I decided to try my hand at crafting some NPCs from the original Temple of Elemental Evil campaign. I tried to stay as close to the original as I could. After having done all this work my advice would be that you should only convert what you need as this process took a good about of time. for example using the base stat block for the druid in the Monster Manual and adding a few hit dice and magic items would have probably been a lot faster and more efficient use of my time. But what the heck, it was an interesting experience. I might stat up Elmo too some time.
|You don't want to make Jaroo mad...|
Medium Humanoid (Human), neutral good
Armor Class 11 (17 with barkskin)
Hit Points 54
Speed: 30 ft.
Saving Throws: Str +1, Dex +0, Int +4, Wis +8, Cha +3
Skills: Perception +7, Nature +3
Senses: Perception +7
Languages: Common, Druidic, Gnomish
Special Equipment – Leather Armor Cloak of Protection (DMG 159), Staff of the Serpent (DMG 204), Scimitar +1, potion of invisibility, Spell casting focus.
Spell Casting. 7th-level Caster (Wisdom); Spell Saves (DC 15); Attack Rolls (+7)
Cantrips – (At Will): druidcraft, guidance, produce flame, shillelagh*,
Level 1 – (4 Slots): speak with animals, entangle, faire fire, cure wounds
Level 2 – (3 Slots): barkskin*, spider climb*, lesser restoration, animal messenger,
Level 3 – (3 Slots): call lightning*, plant growth*, dispel magic, conjure animals, speak with plants
Level 4 – (1 Slot): conjure woodland beings, icestorm
Druid Circle. As a member of the Gnarly Wood Druid circle Jaroo has bonus spells denoted above with an asterisk.
Natural Recovery. During a short rest Jaroo can recover up to three combined spell slots. Example: three 1st-level slots or one 1st-level slot and one 2nd-Level, or one 3rd-level slot.
Ritual Casting. Jaroo can cast spells he has prepared as a ritual if it has the ritual tag.
Wild Shape. Jaroo can take and action to wild shape two times. Recover all uses after a short or long rest. He can stay in this form for 3-hours. Reverting back to human form is a bonus action. He automatically reverts back if he falls unconscious, drops to 0 hit points, or dies.
Str 11 (+0), Dex 9 (-1), Con 15 (+2), Int 11 (+0), Wis 18 (+4), Cha 15 (+2)
Staff of Serpents. (DMG 204) Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6+3) bludgeoning damage. (1d8+3 if two handed)
Scimitar +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+4) slashing damage.
|You were warned not to make Jaroo mad!|
Medium Beast, neutral good
Armor Class 11 (natural armor)
Hit Points 19 (3d8+6)
Speed 40 ft., climb 30 ft.
Saving Throws: Int +3, Wis +7
Skills Peception +7, Nature +3
Senses passive Perception 14
Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.
Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 11 (+0), Wis 18 (+4) Cha 15 (+2)
Multiattack. The bear makes two attacks: one bite and one claw.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target.
Hit: 7 (2d4+2) slashing damage.
|Say hell to my little friend!|
Huge Beast, unaligned
Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.
Skills Peception +7
Senses blindsight 10 ft., passive Perception 12
Str 19 (+4), Dex 14 (+2), Con 12 (+1), Int 1 (-5), Wis 10 (+0) Cha 3 (-4)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6+4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
Hit: 13 (2d8+4) bludgeoning damage, and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.