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

As I have noted in previous entries in this series of blog postings, 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 and, arguably, the three characters presented below are the three most important of all the others encountered in the first chapter of the Iron Gods adventure path.

For those who have missed the earlier Iron Gods 5E Bestiaries, this entry represents the final batch of conversions from the fifth part of the Fires of Creation. The conversions for the earlier parts of Fires of Creation can be found here, here, here, and here.

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

So, with those comments out of the way, let’s get to the final conversions for the Fires of Creation!

IRON GODS BESTIATRY: Fires of Creation – Part Five

Medium humanoid (human), chaotic good
Armor Class 13 (amulet of protection)
Hit Points 33 (6d8+ 6)
Speed 30 ft.
STR 9 (-1) DEX 14 (+2) CON 10 (+0) INT 18 (+4) WIS 14 (+2) CHA 13 (+1)
Saving Throws: Dex +5, Int +7, Wis +5
: Arcana +7, Insight +5, Persuasion +4, Stealth +5
Senses passive Perception 12
Languages: Common, Androffan, Draconic, Dwarven, Gnome, Hallit, Ignan, Orc, Terran, Undercommon
Challenge 6 (2,300 XP)
Special Equipment. Khonnir Baine wears an amulet that functions as a Ring of Protection (see 191 of the Dungeon Master’s Guide).
Cunning Action.
On each of his turns, Khonnir Baine can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Khonnir Baine 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 Khonnir Baine that isn’t incapacitated and Khonnir Baine doesn’t have disadvantage on the attack roll.
Spellcasting. Khonnir Baine is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): acid splash, bomb, mending, shocking grasp
1st level (4 slots): expeditious retreat, mage armor, unseen servant
2nd level (3 slots): melf’s acid arrow, scorching ray, web
3rd level (3 slots): dispel magic, fireball, fly, protection from energy
4th level (1 slot): fabricate
Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Medium humanoid (android), neutral evil
Armor Class 18 (studded leather)
Hit Points 58 (9d8+ 18)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
Saving Throws: Cha +3, Wis +6
: Perception +6, Religion +6, Survival +6
Senses passive Perception 16
Languages: Common, Androffan, Orc, Undercommon
Challenge 5 (1,800 XP)
Artificial Ancestry: Meyanda has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Channel Divinity. Once per short rest or long rest Meyanda can use her channel divinity to Turn Undead or do one of the other potential uses listed below.
Constructed Body. Meyanda counts as both a construct and a humanoid for the purpose of effects targeting such creatures (such as the Charm Person spell, a Mace of Smiting, and a ranger’s favored enemy ability). She have advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.
Cybernetic Mind. Meyanda has difficulty processing her own emotions and understanding those of others. As a result, she suffers disadvantage when making Wisdom (Insight) checks, but she gains advantage on all saving throws against fear.
Gaslight Influence. Meyanda can use her Channel Divinity to cast the enthrall spell.
Madness Aura.
Meyanda can use her Channel Divinity to project an aura that makes all enemies within 30 ft. roll a DC 14 Charisma saving throw or suffer the effects of the confusion spell until the start of Meyanda’s next turn.
Mindshattering Strike. Once per turn, when Meyanda hits a creature with a weapon attack, she can cause the attack to deal an extra 4 (1d8) psychic damage to the target.
Nanite Surge. Once per day, Meyanda can use a bonus action to add +3 to the result of one d20 roll. This can be done before or after making the d20 roll. When Meyanda uses this ability, her circuitry-tattoos glow with light equivalent to that of a torch until the start of her next turn.
Meyanda is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following spells prepared (the spells in bold are from the Madness domain):
Cantrips (at will): light, mending, spare the dying, thaumaturgy, vicious mockery,
1st level (4 slots): create or destroy water, cure wounds, dissonant whispers, shield of faith, tasha’s hideous laughter
2nd level (3 slots): aid, crown of madness, lesser restoration, ray of enfeeblement, spiritual weapon
3rd level (3 slots): dispel magic, fear, hypnotic pattern, protection from energy, spirit guardians
4th level (3 slots): confusion, divination, freedom of movement, hallucinatory terrain
5th level (1 slot): dream, flame strike, mislead
Meyanda makes two attacks with her inferno pistol or her spiked gauntlet.
Inferno Pistol Ranged Weapon Attack: +5 to hit, range 30/150, one target. Hit: 7 (1d10+2) fire damage. On a critical hit with this weapon, the target takes 1d4 fire at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 10 shots per nanite canister.
Spiked Gauntlet Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.

Medium humanoid (human), neutral evil
Armor Class 15 (studded leather)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR 18 (+4) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 8 (-1) CHA 15 (+2)
Saving Throws: Con +4, Int +5
: Arcana +5, Deception +6, Investigation +5, Persuasion +6
Senses passive Perception 9
Languages: Common, Androffan, Hallit, Orc
Challenge 3 (700 XP)
Arcane Pool. Sanvill Trett has 7 points in his arcane pool. He may expend 1 point to gain +1 to hit and damage with his longsword, 3 points to gain +2 to hit and damage with his longsword, or 6 points to gain +3 to hit and damage with his longsword.
Elemental Weapon. Sanvill Trett may expend 5 points from his arcane pool to have his longsword gain +1 to attack rolls and deal 1d4 extra damage that is one of acid, cold, fire, lightning, or thunder damage (chosen when Sanvill Trett uses this ability).
Pool Strike. Sanvill Trett may expend points from his arcane pool as a bonus action to do extra acid, cold, fire, lightning, or thunder damage on one hit (the damage type chosen when Sanvill Trett uses this ability). Sanvill Trett may expend 2 points to do 2d10 damage, 3 points to do 3d10 damage, 5 to do 5d10 damage, or 6 to do 6d10 damage.
Spell Shield. As a reaction, Sanvill Trett may expend 1 point from his arcane pool to impose disadvantage on an attack roll that targets him.
Spellcasting. Sanvil Trett is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): chill touch, light, minor illusion
1st level (4 slots): burning hands, detect magic, thunderwave
2nd level (3 slots): invisibility, mirror image, misty step
3rd level (3 slots): counterspell, haste, invisibility
4th level (1 slot): greater invisibility
Sanvil Trett makes two attacks with his longsword.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Spell Combat. Sanvil Trett makes an attack with his longsword and casts any non-cantrip magus spell he has prepared as a bonus action.
Spellstrike. When Sanvil Trett casts a magus spell or cantrip that requires an attack roll, he can deliver the spell through his longsword. Using this action also costs Sanvil Trett his bonus action.

One thing that regular readers of these conversions may note is that I have not given any of these characters Legendary Actions. My reasoning for not giving these characters Legendary Actions is different for each of these characters.

For Khonnir Baine, I didn’t feel that an NPC that will never see combat with the PCs needed those actions. For Meyanda, I felt that the combo of her spells, her abilities, and her ally (a Collector Robot) will make for enough of a challenge that she did not need additional actions to feel like a potent threat throughout the final fight. And for Sanvil, I felt that his Improved Invisibility and other Magus abilities will make him a challenging enough opponent without Legendary Actions.

Another thing I didn’t bother to include in the above stats are tool proficiencies, though I would likely give each of these characters proficiency with engineer’s tools and the technologist metaproficiency (rules for both of which can be found here).

Speaking of new rules, those looking for rules for Khonnir’s bomb cantrip can find it here, in my conversion of the Pathfinder Alchemist class to 5E.

If you’d like to see the rules for Meyanda’s race or for the Madness cleric domain can find them here and here, respectively.

Those looking for the Magus class (Sanvil’s been built as an NPC Magus) can find my conversion of the Pathfinder Magus class to 5E here.

While the Iron Gods characters are fairly unique in their abilities, there is nothing to stop an enterprising Dungeon Master from using these stats for another purpose.

For instance, the stats for Sanvill Trett could easily be used to represent an arcane assassin sent to kill the PCs.   Similarly, the stats for Khonnir Bhaine could be used for a tomb robbing wizard (not far off from what Khonnir is in the Fires of Creation anyway). Finally, while Meyanda’s stats are a little more mechanically linked to her race, she could serve as a priest to a god of madness, dreams, or altered states.

With these three characters done, I am have now completed my conversions of the monsters and NPCs from the Fires of Creation. It will still be a while before I get to put these conversions to the test, but this has been an educational experience and I look forward to unleashing the hordes of the Iron Gods on my players sometime in the near future.

Until next time, I remain;

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

6 thoughts on “MUSER’S MENAGERIE 5 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

  1. Aaron says:

    This blog has been incredibly useful! I am considering converting my Iron Gods campaign. We at the climactic end battle, so you need to keep going! Please! Anyway, excellent work. Thank you!


    1. Thanks for the kind words, Aaron, I’m glad to hear you’ve enjoyed my blog! I have a couple minor things to post relating to the Fires of Creation (stats for things found on the Wandering Monsters table), but then I will be moving on to the Lords of Rust! 🙂


      1. Aaron says:

        Excellent! I’ll be starting up Lords of Rust in July, so your schedule works perfectly for me. 🙂 But the trick is going to be convincing my game group to give 5E a try. 4E really burned us and they are VERY skeptical…


      2. I ran a few long-term campaigns with 4E, so I believe I speak from experience when I say that 5E is much less an evolution from an older edition to a new one than it is a step back and then a new step forward.

        At a glance, 5E has many similarities to the pre-4E editions, but the streamlining innovations introduced in 5E(bounded accuracy, the advantage/disadvantage mechanic, Inspiration, stripping out the “math” aspects to feats, allowing for movement between attacks and two-weapon fighting without feats) make it a game all its own. This makes for much less “game” to get in the way of the fun at the table (for instance, no calculating situational attack bonuses/penalties that take you out of the drama of combat), while still giving players tons of opportunities to make fun, tactical decisions in combat (my players routinely try to find ways to get advantage in combat by using terrain or tactics, which adds a ton of great atmosphere to our fight scenes).

        Further, the variety of class/race/background combos available to the PCs, and the “subclass” features that the classes get between 1st-3rd level make for great, meaningful customization of PCs.

        The players in my home group are all veterans of 1st, 2nd, 3rd, Pathfinder, and 4th Edition D&D (as well as the IK RPG, which was our go-to game between 4th and 5th edition) and I have the usual assortment of play-styles (I have an aspiring thespian who loves to RP it up, a combat monkey who just wants to kill shit, a min-maxer who continually tries to milk the system for all its worth, etc…). After roughly six months of play, all of my players rank 5E as their favorite version of the game and, as may be evident by my posts on this blog, it has become my favorite game too.

        I mention this to say that I am happy to offer any help I can to allay your players’ fears of being burned again. 🙂


      3. Aaron says:

        This is really helpful and I couldn’t have said it better myself. I’ve forwarded it a few of my friends.

        My one concern about 5E is where they go with it, but that is minor.

        Anyway, here are my concerns about Pathfinder and 3.5 (having played it for 8+ years):

        * Everything is too complicated. Too many skills, too many feats, too many worthless feats that are never used, too many crazy rules (like grappling!), too many numbers to keep track of (Let’s see, for me to hit I have +8BaB, +1 sword, +2 flanking, -4 for cover, +1 from bless, and I am current at +4 str which means +2 to hit, so my total is…whatever). I can’t really play PF without Herolab.

        * Levels 1-3 are lame in weakness. Levels 13+ are so wildly powerful that the game breaks.

        * Too many ways to buff your character. I have a 12th level barbarian who has 3 stats over 20 (and when raging some are over 25!). It’s crazy. And broken.

        * Too many spells stack and can be used at the same time. Give a party 3 rounds and they can become 3 times as powerful.

        * Healing is too easy. Wand of Cure Light Wounds? Cleric Channel? etc Plus it is very difficult to have any lasting impact on players health. Everyone is healed to the max all the time.

        * Poison and disease are weak and not lasting.

        * Making and buying magic items is too easy. Everyone gets to maximize their guys like crazy…and CHEAP!

        * Magic Items are too powerful. My 12th level barbarian is easily twice as powerful because of his magic items. In fact, I think his items are more powerful than he is.

        * The combat rules are so specific that they dampen player creativity. Rules are rules!

        * There are no real incentives for creative role-playing. If I do something cool there is very little bonus or incentive. Aspects in FATE is really good. 5E has a great solution as well with “Inspiration”.

        * The spell system is clunky. When are you ever going to memorize Comprehend Languages? Or *insert 90% of the spells in the PHB*? The solution? Have 100 scrolls covering every possible angle. BOOM! Good luck DM.

        Don’t get me wrong, I love PF. Especially the world. But 5E seems to address every one of these problems.

        Liked by 1 person

  2. Glad to hear it was helpful Aaron!

    I completely agree with your assessment that 5E addresses each of the 3.5/PF concerns you mentioned. I’d also add that the newest edition is, arguably, the friendliest to DMs too. The advantage/disadvantage mechanic eliminates most of the “on the fly” math that has plagued earlier editions and the DM can concentrate on keeping the game exciting and engaging. 🙂

    I haven’t tested out post-level 12 characters yet (I hope to in the next couple of weeks), but after watching a podcast of Wizards employees playing an 18th level adventure (which you can find here:, I have no concerns as to the playability of those late-level characters.


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