, and probably consolidating what I have into a homebrewery link or some kind of larger, more usable document (especially that can be downloaded to PDF and printed). I have HUNDREDS of monsters in various states of completion. My efforts have mostly moved to homebrew, but that's a separate project, which has let me stretch the boundaries of D&D 5e's monster-making parameters.
And with a new 2024 version of the rules to adjust to, with a new stat block, things are a bit odd. I liked the standardization of 5e, but now it seems to be split across two versions of the rules, which takes away a bit from that.
But I do intend to revive this, and possibly turn it into a YouTube channel as well to make it a bit more entertaining, as well as go into my process for converting monsters, which I have honed (on and off at least) for the better part of a decade now.
Thank you for all the follows and notes! More monsters to come!
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thirdtofifth · 3 months ago
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Hello! I know you've been semi-inactive for a while, but in the past you've mentioned working on an Uvuudaum port, and I was wondering if you ever finished it? I've been looking at them as a potential 20th lvl one-shot BBEG, but even at 20th they're crazy tough for 5e without massive ability restructuring.
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This is my current version of the Uvuudaum.
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thirdtofifth · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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 · 2 years ago
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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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