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Hit: 11 (2d6+4) slashing damage4) slashing damage.īite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Multiattack. The greenspawn razorfiend makes three attacks: two with its wingblades, and one with its bite. This immunity lasts as long as the creature remains within 5 feet of the greenspawn razorfiend. Tiamat’s Blessing. A greenspawn razorfiend grants immunity to acid to dragonblood creatures within 5 feet of it. Water Breathing. A greenspawn razorfiend can breathe underwater indefinitely and can freely use its breath weapon while submerged STR 18 (+4) DEX 17 (+3) CON 16 (+3) INT 5 (-3) WIS 15 (+2) CHA 12 (+1)ĭamage Resistances bludgeoning, piercing and slashing damage from nonmagical weaponsĬondition Immunities paralyzed, unconscious Large monstrosity (dragonblood), lawful evil Greenspawn razorfiends, also called harrowblades by wood elves and other forest dwellers, were cunning, voracious dragonspawn. While these are listed in MToF, consider which CR level version you’ll be throwing at your party. Once you get to the Fane of Tiamat, you’ll also have to deal with abishai. The barghests in Volo’s Guide do differ from the 3.5 version, however. Monsters like chimeras, manticores, hill giants, and ettins can be ported directly from the Monster Manual. Once again, most of the monsters used in the RHOD adventure have readily available 5e stats.
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It offers monsters such as: Hobgoblin Legate, Pikeman, Arbalester, and more. If you’re looking for more variations of Hobgoblins and Bugbears, consider getting the Ultimate Bestiary: Revenge of the Horde 5th Edition from DriveThruRPG. In particular, the hobgoblin is a great stand-in for the hobgoblin regular or hobgoblin veteran. Which should be easy enough to plug into your game using many of the DM tools available. Many of the monsters that make up the bulk of the Red Hand’s army already have official 5e counterparts. Converting Red Hand of Doom to 5e The Red Hand Warband Stuff that looks good will then get edited back into this original document. If you’ve run Red Hand of Doom (abbreviated as RHOD from here on in for sanity’s sake) and have some good advice for DMs, we’d love you to share it.ĭown the in the comments below, please share content, resources, maps, tips, etc. To stop the horde, players must muster the inhabitants of the Vale, battle hobgoblins, giants and dragons, and defeat an overwhelming enemy. The party discovers a massive hobgoblin horde that is fanatically devoted to the dark goddess Tiamat and led by the charismatic half-dragon warlord Azarr Kul. The plot of Red Hand of Doom follows a group of adventurers who have entered the Elsir Vale, a thinly populated frontier region. It is designed as a generic D&D adventure that can be dropped into any campaign world, including a personal one. Red Hand of Doom is a 128-page adventure module for the 3.5 version of Dungeons & Dragons (D&D. You can watch us play on the Non-Fiction Gaming YouTube channel. Swapping out the Hobgoblins for Orcs to fit in with a PCs history. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.Looking to play Red Hand of Doom in 5e? It’s a fun module, and 5e is a fun system to run it in.įor myself, I’ve been running Red Hand of Doom in 5 th edition for level 8 players. This ability only works on creatures with an actual brain. Thought Tentacle (Ex): If a mind flayer has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead.
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This ability is used as a standard action that does not provoke and is considered a mind-affecting effect. Mind Blast (Su): Mind flayers are able to project a 60 foot cone of psychic static that causes anyone in the area of effect to make a Will save, DC 18, or be stunned for 3d4 rounds. Languages: Common, Undercommon, telepathy 100 ft.
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Skills: Bluff +16, Diplomacy +16, Intimidate +16, Knowledge (psionics) +17, Perception +16, Sense Motive +16, Spellcraft +17, Stealth +15 grapple)įeats: Combat Manifestation, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse Psi-Like Abilities: (ML 10th, concentration +17)Īt Will - Compelling Voice (DC 17, three targets), Defy Gravity, Empathic Connection (DC 14), Inertial Armor (+11 armor), Planar Travel, Read Thoughts (DC 15) Perception +16ĪC: 15, Touch 12, Flat-Footed 13 (+2 Dex, +3 natural)