MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Seven
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 in past entries, the task of converting over the monsters from each adventure in the Iron Gods adventure path is a pretty daunting one, so this entry will simply be the second batch of conversions, taken from the first part of the Lords of Rust.

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: Lords of Rust– Part Two

CAPTAIN ANDALEN KRAKLOS
PalaSarenrae
Medium humanoid (half-elf), lawful good
Armor Class 15 (chain shirt)
Hit Points 27 (6d8)
Speed 30 ft.
STR 14 (+3) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 14 (+2)
Saving Throws: Wis +3, Cha +4
Skills
: Acrobatics +4, Persuasion +4, Perception +3
Senses darkvsion 60 ft., passive Perception 13
Languages: Common, Elven
Challenge 2 (450 XP)
Fey Ancestry. Captain Andalen Kraklos has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Captain Andalen Kraklos is a 3rd level spellcaster. His spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). He has the following paladin spells prepared:
1st level (3 slots): cure wounds, detect poison and disease, protection from evil and good, sanctuary, shield of faith.
ACTIONS
Multiattack.
Captain Andalen Kraklos can make one attack with his dagger and one with his scimitar.
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 6 (1d6+3) slashing damage.
Divine Smith (Recharge 6) When Captain Andalen Kraklos hits a creature with a melee weapon attack, he can spend a spell slot to do 2d8 radiant damage to the target, in addition to the weapon damage.
Lay on Hands. As an action, Captain Andalen Kraklos can restore up to a total of 15 hit points. This healing can be split between multiple uses, but he cannot heal more than 15 hit points per day.
Turn the Unholy (Recharges after a Short Rest). As an action, Captain Andalen Kraklos can present his holy symbol and speak a prayer censuring fiends and the undead. Each fiend or undead that can see him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from Captain Andalen Kraklos as it can, and it can’t move to a space within 30 feet of him. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

REZOULN, TANEA, AND SINDRE
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Medium humanoid (human), neutral good
Armor Class 18 (breastplate and shield)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 15 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 13 (+1) CHA 10 (+0)
Skills: Medicine +3, Perception +3, Survival +3
Senses passive Perception 13
Languages: Common
Challenge 1/2 (100 XP)
Second Wind (Once per Short or Long Rest).
As a bonus action, Rezouln, Tanea, or Sindre, can regain 6 (1d10+1) hit points.
ACTIONS
Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 7 (1d6+4) slashing damage.

SEVROTH
pathfinder_sevroth_slaid_by_yamaorce-d8qrftu
Medium humanoid (human), chaotic neutral
Armor Class 14 (studded leather)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 8 (-1) WIS 10 (+0) CHA 12 (+1)
Skills: Acrobatics +4, Intimidation +3, Perception +2, Stealth +4
Senses passive Perception 12
Languages: Common, Hallit
Challenge 1 (200 XP)
Brawler’s Cunning (Recharge 6) Sevroth can use a bonus action when she would suffer disadvantage on her attacks on a turn to make all attacks she makes until the start of her next turn normally.
Flurry of Blows (Recharge 6) When Sevroth uses her Multiattack action, she can use a bonus action to make two unarmed attacks.
ACTIONS
Multiattack.
Sevroth makes two unarmed attacks
Unarmed Attack Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

STEEL HAWKS BRIGAND
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Medium humanoid (human), neutral evil
Armor Class 13 (leather armor)
Hit Points 16 (3d8 +3)
Speed 30 ft.
STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 10 (+0)
Skills: Intimidate +2, Stealth +4
Senses passive Perception 11
Languages: Common
Challenge 1/2 (100 XP)
ACTIONS
Multiattack.
The Steel Hawks Brigand makes two melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target, Hit: 5 (1d8+1) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

DUNGEON MUSER’S NOTES
As with the earlier rounds of Iron Gods conversions, I tried to start with an existing 5E monster (taken from the Monster Manual, the Tyranny of Dragons adventures, or the Princes of the Apocalypse adventure) and then used the rules for creating monsters out of the Dungeon Master’s Guide to modify them.

RESOURCEFUL RESKINNING
As with the monsters from the Monster Manual, any of these stats could be repurposed to be a similar monster (for instance, by swapping his gear for something more religiously appropriate, Captain Kraklos could be used to represent any other low level paladin).

THE LORDS OF RUST CONTINUE TO MUSTER
Next week will mark six months of maintaining this weekly blog, so I will be using the occasion to so some reworking of older material I have posted, fix some typos that snuck into the blog, and provide a one-stop shop for all the 5th Edition D&D material that I have converted from Pathfinder to date. The following week, I will return to my conversion of the Iron Gods adventure path.

Until next time, I remain;

  • THE DUNGEON MUSER
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MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

2 thoughts on “MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

  1. Aaron says:

    I am thrilled you are still producing these. I just wanted to let you know that I am still reading! Also, I recently started a 5E test game and I got an email from one of my players telling me how much he likes 5E. He was one of the skeptics that I was very worried about converting from Pathfinder. So it looks like there is a strong chance I will be running a 5E Iron Gods campaign. So thanks again for you work!

    Like

    1. Thanks for the kind words Aaron! The last few weeks have been busy ones for me, so what little RPG work I have done has been for my home campaigns (for the most part), but I plan to be back to the Iron Gods this coming Friday. Glad to hear you’ve got another 5E convert too! 🙂

      Like

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