Giant Spider
STEP 1: STRENGTH - As ever the first question, Is it a Monster? Categorically Yes! So we use the HP multiplier to determine Forbidden Lands Strength. 4d10+4 = 4x1.25+Constitution Modifier of +1= 6, which is pretty low for something this legendary. It also doesn't have any immunities or resistances, so the Strength isn't modified further.
STEP 2: AGILITY - Agility is easy, just convert the Spider's Dexterity of 16 to a Fbl Agility of 5, it is an agile critter.
STEP 3: WITS AND EMPATHY - It doesn't need Wits or Empathy as its only semi-intelligent.
STEP 4: SKILLS - This is the first monster to have skills listed. It has a Stealth of 7, in D&D this would be made up of a proficiency and its Dexterity Modifier. In my conversion document I have listed all of the 5E skills and their Fbl counterpart, Stealth converts to Stealth, just subtract the Dex Modifier as this will be added to the creatures Agility in play. 7-3=4, so Fbl Stealth = 4.
It also has Passive Perception which would use its Wisdom Modifier, so look up the Base Dice increase of the Wisdom Attribute of 11 to convert to WITS of 4.
STEP 5: MOVEMENT - Speed/30 = 30/30 = 1, if its climb speed was different I would add that as well but this ability will be covered as a special ability.
STEP 6: ARMOR RATING - Looking at the 5E armor ratings (and Formulas), this gives me a number of options. The Spider has a Natural Armor of 4, and this either includes all, some, or none of its Dex Modifier of 3, depending on how tough I think it is. Which would give me possible Armor Ratings of 1 (14-10-full Dex Modifier) or 2 (14-10-Max Dex modifier of 2), or 4 (14-10, no Dex modifier included). This is where I loook at the Armor ratings listed for monsters in the Legends and Adventurers booklet, and compare the options. My gut says 4 is too high, but 1 is too low, so let's go with 2 (equivalent to thick fur, or for the spider I would say thick hide).
STEP 7: TYPICAL GEAR - None.
STEP 8: IMMUNITIES, RESISTANCE AND VULNERABILITIES - None Listed
STEP 9: SPECIAL ABILITIES - The spider has a number of special abilities listed:
- 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.
STEP 10: CONVERT ATTACKS - The Spider has the following attacks listed:
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the 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 in this way.
- Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
STEP 11: ATTACK DESCRIPTIONS - The attack descriptions are pretty straight forward. The Bite is quite brutal and obviously has a poison attack. The description of the Web attack will include its innate stickyness.
STEP 12: NEW ATTACKS - This is where it gets interesting as I asked for some feedback on possible attacks and ended up getting quite a few suggestions, so I decided to write them all up and then you can choose which four you would like to add in to make up the six. I have grouped some together to cover a certain creature that harasses halflings.
STEP 13: FINISHING TOUCHES - Not much to add now, this was quite straight forward, it’s just a shame it took so long for me to complete.