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petersgiles / 2Eto5E-conversion-summary.md
Created Sep 9, 2017
2Eto5E-conversion-summary.md
know.
The end of this document also explains how to adjust these guidelines
for converting monsters from 1E.
Challenge Rating
Before you get started, you should choose an initial Challenge Rating
for the creature. This is an estimate
of the monster’s CR, which you can
use to guide the rest of your conversion. There are two ways to do this:
When you are finished converting your monster to 5E, you may wish to
adjust this initial CR for a better fit.
The best way to do this is to
use the rules for determining CR in the DMG, but if you’re pressed for
time,
you can just compare it to similar 5E creatures once again.
Size
2E Size 5E Size
Tiny (2’ or less) Tiny (2 feet or less)
Small (2’-4’) Small (2-4 feet)
Medium (4’-7’) Medium (4-8 feet)
Large
(7’-8’) Medium (4-8 feet)
Large (8’-12’) Large (8-16 feet)
Huge (12’-16’) Large (8-16 feet)
Huge (16’-25’)
Huge (16-32 feet)
Gargantuan (25’-32’) Huge (16-32 feet)
Gargantuan (32’ or more) Gargantuan (32 feet or
more)
You can also simply use the 2E size category as is, if you don’t mind
being off by a few feet.
Type
2E did not have creature types, so you will need to assign those
yourself, based on the monster’s
description. The types are all
explained in the 5E Basic Rules.
Tags
Appended to the creature type in 5E, these can be determined from the
monster’s description. Typical tags
include titan (for creatures
like the tarrasque), shapechanger, specific types of fiends (such as
demon or
yugoloth), and specific humanoid races (elf,
thri-kreen, etc.) If your creature isn’t likely to have any of the
tags above, skip this step.
Alignment
Armor Class
If the creature did not wear armor, and had an AC of 6 or below, they
should have natural armor. In that
case, give them a +2 bonus to their
new AC.
Dragons appear to have stronger natural armor in 5E. For now, I
suggest estimating their 5E AC by
subtracting it from 19.
Example: A dragon of some sort has AC -1. Subtract that from 19:
19-(-1) = 19+1 = 20.
Hit Dice
In 2E, Hit Dice may be displayed in formats like “1-1” or “5+3”. The
first number is the number of Hit Dice;
ignore the later number.
Tiny creatures should keep the same number of hit dice as they had
in 2E.
Xd4 - Multiply X by 2.5 (round down), then add their Constitution bonus,
times X.
Xd6 - Multiply X by 3.5 (round down), then add their Constitution bonus,
times X.
Xd8 - Multiply X by 4.5 (round down), then add their Constitution bonus,
times X.
Two exceptions:
Speed
A creature that can move across webs (Wb) should replace that speed with
the trait Web Walker (see Giant
Spider in the Monster Manual).
Ability Scores
Animal (1)
Semi- (2-4)
Low (5-7)
Average (8-10)
Very (11-12)
High (13-14)
Exceptional (15-16)
Genius (17-18)
Supra-genius (19-20)
Godlike (21+)
If you are really lucky, the monster’s description may describe other
ability scores. Use them as given if
they are provided, with the
exception of Strength, which should be converted as follows:
2E Strength 5E Strength
1-18 Same
18/01-18/99 18
18/00 (2E ogre) 19
19 (2E hill giant) 20-21
20 (2E stone giant) 22-23
21 (2E
frost giant) 23-24
22 (2E fire giant) 25-26
23 (2E cloud giant) 27-28
24 (2E storm giant) 29
25 30
For any ability scores missing at this point, you will need to choose a
“reference monster”. This is an
existing monster similar to the one
you’re converting. (For example, a skeletal undead could use the
skeleton as a “reference”.) If you based the monster’s initial CR on an
existing 5E monster, you already
have your “reference monster”!
Use the ability scores of the “reference monster” to fill in any blanks,
possibly tweaking them as needed to
fit the monster’s concept or known
ability scores.
3. D&D 3.5’s Monster Manual. You can use this site as a quick
reference:
http://www.d20srd.org/indexes/monsters.htm
Note that in 5E, creatures always have all six ability scores. If you
use a 3.5 “reference monster” and it is
missing any of these, you should
look at the next closest Next or 5E monster, or use the guidelines for
filling in blanks from my 3.5 conversion
document.
Saving Throws
Ignore the 2E rules for monster saving throws. In 5E, saves are
associated with each of the six ability
scores, so most creatures just
use their ability bonus for saves.
In most cases, though, you should probably pass on giving your creature
proficiency with saves - it’s much
easier without it.
Skills
Athletics (Strength)
Full descriptions of the skills can be found in the Basic Rules PDF.
Some creatures seem to have a higher proficiency in one skill than the
others, typically double their normal
proficiency bonus (+4 or +6). For
example, doppelgangers have a +4 on Deception (Charisma) checks. You
may
wish to do the same with a creature’s “signature” skill.
If the creature can only be harmed by some other material, add the
following:
When you note Condition Immunities, remember that they may overlap
with resistances or damage
immunities. For example, a creature immune to
poison damage should also note that they are immune to
the
poisoned condition.
Senses
Languages
Refer to the Basic Rules PDF for the known languages in 5E. If no
language for your creature is listed there,
give them the native
language provided in their 2E description.
Traits
To Hit
Ignore the THAC0 and recalculate this from scratch. In 5E, the “to hit”
for an action is based on the
proficiency bonus. This is combined
with the relevant ability bonus (usually Strength or Dexterity).
Unusual attacks like the wraith’s Life Drain appear to either have a
higher bonus, or are using something
other than Strength or Dexterity. I
don’t have any specific recommendations for this right now, but feel
free
to experiment with other ability scores (like Constitution or
Charisma) if that seems appropriate. You’re
probably safer avoiding
that, however.
Damage
In 2E, damage is often expressed not in dice, but as a range, like 1-6,
3-12, or 2-5. In such cases, you will
have to figure out how many dice
that is before converting. (In the above cases, it’s 1d6, 3d4, and
1d4+1.)
For attacks that use a weapon, refer to the damage listed in the
Basic Rules PDF or Starter Set. If the
creature is large, increase
the weapon’s damage die by one (i.e. 1d6 becomes 2d6). If the
creature is huge,
increase the weapon’s damage die by two (i.e.
1d6 becomes 3d6). Some especially huge creatures, and
gargantuan
creatures, may increase the damage die by three (i.e. 1d6 becomes
4d6), but you may be safer
sticking with two.
Some creatures’ strongest natural attacks seem to add both one die of
damage and increase the die type
by one - for example, 1d6 becoming 2d8.
This should be used carefully, however, and shouldn’t be used on
more
than one attack.
Don’t forget to add the monster’s Strength bonus to melee damage and
Dexterity bonus to ranged damage.
You can calculate average damage
through the method above under Hit Dice.
Other types of damaging attacks (like the flameskull’s fire ray) seem to
be treated much like the “strongest
natural attacks” above, but there
aren’t many examples yet. Still, that guideline may work for now.
Dragon
breath weapons are upgraded much more than that, but until we
have more dragons, I’m reluctant to
recommend any guidelines there.
5E saving throws are very different from 2E. They should probably be
converted as follows:
You will need to calculate a Difficulty Class (DC) for the save your
creature inflicts. The usual way to
calculate this is 8 + proficiency
bonus + the ability bonus of the creature for the relevant save. For
example,
a CR 2 creature with Constitution 13 (+1 bonus) that inflicts a
Constitution save effect should require a DC
of 11 (8+2+1).
Recharge
Some actions also have a recharge. Two examples are the giant
spider’s Web and the young green
dragon’s Poison Breath, which both have
a recharge of 5-6.
Recharge seems to cover strong effects that, in 2E, could only be used a
limited number of times per day,
or required a number of rounds between
uses.
My recommendation is to use “Recharge 5-6” for most limited-use actions,
and keep “X per day” for
especially strong attacks that should only be
used once in a battle.
There are also a few creatures that can take actions not requiring an
attack roll or saving throw. If your
monster could do this in 2E, you
can probably use them as is in 5E.
Reactions
Anything that could be converted into an Action, but requires some sort
of trigger, should be categorized
as a Reaction. Otherwise, they should
be converted like other Actions.
Final Notes
Appendix 1: CR Estimator
5E CR 2E XP
0 7
⅛ 15 to 35
¼ 65 to 120
½ 175 to 270
1 420
2 650
3 975 to 1400
4 2000
5 3000 to 4000
6 5000 to 6000
7 7000
8 8000
+1 +1000
Appendix 2: 1E
While there were several underlying changes between 1E and 2E, the
monster statistics can be converted
more or less the same as 2E
creatures. There are a few differences, however, which are mostly
cosmetic.
Movement rates are the same as 2E, but they are usually displayed in
the following format:
[normal]”
/[flying]”
*//[swimming]” *
([burrowing]”)
*[web]”
@[climb]”
5E CR 1E Basic XP Value
0 5 or less
⅛ 5 to 20
¼ 20 to 50
½ 50 to 100
1 100 to 200
2 200 to 350
3 350 to 650
4 650 to 900
5 900 to
1300
6 1300 to 1700
7 1700 to 2100
8 2100 to 2500
9 2500 to 3000
10 3000 to 3500
11 3500 to 4000
12
4000 to 4500
13 4500 to 5000
14 5000 to 5500
15 5500 to 6000
16 6000 to 6500
17 6500 to 7000
18 7000
to 7500
19 7500 to 8000
20 8000 to 9000
21 9000 to 10,000
22 10,000 to 15,000
23 15,000 to 20,000
+1
+5000
(Note that the original 1E Monster Manual does not provide XP Values
at all; you have to refer to the 1E
Dungeon Masters Guide.)