MUSER’S MENAGERIE 4 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

IRON GODS 5E BESTIARY – Part Four
Stop me if you think that you’ve heard this one before.

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.

As I noted over the last few of weeks, the task of converting over even just the monsters from Fires of Creation is a pretty daunting one, so this entry is just the fourth batch of conversions, taken from the fifth part of the Fires of Creation. The conversions for the first three parts of Fires of Creation can be found herehere, and here.

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

Finally, for those who were not here last week, I should mention again 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 Four

GARMEN ULRETH
Garmen Ulreth
Medium humanoid (human), neutral evil
Armor Class 17 (studded leather)
Hit Points 33 (6d8+ 6)
Speed 30 ft.
STR 10 (+0) DEX 20 (+5) CON 12 (+1) INT 13(+1) WIS 8 (-1) CHA 16 (+3)
Saving Throws: Dex +7, Int +3
Skills
: Deception +5, Insight +1, Intimidation +5, Perception +3, Sleight of Hand +7, Stealth +9
Senses passive Perception 13
Languages: Common, Hallit, Orc, Thieves’ Cant
Challenge 3 (700 XP)
Cunning Action. On each of his turns, Garmen Ulreth can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Garmen Ulreth deals an extra 10 (3d6) 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 Garmen Ulreth that isn’t incapacitated and Garmen Ulreth doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
Garmen Ulreth makes two attacks with his rapier or hand crossbow.
Rapier Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Hand Crossbow Ranged Weapon Attack: +7 to hit, range 30/120, one target. Hit: 8 (1d8+5) piercing damage.
Gang Boss (Recharges after a Short or Long Rest). For 1 minute, Garmen Ulreth can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Garmen Ulreth. A creature can benefit from only one Leadership die at a time. This effect ends if Garmen Ulreth is incapacitated.

GEARSMAN
Gearsman
Medium robot, unaligned
Armor Class 18 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 20 ft.
STR 18 (+4) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Insight + 4, Perception +4
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Hallit
Challenge 4 (1,100 XP)
Adaptive Learning. Once per long rest, the gearsman can gain proficiency in two skills or tools of its choice, or double its proficiency bonus (+3) to one skill or tool.
Durable Frame. The gearsman’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the gearsman, it must roll damage dice twice and take the lower of the two results.
Charge Weapon. The gearsman can charge any metal melee weapon in its hand to do an extra 3 (1d6) lightning damage on a hit.
Vulnerable to Critical Hits. When the collector robot is hit with a critical hit, it must make a DC 15 Constitution saving throw or be stunned for 1 round.
ACTIONS
Multiattack.
The gearsman makes two melee attacks, only one of which can be with its timeworn neural inhibitor.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
Timeworn Neural Inhibitor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. 8 charges. While powered down, this sturdy, 2-foot truncheon functions as a mace. Once it is activated by expending a charge (with a Use an Object action), each time the weapon hits a target, it consumes 1 charge and the creature struck must make a DC 10 Constitution saving throw or have disadvantage on attack rolls, ability checks, and Wisdom saving throws for one round. Creatures immune to the charmed condition do not have to make the Constitution saving throw.

GRUETHUR
Gruethur
Medium elemental, chaotic evil
Armor Class 16 (natural armor)
Hit Points 77 (11d8 + 33)
Speed 30ft., fly 60 ft.
STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 6 (-2) WIS 11 (+0) CHA 7 (-2)
Skills: Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 14
Languages: Common, Terran
Challenge 4 (1,100 XP)
False Appearance. While Gruethur remains motionless, he is indistinguishable from an inanimate statue.
ACTIONS
Multiattack.
Gruethur makes two melee attacks: one with his bite and one with his claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

RATFOLK SCRAPPER
Ratfolk
Small humanoid (ratfolk), neutral evil
Armor Class 13 (studded leather)
Hit Points 16 (4d6 + 4)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 13 (+1) INT 12 (+1) WIS 8 (-1) CHA 12 (+1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses darkvision 60 ft., passive Perception 11
Languages: Common, Orc, Thieves’ Cant
Challenge 1/2 (100 XP)
Cunning Action. On each of his turns, the ratfolk scrapper can use a bonus action to take the Dash, Disengage, or Hide action.
Naturally Stealthy The ratfolk scrapper can attempt to hide even when it is obscured only by a creature that is at least one size larger than you.
Sneak Attack (1/Turn). The ratfolk scrapper deals an extra 3 (1d6) 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 ratfolk scrapper that isn’t incapacitated and the ropefist thug doesn’t have disadvantage on the attack roll.
Swarming. The ratfolk scrapper gains advantage on a melee attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack.
The ratfolk scrapper makes two melee attacks or two ranged attacks.
Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 7 (1d8+3) piercing damage.

ROPEFIST THUG
Ropefist Thug
Medium humanoid (human), neutral evil
Armor Class 13 (studded leather)
Hit Points 16 (3d8+ 3)
Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 12 (+1) INT 10(+0) WIS 8 (-1) CHA 12 (+1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 11
Languages: Common, Thieves’ Cant
Challenge 1/2 (100 XP)
Cunning Action. On each of his turns, the ropefist thug can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The ropefist thug deals an extra 3 (1d6) 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 ropefist thug that isn’t incapacitated and the ropefist thug doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The ropefist thug makes two melee attacks or two ranged attacks.
Ropefist Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Sling Ranged Weapon Attack: +3 to hit, range 30/120, one target. Hit: 3 (1d4+1) bludgeoning damage.

SCRAPWALL FANATICS
Scrapwall Fanatic
Medium humanoid (orc), chaotic neutral
Armor Class 15 (studded leather)
Hit Points 26 (4d8+ 8)
Speed 30 ft.
STR 17 (+3) DEX 11 (+1) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages: Common, Orc, Thieves’ Cant
Challenge 1 (200 XP)
Aggressive. As a bonus action, the scrapwall fanatic can move up to its speed toward a hostile creature that it can see.
Sneak Attack (1/Turn). The scrapwall fanatic deals an extra 3 (1d6) 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 scrapwall fanatic that isn’t incapacitated and the scrapwall fanatic doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The scrapwall fanatic makes two melee attacks.
Improvised Weapon Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing or bludgeoning damage or 7 (1d8 + 3) with two hands.

THYLACINE
Thylacine
Small beast, unaligned
Armor Class 13
Hit Points 26 (6d6 + 6)
Speed 30 ft.
STR 12 (+1) DEX 16 (+3) CON 12 (+1) INT 5 (-3) WIS 12 (+1) CHA 3 (-4)
Skills: Perception +3
Senses passive Perception 13
Languages: Common
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The thylacine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Powerful Jaws The thylacine scores a critical hit on a roll of 19 or 20.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3).

DUNGEON MUSER’S NOTES
As with the first three rounds of Iron Gods 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 fourth round of conversions was quite a bit more straightforward than the previous weeks, with no Legendary monsters in the mix, no new monster types to invent, and many of these required only slight reskinning of existing 5E monsters. As such, I don’t have much to say about these conversions.

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster. For instance, the scrapwall fanatics could be used as orc ambushers, particularly if you swap out the improvised weapon for a spear and some javelins or a brace of throwing axes.

Similarly, Garmen Ulreth’s stats could be used to represent any similar small-time gang boss or even just a better-than-average mugger.

Since my Ratfolk conversion was based on the 5E Halfling, it would be easy enough to use the Ratfolk Scrapper for a halfing thief or thug, by swapping out the Swarming trait for the Halfing’s Brave, Halfling Nimbleness, and Lucky traits.

THE PENULTIMATE LOG IS THROWN ON THE FIRES OF CREATION
With five acts of Fires of Creation now full of 5th edition monsters, the only thing that is missing are the major NPCs who play roles in the Fires of Creation!

Next week’s entry will conclude the Bestiary series and feature 5E versions of the NPCs from Fires of Creation (and this time I mean it).

Until next time, I remain;

  • THE DUNGEON MUSER
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MUSER’S MENAGERIE 4 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

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