MUSER’S MENAGERIE – Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

IRON GODS 5E BESTIARY – Part One
One of the most important things that needs to be converted in order to run the Iron Gods adventure path using 5th edition Dungeons & Dragons is the roster of exotic monsters encountered by the players along the way.

The task of converting over even just the monsters from Fires of Creation is a pretty daunting one, so this entry will simply be the first batch of conversions, taken from the first two parts of the Fires of Creation.

If you are planning on playing the Iron Gods adventure path, these monsters may represent SPOILERS!

Finally, I should mention that I do not plan to convert over any monsters that are found in the Monster Manual, unless the difference between the Pathfinder and 5E versions are so markedly different that to do so would result in an imbalanced encounter.

So, with those comments out of the way, let’s get to the critters!

IRON GODS BESTIATRY: Fires of Creation – Part One

BLINDHEIM
blindheim_by_beastysakura-d6c8ptp
Small aberration, unaligned
Armor Class 14 (natural armor)
Hit Points 40 (8d6 + 12)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR 12 (+2) DEX 17 (+3) CON 15 (+2) INT 2 (-4) WIS 12 (+1) CHA 6 (-2)
Saving Throws: Con +5
Skills: Acrobatics +6, Athletics +4, Perception +4
Condition Immunities: blindness
Senses darkvision 60ft., passive Perception 14
Languages:
Challenge 2 (450 XP)
ACTIONS
Multiattack. The blindheim makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5, reach 5 ft., one target. Hit 4 (1d4+2).
Claw. Melee Weapon Attack: +5, reach 5ft., one target. Hit: 5 (1d6+2).
Blinding Gaze: A blindheim’s eyes emit a cone of bright light to a range of 30 feet. Each creature within the cone must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the blindheim’s next turn. Creatures with sunlight sensitivity have disadvantage on this save. The blindheim can turn this effect on or off at will.

GREMLIN, JINKIN
gremlin_by_ianllanas-d602arz
Small fey, chaotic evil
Armor Class 16
Hit Points 15 (5d6)
Speed 40ft.
STR 3 (-3) DEX 18 (+4) CON 11 (+0) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
Skills: Perception +3, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t cold iron
Condition Immunities: exhaustion, poisoned
Senses: darkvision 120ft, passive Perception 13
Languages: Undercommon
Challenge 1 (200 XP)
Innate Spellcasting. The jinkin’s innate spellcasting ability is Charisma (spell save DC 13). The jinkin can innately cast the following spells, requiring no material components:
At will: prestidigitation
1/short rest: dimension door
Magic Resistance: The jinkin has advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn). The jinkin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jinkin that isn’t incapacitated and the jinkin doesn’t have disadvantage on the attack roll.
Tinker. A group of six jinkins working together over the course of an hour can create an effect identical to the bestow curse spell. The spell save DC for this is 13. Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The effect of the curse is determined by the DM.
ACTIONS
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage.

JAZVIT
Small fey, chaotic evil
Armor Class 16
Hit Points 24 (8d6)
Speed 40ft.
STR 3 (-3) DEX 18 (+4) CON 11 (+0) INT 14 (+2) WIS 14 (+2) CHA 16 (+3)
Skills: Perception +3, Stealth +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t cold iron
Condition Immunities: exhaustion, poisoned
Senses darkvision 120ft, passive Perception 13
Languages: Undercommon
Challenge 2 (450 XP)
Innate Spellcasting. Jazvit’s innate spellcasting ability is Charisma (spell save DC 14). Jazvit can innately cast the following spells, requiring no material components:
At will: prestidigitation
1/short rest: dimension door
Magic Resistance: Jazvit has advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn). Jazvit deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jazvit that isn’t incapacitated and Jazvit doesn’t have disadvantage on the attack roll.
Tinker. A group of six jinkins working together over the course of an hour can create an effect identical to the bestow curse spell. The spell save DC for this is 14 when Jazvit is involved. Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The effect of the curse is determined by the DM.
ACTIONS
Multiattack. Jazvit makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage.

MALFUNCTIONING REPAIR DRONE
Medical-Drone
Medium robot, unaligned
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30ft.
STR 15 (+2) DEX 10 (+0) CON 12 (+1) INT 10 WIS 11 (+0) CHA 1 (-5)
Skills: Perception +3
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 13
Languages: Androffan
Challenge 1 (200 XP)
Malfunctioning. The malfunctioning repair drone has disadvantage on attack rolls.
Vulnerable to Critical Hits. When the malfunctioning repair drone is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack. The malfunctioning repair drone makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

SEF
Sef
Medium humanoid (skulk), chaotic evil
Armor Class 14
Hit Points 39 (6d8 + 12)
Speed 30ft.
STR 11 (+0) DEX 18 (+4) CON 15 (+2) INT 10 WIS 14 (+2) CHA 7 (-2)
Saving Throws Dex +6
Skills: Perception +5, Stealth +6
Senses darkvision 60ft, passive Perception 15
Languages: Common, Undercommon
Challenge 2 (450 XP)
Camoflagued Step. Sef cannot be tracked through forest or subterranean settings.
Chameleon Skin. If Sef is not wearing armor or clothing that covers more than one-quarter of her body, Sef can take the Hide action as a bonus action.
Cunning Action. On each of her turns, Sef can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Sef deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sef that isn’t incapacitated and Sef doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. Sef makes two melee attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger. Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

SKULK
Skulk
Medium humanoid (skulk), chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30ft.
STR 11 (+0) DEX 14 (+2) CON 13 (+1) INT 10 WIS 14 (+2) CHA 7 (-2)
Saving Throws Dex +5
Skills: Perception +5, Stealth +5
Senses darkvision 60ft, passive Perception 15
Languages: Common, Undercommon
Challenge 1 (200 XP)
Camoflagued Step. The skulk cannot be tracked through forest or subterranean settings.
Chameleon Skin. If the skulk is not wearing armor or clothing that covers more than one-quarter of its body, the skulk can take the Hide action as a bonus action.
Sneak Attack (1/Turn). The skulk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skulk that isn’t incapacitated and the skulk doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack. The skulk makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.

YOUNG SLIME MOLD
248663
Small ooze, unaligned
Armor Class 8
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR 12 (+1) DEX 12 (+1) CON 13 (+1) INT 1 (-5) WIS 8 (-1) CHA 2 (-4)
Damage Resistances: fire
Damage Immunities: disease, poison
Condition Immunities: blinded, charmed, deafened, exhaustion, poisoned, prone
Senses passive Perception 9
Languages:
Challenge 1/4 (50 XP)
Amorphous. The mold can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the mold remains motionless, it is indistinguishable from a patch of moss or lichen.
ACTIONS
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

DUNGEON MUSER’S NOTES
For most of these conversions, I tried to start with an existing 5E monster (taken from the Monster Manual or one of the Tyranny of Dragons adventures) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them. This worked for most of the creatures (the skulk started as a scout, the slime mold was a twig blight, and the jazvit was a dryad), but the blindheim had to be created largely from scratch (though I based the blind effect on a similar power that the gibbering mouther has).

Careful readers will note that I have used a unique creature type in these stats too, the robot. In the next entry in this series, I will talk a bit more about this subtype.

RESOURCEFUL RESKINNING
As with any of the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, the jinkins could be reskinned to be minor demons of fate or the skulks could be repurposed as drow who were gifted with an ability to camoflague themselves by their dark goddess).

THE FIRES OF CREATION ARE STOKED AND READY TO BURN
I will likely be making some changes to these stats once they see actual play, and my next task will be to convert the next batch of monsters over from Pathfinder to 5E, but with this first batch of critters done, I feel that I am ready to get my Iron Gods campaign started!

I will provide a further update once my heroes take up arms against these threats.

Until next time, I remain;

  • THE DUNGEON MUSER
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MUSER’S MENAGERIE – Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

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