5E: Converting Monsters from White Dwarf Magazine for Fifth Edition

Cleon

Legend
Pine Kindred, Root-Ogre
Large undead, neutral evil
Armor Class 11 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., burrow 10 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
19 (+4)​
6 (−2)​
16 (+3)​
4 (−3)​
7 (−2)​
3 (−4)​

Saving Throws Wis +0
Damage Vulnerabilities fire
Damage Resistances lightning, poison
Damage Immunities cold
Condition Immunities exhaustion, paralyzed
Senses darkvision 60 ft., tremorsense 60 ft. (only when burrowing), passive Perception 8
Languages understands Druidic, Sylvan but cannot speak
Challenge 2 (450 XP) Proficiency Bonus +2

Special Traits

Pine Blood. Pine kindred count as both plant and undead for any effect related to type.

Rooted Stability. If the root-ogre is standing on the ground it gains advantage on saving throws and ability checks against effects that would knock it prone or move it. In addition, it can use Strength for the roll instead of whatever ability normally saves against the effect it is resisting if that increases its chance of success.

Actions

Multiattack. The root-ogre makes two fist attacks.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Groundburst (Recharge 5–6). The thorn-ogre must be underground, it burrows to the surface and burst forth in a shower of debris. Each creature within 20 feet of the root-ogre must make a DC 14 Dexterity saving throw or be blinded for 1 round. The root-ogre can then use Multiattack as a bonus action.


Description

These hulking undead are vaguely ape-like giants made of earth, roots and decomposing flesh. A few pine kindred communities create these creatures as disposable muscle, although they often prefer to produce a similar undead called a Thorn-Ogre. These brutes are even stupider than a Resin-Thrall, so can only perform simple tasks under direct supervision or attack the kindred's enemies.
 Root-ogres are related to the Tree-Jotun and can be produced with the same Dark Druidic Mystery. A root-ogre is made from the body of a humanoid or giant of Large size, that is buried in the soil of the kindred's Unholy Grove after being infused with necrotic sap. Traditionally this victim is buried alive, but an intact corpse works just as well.

Burrowing Menaces. Root-ogres can burrow through the earth like a monstrous mole. When not tasked with work they sleep underground until they receive orders from a high-ranking kindred such as a Thane or sense the vibrations of an intruder walking on the surface, which prompts them to burst from the ground and assault the stranger.

(Inspired by the Pine Kindred by Julian Lawrence; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)
 
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Cleon

Legend
incorporated tree-jotun. when finished we can compare and make sure dndbeyond is faithful then

So are you happy with the Tree-Jotun as it is? I think it's finished, so if you cant propose any changes I'll deblue it and declare it Complete.

…and promptly spot any errors I missed, like usual!

will also do root-ogre when you give the word

Well I haven't really started entering the Root-Ogre's text yet. The placeholder is just the Jotun copied over.

It's probably not going to get worked on very quickly. I'd rather focus on finishing the Gu'en-Deeko Fighting Ape at the moment so we don't have multiple monsters-in-progress competing on this thread.
 


Cleon

Legend
Pine Kindred, Thorn-Ogre
Large undead, neutral evil
Armor Class 14 (natural armor, shield)
Hit Points 52 (7d10 + 14)
Speed 40 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
19 (+4)​
10 (+0)​
14 (+2)​
6 (−2)​
7 (−2)​
3 (−4)​

Saving Throws Wis +0
Damage Vulnerabilities fire
Damage Resistances lightning, poison
Damage Immunities cold
Condition Immunities exhaustion, paralyzed
Senses darkvision 60 ft., passive Perception 8
Languages understands Druidic, Sylvan but cannot speak
Challenge 2 (450 XP) Proficiency Bonus +2

Special Traits

Pine Blood. Pine kindred count as both plant and undead for any effect related to type.

Thorny Defense. A creature that touches the thorn-ogre or hits it with a melee attack while within 5 feet of it must succeed at a DC 12 Dexterity saving throw or take 4 (1d4 + 2) piercing damage.

Actions

Multiattack. The thorn-ogre makes two thorns attacks.

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Thorns. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Thorn Volley (Recharge 5–6). The thorn-ogre unleashes a hail of thorns in a 60-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, with disadvantage if they are within 20 feet of the thorn-ogre. On a failure they take 11 (2d6 + 4) piercing damage, or 6 (1d4 + 4) piercing damage if they are more than 20 feet from the thorn-ogre. On a success they take half damage.


Description

Giant brown skeletons wrapped in roots and sinewy flesh, a thorn-ogre is covered in hundreds of giant pine needles. These undead are rarer than any standard pine kindred, since like a Root-Ogre or Tree-Jotun they require both the corpse of a giant and an obscure Dark Druidic Mystery to produce. They are the most common of the giant pine kindred variants due to their relative utility and ease of creation.
 Thorn-ogres are normally armed with a wooden shield and spiked club, but their pine needles are deadly weapons in their own right, both as defensive thorns, spikes for punching an opponent, or darts to hurl at a distant target.

(Inspired by the Pine Kindred by Julian Lawrence; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)
 
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Cleon

Legend
So, Fighting Ape?

We need some decisions regarding the following posts:

Still think we need to exchange the Yuan-ti Pureblood brain for something else and am open to suggestions for what SRD Humanoid it comes from.

EDIT: or just remove it entirely as per the previous post.

Have just gone through that list and nothing really grabbed me but was most tempted by the Duergar. However, doubling its Damage Dice when enlarged would really increase its damage output and make the CR 10 or so, which is way more than I'd like.

Maybe a Drow Elf or a regular Dragonborn, Elf or Gnome with a few class levels? That shouldn't give it anything too unbalancing.

I'm fancying changing the Knight's greatsword to a longsword so the gu'en-deeko fighting ape has a sword it can use one-handed with a shield.

That'd swap:

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.​

for:

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage in melee, or 16 (2d10 + 5) slashing damage if used with two hands.​

Hmm, that increases its average damage when it uses two hands to attack due to its Brute ability, as +1d6 is obviously less than +1d10.

That doesn't seem right, but I'll accept it.
 




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