You are on page 1of 17
aor 2E to SE sirle comersion guidelines - Google Docs Updated 12 August 2014 (Type, Tags, Hit Dice) This is the third in my series of conversion documents for D&D Sth Edition, (You can find the one for Next here and the one for 3.5/3E/Pathfinder here.) | created this document by comparing the 5E versions of monsters from the Starter Set with their 2E counterparts. | also referred to two sources for converting monsters from 2E to 3E: Wizards’ official Conversion Manual and the Dragon Magazine article "How to Create a Monster" Iwill once again include two warnings: 1. Ifyou compare the 2E and SE versions of monsters yourself, you will notice this conversion does not produce perfectly identical results. | went for approximation, not precision. 2. Lam fallible, so there may be mistakes. if you find any, let me know. The end of this document also explains how to adjust these guidelines for converting monsters, from 1. You will need access to the D&D 5E Starter Set and Basic Rules PDF to make full use of this. Aso, thanks to Russ Morrissey for a simplification on dragon AC, and the people in this ENWorld thread for general help! hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit wi aor 2E to SE sirle comersion guidelines - Google Docs Size 5E appears to use 3.5's size ranges (slightly trimmed), These do not perfectly match 2E’s size categories, so convert them as follows: 2E Size SE Size Tiny (2' or less) Tiny (2 feet or less) Smail(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 SE, these can be determined from the monster's description, The Starter Set includes the following tags: elf, goblinoid, human, orc, and shapechanger. The Player's Handbook and Hoard of the Dragon Queen expand this to demon, devil, bullywug, cloud giant, gnome, half-dragon, half-black dragon, half-elf, high-elf, kobold, lizardfolk, troglodyte, and yuan-ti, showing a lot of options. (I's reasonable to assume there will also be tags for dwarf and halfling.) if your creature isn’t likely to have any of the tags above, skip this, step. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit a7 aor 2E to SE sirle comersion guidelines - Google Docs Alignment Generally, keep this the same, However, creatures in SE may also be unaligned, meaning they operate on instinct - so you may want to change neutral to unaligned for some creatures. Armor Glass Its easiest to recalculate AC from scratch, based on their Dexterity bonus and any armor worn, (Make sure to check the rules for determining AC in the Starter Set or the Basic Rules PDF.) Ifthe 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 SE. 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. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit a7 aor 2E to SE sirle comersion guidelines - Google Docs Hit Dice Ih 5E, the type of hit die is determined by a creature's size. Tiny creatures use d4 hit dice, Small creatures use d6 hit dice. Medium creatures use d8 hit dice. Large creatures use d10 hit dice. Huge creatures use d12 hit dice. Gargantuan creatures use d20 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. ‘Small or Medium creatures should add one hit die. For example, 1d6 should become 2d6 Large, Huge, and Gargantuan creatures should add two hit dice. For example, 3410 should become 5410. ‘Average hit points for creatures should be recalculated as follows: 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. Xd10 - Multiply X by 5.5 (round down), then add their Constitution bonus, times X. Xd12 - Multiply X by 6.5 (round down), then add their Constitution bonus, times X. X20 - Multiply X by 10.5 (round down), then add their Constitution bonus, times X. Example: A monster has 3d8 HD and a Constitution of 14 (+2 bonus). So their average hit points are 4.5 times 3, rounded down: 13. Then you multiply their Con bonus by their HD, for a total of +6, 13+6 = 19. Two exceptions Oozes should probably keep their current hit dice. Dragons have been upgraded a lot since 2E, so any 2E dragon converted like other monsters is likely to be comparatively weak. But since we have only one example, I can only suggest you convert them like other creatures of their size. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit amr aor 2E to SE sirle comersion guidelines - Google Docs Speed Use the 2E Movement stat, then convert it as follows for each movement type (in feet). Movement up to 12: Divide by 3, multiply by 10, round to nearest 10. Movement above 12: Muliply by 2, round to nearest 10, For reference, the 2E abbreviations for special movement are FI (flying), Sw (swimming), Br (burrowing), Cl (climbing), and Wb (moving across webs). Example: A creature has Movement 9, FI 21. Its new ground movement is 9/3 = 3, 3x10 = 30 feet. Its new flight speed is 21x2 = 42, rounded to 40 feet. A creature that can move across webs (Wb) should replace that speed with the trait Web Walker (see the giant spider in the Starter Set). hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit si aor 2E to SE sirle comersion guidelines - Google Docs Ability Scores The only ability score provided in most 2E stat blocks is Intelligence. You can use this statistic, as given - if there's a range, go for the average or highest score. If only the intelligence “rating” is provided, use the below for reference: Non- (0) [which must be increased to at least 1 for SE] 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 SE Strength 148 Same 18/01-18/99 18 18/00 (2 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 hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit a7 aor 2E to SE sirle comersion guidelines - Google Docs For any abilty 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”.) You should 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. When choosing a "reference monster’, use these sources, in this order of preference: 1, The D&D SE Starter Set. 2. Monsters from D&D Next material. 3. D&D 3.5's Monster Manual. You can use this site as a quick reference: hito/ww.d20srd.ora/indexes/monsters.htm 4. The “How to Create a Monster’ article (linked above). Note that in SE, 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 SE monster, or use the guidelines for filing in blanks from my 3.5 conversion document. Alternatively, the 2E sourcebook Dungeon Master Option: High-Level Campaigns provides a method for determining monster ability scores, if you want to fill in the blanks from the 2E side. They recommend rolling randomly and consulting a table, but | would use the average result on the table instead (results 9-12). Another 2E resource to consider is The Complete Book of Humanoids, Note that any resulting Strength scores would still need to be converted to SE. Proficiency Bonus For monsters, this is a bonus which can be applied to Saving Throws, Skills, and “to hit" bonuses for Actions and Spellcasting. (The Basic Rules PDF explains this further, and provides bonuses up to level 20.) Apparently, monsters in SE get the proficiency bonus for a character equal to their Challenge rating - however, there is no reliable way to calculate Challenge at this time (see Challenge below for more details) A creature should have at least a proficiency bonus of +2. We only have one example so far that appears to have +3, the young green dragon (Challenge 8), but you can probably give stronger monsters a +3 as wel. However, if you think a higher bonus (+4, etc.) would make sense, and you're willing to risk being very wrong, Ihave a possible conversion in Appendix 2. fa monster is described as having levels in any class or equivalent, that could also be used as a level for their 5E proficiency bonus. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit m7 aor 2E to SE sirle comersion guidelines - Google Docs ‘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. However, a few SE monsters do appear to apply their proficiency bonus to these saves. You may wish to do the same for your converted creature, if their 2E description suggests it should. In most cases, though, you should probably pass on giving your creature proficiency with saves - it's much easier without it. The majority of monsters will have few or no skills, especially monsters driven by instinct Consult the 2E monster's description to see if it has any talents that might match a particular SE skill. For reference, the 5E skils are: Athletics (Strength) Acrobatics, Sleight of Hand, and Stealth (Dexterity) Arcana, History, Investigation, Nature, and Religion (Intelligence) Animal Handling, Insight, Medicine, Perception, and Survival (Wisdom) Deception, Intimidation, Performance, and Persuasion (Charisma) Full descriptions of the skills can be found in the Starter Set or Basic Rules PDF. Ifa creature has proficiency in a skill, their bonus with that skill is equal to the relevant ability bonus, plus their proficiency bonus. Example: A monster has a Dexterity of 15 (+2 bonus) and proficiency in Stealth. This means that they should have a +4 bonus with Stealth (Dexterity) checks. If they are a more powerful creature, they may have a +5 bonus instead. Ifa creature is hard to surprise, it should probably have proficiency in Perception (Wisdom). If the creature is good at surprising enemies, it should probably have proficiency in Stealth (Dexterity). ‘Some creatures seem to have a higher proficiency in one skillthan 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” ski hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit ar aor 2E to SE sirle comersion guidelines - Google Docs Look at the 2E creature's Special Defenses and description - this should give you an idea what the creature is vulnerable against (isted under Damage Vulnerabilities in 5E), what the creature is resistant against (listed under Damage Resistances), and what the creature is immune against (listed under Damage Immunities or Condition Immunities). ‘Some 2E creatures can only be harmed by magical weapons of a certain bonus (+1, +2, etc.). This should be listed under Damage Resistances as follows bludgeoning, piercing, and slashing from nonmagical weapons If the creature can only be harmed by some other material, add the following: nonmagical weapons that arent (silvered or adamantine or [other substance]) Modify the above as needed for other resistances. 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. The innate immunities of undead in 5E are: Damage Immunities: poison Condition Immunities: poisoned Only add other immunities to an undead creature if they are separate from its undead nature. Incorporeal creatures should probably have the following resistances and immunities: Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities: poison Condition Immunities: grappled, paralyzed, petrified, poisoned, prone, restrained Magic re: an example, fance has also been simplified, and is now listed as a trait - see the flameskull for hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit a7 aor 2E to SE sirle comersion guidelines - Google Docs Senses There are only three senses established in SE at this point: blindsight, darkvision, and truesight. 2E's infravision, ultravision, and similar senses are equivalent to darkvision. Any non-visual replacement for sight should be blindsight. Any creature with innate “true seeing” should have truesight. A\so, all creatures have a passive Perception score. This is equal to 10 plus their total bonus to Perception (Wisdom) checks Languages Refer to the Basic Rules PDF for the known languages in SE. If no language for your creature is listed there, give them the native language provided in their 2E description. Challenge There is no reliable way to calculate Challenge for 5E monsters, let alone for converted creatures from 2E. If this is a creature from a module, however, it's probably fine. That said, | did find a few repeated equivalencies, which | can extrapolate into a partial conversion table. This is likely to be highly inaccurate, so use the below at your own risk: 2E XP Value (equivalent HD value) SE Challenge 35 or lower (2 HD or less) % (25) 65 (2+1 to 3 HD) % (50) 120 (3+1 to 4 HD) % (100) 175 (4+1 to 5 HD) 4 (200) 270 (5+1 to 6 HD) 2 (450) 420 (6+1 to 7 HD) 3 (700) hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit 107 aor 2E to SE sirle comersion guidelines - Google Docs Traits To determine a creature's Traits, look at the 2E monster's description. When possible, you should use equivalent traits from the Starter Set monsters; if this is not possible, either base the converted trait on a similar SE trait, or simply use the original text as is. The Starter Set includes descriptions for the following Traits: Aggressive (Orc) Ambusher (Doppelganger) Amorphous (Ochre Jelly) Amphibious (Young Green Dragon) Brute (Bugbear) Devotion (Cultist) False Appearance (Twig Blight) Fey Ancestry (Nezznar the Black Spider) Hover (Spectator) Mlumination (Flameskull) Incorporeal Movement (Mormesk the Wraith) Innate Spellcasting (Nezznar the Black Spider) Keen Hearing and Smell (Wolf), Keen Sight (Nothic), Keen Sight and Smell (Owlbear) Magic Resistance (Flameskul) Martial Advantage (Hobgoblin) Nimble Escape (Goblin) Pack Tactics (Wolf) Rejuvenation (Flameskull) Shapechanger (Doppelganger) Stone Camouflage (Grick) Special Equipment (Nezznar the Black Spider) Spellcasting (Evil Mage, Flameskull, Nezznar the Black Spider; more on this below) Spider Climb (Giant Spider, Ochre Jelly) Sunlight Sen: (Mormesk the Wraith, Nezznar the Black Spider) Surprise Attack (Bugbear, Doppelganger) Telepathy (Spectator) Undead Fortitude (Zombie) Web Sense, Web Walker (Giant Spider) hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit wir aor 2E to SE sirle comersion guidelines - Google Docs Spellcasting is a special case. In addition to being used for 2E monsters with levels in a spellcasting class, lists of spell-ike powers also tend to be translated as Spelloasting. (The only exception should be specific spelhlike powers which are really important to a creature's concept, in which case they are either sted as Innate Spellcasting or broken out as individual traits, actions, or reactions.) Ifthe creature lists a caster level, use that. ffno caster level is provided, use their 2E Hit Dice Make sure to use the SE rules for spellcasting, and replace spells with closest equivalents if necessary; refer to the Starter Set or Basic Rules for more details, (For Innate Spellcasting, the spellcasting ability appears to be Wisdom.) Note that outside of a Spellcasting trait, the effects of a spell are generally described in a monster's stat block in 5E. But you don't have to do this if you don't want to. Actions with an Attack Roll Actions should be taken from a 2E creature's normal attacks, Speci You need to convert three things to make these into SE actions - the inflicted by elements of the attack, and any saving throws required I Attacks, or description. “to hit” bonus, the damage Iotit Ignore the THACO and recalculate this from scratch. In SE, the “to hit" for an action seems to be based on the proficiency bonus, This is combined with the relevant ability bonus (usually Strength or Dexterity) Note that most natural attacks (claw, bite, etc.) appear to be finesse attacks, meaning they can use either Strength or Dexterity with attack rolls. Unless you think your creature should be a weak melee combatant, you should choose the highest of either Strength or Dexterity for “to hit” with natural attacks. 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. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit vai aor 2E to SE sirle comersion guidelines - Google Docs 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 146, 34, 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). I the creature is huge, increase the weapon's damage die by two (ie. 1d6 becomes 3d6). Some especially huge creatures, and gargantuan creatures, may increase the damage die by three (ie. 146 becomes 4d6), but you may be safer sticking with two. For natural attacks by tiny or small creatures, you should probably leave the damage dice alone. However, the minimum damage die appears to be 1d4, so any weaker attacks should probably upgrade to that. (The same goes for damage dice below 144 for other creatures.) For natural attacks by medium or larger creatures, use the following table: 2E Damage Dice 5E Damage 104 1d6 (or 2d4) 106 1d8 (or 2d6) 108 1410 (or 2d8) 110 1d12 (or 2410) 1412 2d8 (or 2412) If an attack inflicts more than one die of damage, increase the SE damage die by that number, For example, 2d4 should become 2d6 (or 344), ‘Some creatures’ strongest natural attacks seem to add both one die of damage and increase the die type by one - for example, 1d6 becoming 248. 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 flameskulls fire ray) seem to be treated much like the “strongest natural attacks" above, but there aren't many examples yet. Stil, 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 hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit 107 aor 2E to SE sirle comersion guidelines - Google Docs ‘Saving Throws for Actions SE saving throws are very different from 2E. They should probably be converted as follows: 2E Saving Throw SE Saving Throw Paralyzation, Poison, or Death Magic Constitution Rod, Staff, or Wand Wisdom (or Dexterity) Petrification or Polymorph Constitution (or Wisdom) Breath Weapon Constitution (or Dexterity) Spell Wisdom Feel free to substitute a different ability score for the save, if it seems more appropriate, The average Difficulty Class (DC) for saves in 5E seems to differ by the type of action: ‘© Type 1: Ifthe action involves an attack roll, the DC seems to be 10 + the ability bonus of the creature for the relevant save, For example, a creature with Constitution 13 (+1 bonus) that inflicts a Constitution save effect should require a DC of 11 (10+). ‘© Type 2: Ifthe action is a ranged effect with no attack roll, the DC appears to be 10 + Challenge rating. If correct, this is inconvenient, since we don't have a good way to determine Challenge. For now, Irecommend calculating weaker effects as Type 1 and stronger ones as Type 3, but you can use the rough XP conversion table above to determine Challenge if you wish. ‘© Type 3: Ifthe action is an area effect with no attack roll, the DC appears to be 10 + the ability bonus of the creature for the relevant save + proficiency bonus. (We only have one example of this, however.) The Starter Set includes descriptions for the following Actions requiring a saving throw: Bite plus knocked prone (Wolf) [Type 1] Bite plus poison (Giant Spider) [Type 1] Claws plus paralyzed condition (Ghoul) [Type 1] Eye Rays (Spectator) [Type 2] Life Drain (Mormesk the Wraith) [Type 1] Poison Breath (Young Green Dragon) [Type 3] Rotting Gaze (Nothic) [Type 2] Web (Giant Spider) [Type 1] The wraith’s Life Drain should be used in place of 2E’s energy drain attack. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit wir aor 2E to SE sirle comersion guidelines - Google Docs Recharge. ‘Some actions also have a recharge, which is explained in the Starter Set. 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. The Starter Set goes on to describe effects that can only be used a specific number of times per day as well, although no examples are provided. 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. Actions without an Attack Roll Several SE creatures - the doppelganger, flameskull, grick, nothic, owlbear, and young green dragon - have Multiattack, allowing them to take more than one action per turn. If your 2E monster could attack more than once, you should probably give them Multiattack in 5E. Note that ‘most creatures can only make two attacks - the only exception is the young green dragon, which ‘can make three. 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. The Starter Set includes descriptions for the following Actions of that type: © Create Food and Water (Spectator) * Read Thoughts (Doppelganger) ‘© Weird Insight (Nothic) 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 Everything not mentioned above, ike Morale, should probably be dropped in 5E. Of course, if you fee! is very important to the creature's concept, feel free to port it over anyway. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit 1817 aor 2E to SE sirle comersion guidelines - Google Docs 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}" Afiyingy” Mswimmingy" ((burrowingy’) “web” @folimoy” 1E only recognizes three size categories: $ (small), M (human-sized), and L (large). “Mis defined as 5-7 feet; “S" is anything smaller than 5 feet; "L” is anything larger than 7 feet. Ifa specific size in feet is given, you may use that number with the 2E size conversion; if not, you will have to choose an appropriate size yourself, based on the creature's description. XP Value is calculated differently from 2E. Most monsters were eventually assigned Monster Levels, as well, Neither seems to correspond well enough to determine any equivalent Challenge for SE, though Monster Levels I+V do roughly overlap with Challenge 3 and below. (Note that the original 1 Monster Manual does not provide Levels or XP Values at all; you have to refer to the 1 Dungeon Masters Guide and determine it yourself.) Psionic Ability is listed for many 1E monsters (as well as a smaller number of 2E monsters). Psionics rules are beyond the scope of this conversion, but you may wish to import any described psionic powers as traits, actions, or reactions as appropriate. FYI, the 1E Monster Manual |! has a list converting the damage ranges (2-8, etc.) to dice rolls, which may come in handy for both 1E and 2E conversions. If you want a higher proficiency bonus than +2 or +3 for your 1 monster, Ihave a very loose way to guess what it might be in Appendix 2. hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit 1817 aor 2F to 5 single con rate Proficiency Bon wersion guidelines - Google Docs Combining together what I discussed under Proficiency Bonus and Challenge, you can use the following table as a way to guess at a 2E monster's proficiency bonus in 5E. One last warning - this has a fairly good chance of being wrong, 2E XP Value (equivalent HD value) Up to 650 (8 HD or less) 42 975 to 3000 (8+1 to 13 HD) +3 4000 to 7000 (14 to 17 HD) +4 8000 to 11,000 (18 to 21 HD) +5 12,000 or more (22 HD or more) +6 For 1E, | have an even shakier conversion you ¢: the differences in how XP is calculated between an try, which relies on me conveniently ignoring 1E and 2E: 1E XP Value (Basic XP Value equiv. HD) Up to 375 (8 HD or less) 42 375 to 600 (8 to 8+1 HD) +20r +3, 600 to 1800 (8+1 to 13 HD) +3 1800 to 3000 (14 to 17 HD) +4 3000 to 5000 (18 to 21 HD) +5 5000 or more (22 HD or more) +6 hipe:dacs.gongle.camdocumentsWirn7Dd08eyoUntKGWDz\igO8VCFSerMI7NSOndéAedit wir

You might also like