MUSER’S MENAGERIE 7 – Even More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

RANDOM ENCOUNTERS: FIRES OF CREATION FOR 5E BESTIARY
Last week I noticed that the random encounters table found in Fires of Creation includes a number of monsters that are not included in the Monster Manual, nor in my earlier conversion efforts.

In the interest of satisfying my completist tendencies, I decided to write up conversions of all the critters listed on the Torch Encounters table found on page 81 of Fires of Creation.

FUNGAL CRAWLER
Fungal-crawler
Small aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 54 (12d6 + 12)
Speed 40 ft., climb 40 ft.
STR 15 (+2) DEX 14 (+2) CON 13 (+3) INT 12 (+1) WIS 11 (+0) CHA 9 (-0)
Saving Throws Dex +4
Skills
: Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages:
Challenge 3 (700 XP)
Pounce. If the fungal crawler moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the fungal crawler can make one claw attack as a bonus action.
ACTIONS
Multiattack.
The fungal crawler makes two attacks: one with its bite and one with its claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

GIANT AMOEBA
800px-Giant_amoeba
Small ooze, unaligned
Armor Class 8
Hit Points 33 (6d6 + 12)
Speed 10 ft., climb 10 ft., swim 10 ft.
STR 12 (+1) DEX 6 (-2) CON 14 (+2) INT 1 (-5) WIS 6 (-2) CHA 2 (-4)
Skills: Athletics +3
Damage Resistances: acid
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 1 (200 XP)
Amorphous. The giant amoeba can move through a space as narrow as 1 inch wide without squeezing.
ACTIONS
Pseudopod.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 2 (1d4) acid damage and the target is grappled (escape DC 10). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the target takes 2 (1d4) acid damage at the start of each of its turn, while it is grappled.

GIANT FLY
250px-Giant_fly_and_maggot
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft.
STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 1 (-5) WIS 10 (+0) CHA 3 (-4)
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages:
Challenge 1/2 (100 XP)
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be infected with sewer plague (see page 257 of the Dungeon Master’s Guide).

GIANT MAGGOT
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR 5 (-3) DEX 14 (+2) CON 12 (+1) INT 1 (-5) WIS 7 (-2) CHA 3 (-4)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages:
Challenge 1/4 (50 XP)
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 +2) piercing damage.
Regurgitate (Recharge 6). One creature within 5 feet must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much on a successful one.

GREMLIN, VEXGIT
Vexgit
Small fey, chaotic evil
Armor Class 14
Hit Points 20 (5d6)
Speed 20 ft., climb 20 ft.
STR 6 (-2) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 11 (+0)
Skills: Athletics +0, Stealth +4
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t cold iron
Condition Immunities: exhaustion, poisoned
Senses darkvision 120ft, passive Perception 11
Languages: Undercommon
Challenge 1 (200 XP)
Innate Spellcasting. The vexgit’s innate spellcasting ability is Charisma (spell save DC 12). The vexgit can innately cast the following spells, requiring no material components: At will: prestidigitation 1/short rest: entangle
Magic Resistance:
The vexgit has advantage on saving throws against spells and other magical effects.
Sneaky. The vexgit has advantage on Dexterity (Stealth) ability checks in metal or stony areas.
Wrecking Crew. A group of six vexgit working together over the course of an hour can create an effect identical to the shatter spell. The spell save DC for this is 13.
ACTIONS
Light Hammer.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 (1d4 – 2) piercing damage.
Rusting Mandibles. The vexgit corrodes a nonmagical ferrous metal object it can see within 5ft. of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 10 Dexterity saving throw to avoid the vexgit’s mandibles. If the object touched is either metal armor or a metal shield being won or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object rusted is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

PETROMIN
Small beast, unaligned
Armor Class 12 (natural armor)
Hit Points 7 (2d6)
Speed 10 ft., climb 10ft., fly 60 ft.
STR 6 (-2) DEX 14 (+2) CON 10 (+0) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Skills: Perception +4
Senses passive Perception 14
Languages:
Challenge 1/8 (25 XP)
Cloaked. The petromin is invisible to creatures using only darkvision, but can be detected by other means.
Keen Sight.
The petromin has advantage on Wisdom (Perception) checks that rely on sight.
Luminous. The petromin naturally sheds light equal to that provided by a candle. It can control the color of the illumination and can extinguish the light as a bonus action.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

PILO
Pilo
Small beast, unaligned
Armor Class 14 (natural armor)
Hit Points 28 (8d6)
Speed 30 ft.
STR 14 (+2) DEX 14 (+2) CON 11 (+0) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Skills: Perception +4
Senses passive Perception 14
Languages:
Challenge 2 (450 XP)
Quills. A creature that touches the pilo or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Roll Up. As a bonus action, the pilo can tuck itself into a ball, gaining an AC 18, but reducing its speed to 10 ft. until it unfurls itself.
ACTIONS
Gore.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is poisoned, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

SORICO
Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 23 (5d6 + 5)
Speed 30 ft., burrow 10ft.
STR 15 (+2) DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 10 (+0) CHA 3 (-4)
Skills: Perception +2, Stealth +1
Senses passive Perception 12
Languages:
Challenge 1/2 (100 XP)
Dust Cloud (3/day). As a bonus action, the sorico shakes loose a cloud of dust. Each creature within 20 feet of it must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the sorico’s next turn.
ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) piercing damage.

TSAALGREND
Tsallgrend
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 10 ft., climb 10 ft., fly 40 ft.
STR 13 (+1) DEX 15 (+2) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 8 (-1)
Saving Throws Con +5, Wis +6
Skills
: Athletics +3, Perception +2
Damage Vulnerabilities fire
Damage Resistances
: acid, lightning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages:
Challenge 2 (450 XP)
Sunlight Sensitivity. While in sunlight, the tsaalgrend has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack.
The tsaalgrend makes three attacks: one with its bite and two with its tendril attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) piercing
Tendril.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the tsaalgrend can’t use the same tendril on another target.
Spore Cloud (Recharge 5-6). A 10-foot radius of spores extends from the tsaalgrend. Each creature within the spore cloud must succeed on a DC 11 Constitution saving throw or be poisoned. While poisoned, the creatures are stunned. All affected creatures can repeat their saves at the end of their turns.

DUNGEON MUSER’S NOTES
As with my other conversions, these critters are mostly based on existing 5th Edition D&D monsters (for instance, the Giant Fly is a mostly reskinned Giant Wasp).

The way that I wrote up the Vexgit Gremlin makes it more of a nuisance than an actual threat, but I feel that it’s sometimes nice to have a threat to throw at your players that does more than just hurt them.

RESOURCEFUL RESKINNING
The Tsaalgrend could be reskinned as a form of aggressive myconid or, perhaps, as an adult/infantile version of the gas spore.

The petromin, pilo, and sorico could be reskinned as Underdark pets or pests, found in dwarven, rock gnome, or drow communities.

ROLL FOR RANDOM ENCOUNTERS!
This batch of monsters should provide DMs all they need to use the random encounter tables in Fires of Creation without modification…and my completist tendencies are satisfied.

Until next time, I remain;

  • THE DUNGEON MUSER
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MUSER’S MENAGERIE 7 – Even More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

3 thoughts on “MUSER’S MENAGERIE 7 – Even More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

  1. I had a lot of fun with the cerebral fungus. The whole “bloodsucking fiend talking like a kid” freaked out my players. The Fungus asked “what is my name?” and the party argued over if it was a boy or girl and one person said jack and another said Sam so it called itself Jacksam. They then locked it in the room as they didn’t know what to do with it. It eventually escaped due to a curious ratman entering the room. Now the party is dreading the day they meet Jacksam again.

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