I hope this is the right place for this. Not sure if this is a General Discussion thing, Creative Projects Thing, or Other Games thing. Sorry if I'm wrong. Long story short, I'm hosting a Masterwork Dwarf Fortress themed Dungeons & Dragons 5E game. I'm converting a lot of things from the game such as Giant Desert Scorpions and Giant Cave Spiders. I'll post some of what I've converted so far.
Anyways, one thing I was wondering if anyone had any advice for was converting Frost Giants over (the jerks who'll invade your fort if it becomes too advanced). They'll be a late game enemy, but one that I'll want weak enough that there can be armies of. Any advice?
Giant Cave Spider
Large Beast, unaligned
CR 4 - 1,500xp
Armor Class 16 (Natural Armor)
Hit points 86 (8d12 + 25)
Speed 40ft, climb 40ft
Senses Blindsight 10ft, Darkvision 60ft
Immunities Stun, Pain, Webbed, Fear
Skills Stealth +6
Languages -----
Str 20 (+5)
Dex 18 (+4)
Con 14 (+2)
Int 2 (-4)
Wis 12 (+1)
Cha 4 (-3)
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense
While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web
Web Walker
The spider ignores movement restrictions caused by webbing.
Actions
Bite
Melee Weapon Attack
+7 to hit, reach 5ft, one creature
Hit: 7 (1d8 +4) piercing damage and the target must make a DC 13 Constitution saving throw, taking
9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the
poison damage reduces the target to 0 hit points, the target is stable, but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned this way.
Web (Recharge 5-6)
Ranged Weapon Attack
+7 to hit, cone 40ft
Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14
Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC
14, hp 10, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Giant Desert Scorpion
Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 80 (8d10 + 14)
Speed 40ft.
STR 19 (+4)
DEX 15 (+2)
CON 17 (+3)
INT 3 (-4)
WIS 12 (+1)
CHA 3 (-4)
Senses blindsight 120ft., passive Perception 14
Languages -
Challenge 7 (2,900 XP)
ACTIONS
Multiattack. The scorpion makes two attacks with its claws or one with its sting.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 6 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two
claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled.
Hit: 7 (1d10 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw,
taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. In
addition, a failed save causes the players to be poisoned with Giant Desert Scorpion poison, a deadly
poison which causes necrosis of the brain and nervous system, resulting in instant death once they
completely rot.
Every 4 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum
by 5 (2d10 +5) on a failure. The reduction lasts until the disease is cured. The creature dies if the
disease reduces it's hit point maximum to 0.
Forgotten Beast, Thebi
THEBI
Huge Monstrosity, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 123 (15d12 + 50)
Speed 50ft., swim 75 ft.
STR 24 (+7)
DEX 9 (-1)
CON 19 (+4)
INT 5 (-3)
WIS 14 (+2)
CHA 7 (-2)
Skills Stealth +3, Athletics +11
Senses passive Perception 12
Languages -
Challenge 11 (7,200XP)
Amphibious. Thebi can breathe water or air.
ACTIONS
Multiattack. Thebi makes three attacks: one with its bite, one with its tail, and one with
it's sting.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 21 (4d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple
ends, the target is restrained, and Thebi can't bite another target. It can, however, bite the
target currently grappled each turn.
Tail. Melee Weapon Attack: +11 to hit, reach 10ft., one target not grappled by Thebi.
Hit: 14 (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18
Strength saving throw or be knocked prone.
Sting. Melee Weapon Attack: +11 to hit, reach 10ft., one target not grappled by Thebi.
Hit: 14 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16
Constitution saving throw or be paralyzed. The target can repeat this saving throw on each of
it's turns.
LEGENDARY ACTIONS
Thebi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Thebi regains spent legendary actions at the start of it's turn.
Move. Thebi moves up to half it's speed without provoking opportunity attacks.
Tail Swipe. Thebi makes one tail attack.
Bite. Thebi makes one bite attack.