Castles & Crusades To 5e
Castles & Crusades To 5e
Castles & Crusades To 5e
Size
Small (less than 5 Tiny (2 feet or less), Small (2-4 feet), or Medium (4-5 feet)
feet)
Large (more than 7 Medium (7-8 feet), Large (8-16 feet), Huge (16-32 feet), or Gargantuan
feet) (32 feet or more)
Former Shapechangers may have the Shapechanger trait; new rules described in Starter Set,
under Doppelganger, variants described in Player’s Handbook and Hoard of the Dragon Queen.
If no type is obvious, base it on their description. Tags are also based on description.
Alignment
Armor Class
Creatures wearing armor: Follow guidelines in Starter Set or Basic Rules for that armor.
Creatures without armor: 10+Dexterity bonus. Add two if the creature has AC 14 or above.
Dragons: Subtract 6 from C&C AC.
Hit Dice, Type
Tiny creatures: d4
Small creatures: d6
Medium creatures: d8
Large creatures: d10
Huge creatures: d12
Gargantuan creatures: d20
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.
Xd20 - 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.
Speed
Uses C&C Move. Dragon fly speeds, and similarly high fly speeds, should be cut in half. All
others, no change.
If no Move is provided, base it on their description or a “reference monster” (see Ability Scores,
When Not Provided).
None 1
Animal 2
Inferior 3-5
Low 6-8
Average 9-12
High 13-15
Superior 16-17
Genius 18-21
Supra-Genius 22-25
Deific 26-30
Choose a “reference monster” similar to yours and use the ability scores for that creature. Find it
in these sources, in this order of preference:
1. D&D 5E Starter Set.
2. D&D Next material.
3. D&D 3.5 Monster Manual. Quick online reference.
4. “How to Create a Monster”.
If you use sources 3 or 4, use the method here to fill in any missing scores.
Proficiency Bonus
+2 for most monsters. +3 for exceptional monsters. This is relevant for saving throws, skills,
and to hit bonuses.
May also use class levels or equivalent in description as character level for bonus (see Basic
Rules).
Saving Throws
Most creatures do not have proficiency with saves, and only use their ability bonus.
Saves (or primary attributes) may suggest the following save proficiencies:
P (physical): Strength, Dexterity, and/or Constitution
M (mental): Intelligence, Wisdom, and/or Charisma
P+M (physical and mental): Any or all saves.
N: No save proficiencies.
Otherwise, only add proficiency bonus to a save when important to the creature.
Skills
Few or no skills for most creatures. Only add proficiency bonus to a skill when important to the
creature. Some creatures may have double proficiency (+4 or +6) in a single “signature” skill.
Only add other immunities to undead if separate from their undead nature.
Incorporeal: 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
Spell resistance (SR): Now Magic Resistance trait; new rules described in Starter Set, under
flameskull.
Senses
Languages
Refer to Basic Rules for languages spoken by creatures. If no appropriate language listed in
Basic Rules, use native language suggested by C&C description.
Challenge
Traits
Refer to monster description. Only list them here if they were not listed earlier in the stat block.
Try to replace C&C traits with their 5E equivalents. If that fails, use the Starter Set traits as
examples to follow. If that fails, just use the trait as it was in C&C.
Spellcasting ability and most spell-like powers should be converted as a Spellcasting trait (or
occasionally Innate Spellcasting). For caster level, use any provided level or C&C monster HD,
and convert spells into equivalents as best you can. Remember to use the 5E rules for
spellcasters. (Innate spellcasting uses Wisdom as the spellcasting ability.)
A full list of Traits available in the Starter Set is provided in the full conversion document.
Actions, To Hit
Proficiency bonus plus the relevant ability bonus (usually Strength or Dexterity). Natural attacks
are finesse attacks and generally use best of Strength or Dexterity.
Actions, Damage
Weapon damage for tiny, small, or medium creatures: Use damage from Starter Set or Basic
Rules.
Weapon damage for large creatures: As above, but increase by one (1d6 becomes 2d6).
Weapon damage for huge or gargantuan creatures: As above, but increase by two (1d6
becomes 3d6).
Natural damage for tiny or small creatures: No change, except minimum of 1d4.
Natural damage for medium or larger creatures: Use the following table. For every additional
die of damage, add one to the converted damage dice (2d4 becomes 2d6 or 3d4).
Strongest natural damage, or other types of damage: Either use the table above, or add one
die of damage and increase die one step (1d6 becomes 2d8).
Xd4 - Multiply X by 2.5 (round down), then add their relevant bonus.
Xd6 - Multiply X by 3.5 (round down), then add their relevant bonus.
Xd8 - Multiply X by 4.5 (round down), then add their relevant bonus.
Xd10 - Multiply X by 5.5 (round down), then add their relevant bonus.
Xd12 - Multiply X by 6.5 (round down), then add their relevant bonus.
“Relevant bonus” is Strength bonus for melee attacks, Dexterity bonus for ranged attacks.
The Difficulty Class for an effect with an attack roll should be 10+the creature’s relevant ability
bonus. For example, a creature with Constitution 13 (+1 bonus) inflicting a Constitution save
effect should require a DC of 11 (10+1).
The Difficulty Class for an area effect without an attack roll should be 10+the creature’s
relevant ability bonus+proficiency bonus.
The Difficulty Class for other effects without an attack roll should be treated as 10+the
creature’s relevant ability bonus for weaker effects, and 10+the creature’s relevant ability
bonus+proficiency bonus for stronger effects.
If the attack drains Constitution, convert it into equivalent hit point damage, and convert it like
other damaging attacks (see the previous section). Stack the damage with any existing hit point
damage the attack inflicted.
A full list of saving throw-based Actions available in the Starter Set is provided in the full
conversion document.
If needed for non-monster purposes, add Challenge Level (CL) to 10 to get 5E DC.
Other non-attack actions should be taken directly from C&C (after any obvious adjustments).
A full list of creatures with Multiattack available in the Starter Set, and a full list of non-attack
actions available in the Starter Set, are both provided in the full conversion document.
Reactions
Any actions that require a trigger. Otherwise, treat them just like any other Action.