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# Monster Manual Conversion

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##### Converting monsters from different past editions of D&D and converting them to 5e.
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## Copy-Paste page

### Sub-creature

___
> ## Name
>*Size type, allignment*
> ___
> - **Armor Class** 18
> - **Hit Points** 46(1d4 + 5)
> - **Speed** 18ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|||||||
>___
> - **Saving Throws** 
> - **Skills** 
> - **Damage Vulnuerabilities** 
> - **Damage Resistances** 
> - **Damage Immunities** 
> - **Condition Immunities** 
> - **Senses** 
> - **Languages** 
> - **Challenge** 0 (0 XP)
> ___
> ***Passive Ability. *** Do a thing.
>
> ***Passive Ability. *** Do a thing.
> ### Actions
> ***Action.*** *Melee or ranged.* Do some stuff

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## Achaierai
An achaierai appears to be a 15 foot tall flightless bird, with a body and head fused together as one massive unit. Achaierai have 4 legs and a pair of wings that do not function. An adult achaierai weighs around 750 pounds.

An achaierai lives on the plane of Acheron and are rarely found anywhere else. The achaierai are not devils themselves, but do enjoy hunting down lesser devils that find themselves within the territory of the achaierai  in the scorched planes of hell. 

Achaierai do not need to eat food in order to survive, but still hunts as a form of entertainment.
___
> ## Achaierai
>*Large beast, lawful evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 45 (6d10 + 12)
> - **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|13 (+1)|14 (+2)|11 (+0)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** Dex +4, Con +5, Wis +5
> - **Skills** Acrobatics +4, Athletics +7
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Infernal
> - **Challenge** 6 (2,300 XP)
> ___
> ***Spring Attack. ***After the achaierai attacks a creature, the target can't make opportunity attacks against the achaierai for the rest of the turn.
>
> ***Magic Resistance. *** The achaierai has advantage on saving throws against spells and other magical effects.

> ### Actions

> ***Multiattack.*** The achaierai makes three attacks: one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 16 (4d6 + 2) piercing damage.
>
> ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
>
> ***Black Cloud (3/Day).*** A 10-foot-radius black cloud extends out from the achaierai. Each creature other than the achaierai makes a DC 15 constitution saving throw. On a failed save, a creature takes 11 (3d6) poison damage and is poisoned. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature is affected as if by the *confusion* spell, and it can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.



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___
> ## Allip
>*Medium undead, neutral evil*
> ___
> - **Armor Class** 13
> - **Hit Points** 32(6d8 + 5)
> - **Speed** 0 ft., fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|12 (+1)|10 (+0)|11 (+0)|11 (+0)|18 (+4)|
>___
> - **Saving Throws** Dex +3, Wis +2
> - **Skills** Intimidation +6, Stealth +3
> - **Damage Vulnuerabilities** radiant
> - **Damage Resistances** psychic
> - **Damage Immunities** bludgeoning, piercing and slashing from nonmagical weapons
> - **Condition Immunities** grappled
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** None
> - **Challenge** 3 (700 XP)
> ___
> ***Babble.*** An allip constantly mutters to itself, creating an aura of madness. Any creature within 60 feet of the allip must make a DC 14 wisdom saving throw. On a failed save, the creature becomes afflicted by a short-term madness effect for 5 (2d4) rounds. A creature can repeat the saving throw as an action during its turn in an attempt to end the madness early. A creature that successfully saves cannot be affected by the same allip's babble for 24 hours.
>
> ***Incorporeal Attack.*** Attacks made by the allip ignore armor bonuses from nonmagical shields and nonmagical, nonnatural armor.
>
> ***Incorporeal Movement.*** The allip can move through other creatures and objects as if they were difficult terrain. It takes 3 (1d6) force damage if it ends its turn inside an object.
>
> ***Madness.*** Anyone that targets an allip with a thought detection, mind control, or telepathic ability takes 5 (1d10) psychic damage.
> ### Actions
> ***Incorporeal Touch.*** *Melee Spell Attack:* +3 to hit, reach 5 ft., one target. *Hit:* The target looses 2 (1d4) Wisdom until its next long rest. On a successful hit, the allip gains 5 temporary hit points.

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## Allip
lore n stuffs here eventually.


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