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

IRON GODS 5E BESTIARY – Part Two
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 last week, 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 second batch of conversions, taken from the third part of the Fires of Creation.

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 differences between the Pathfinder and 5E versions are so marked that to use the 5E versions would result in an unbalanced encounter.

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

IRON GODS BESTIATRY: Fires of Creation – Part Two

Ghelarn Better
ADVANCED GHELARN
Large aberration, unaligned
Armor Class 16 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 30 ft.
STR 19 (+4) DEX 10 (+0) CON 19 (+4) INT 3 (-4) WIS 14 (+2) CHA 3 (-4)
Saving Throws: Con +5, Wis +4
Skills: Perception +5, Stealth +3
Damage Vulnerabilities: thunder
Damage Resistances
: fire
Senses
darkvision 60 ft., tremorsense 30 ft., passive Perception 14
Languages:
Challenge 3 (700 XP)
Carapace. The ghelarn typically shelters within a hardened, rocklike shell that houses all its vital organs. By withdrawing its tentacles and sensory stalks into its shell, the ghelarn gains total cover until the beginning of its next turn. The shell doesn’t provide cover against spells that do not cause damage, and the ghelarn’s movement is limited to downward burrowing during this time. The benefits of the shell can be lost if it is destroyed (AC 19, 10 hit points), though it regenerates in 2d6 days. A ghelarn caught without its carapace has an AC 10.
False Appearance. While the ghelarn remains motionless, it is indistinguishable from a patch of desert rocks.
Quagmire. The ghelarn secretes a quagmire of sticky fluid a few feet below the sand where it lives. This fluid extends in a 10-foot radius around the creature and acts to trap victims. Creatures who enter, or begin their turn, in this radius must make a DC 13 Strength saving throw or become restrained. As an action, the restrained creature can make a DC 15 Strength check, escaping from the quagmire on a success. The quagmire has AC 11 and 5 hit points.
ACTIONS
Multiattack.
The ghelarn makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
Leeching Tendrils. A living creature that is restrained for more than one round by the ghelarn’s quagmire, takes 1d6 damage. It continues to suffer this damage every round that it is restrained.

GHELARN
Large aberration, unaligned
Armor Class 15 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft.
STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 3 (-4) WIS 14 (+2) CHA 3 (-4)
Saving Throws: Con +5, Wis +4
Skills: Perception +4, Stealth +2
Damage Vulnerabilities: thunder
Damage Resistances
: fire
Senses
darkvision 60 ft., tremorsense 30 ft., passive Perception 14
Languages:
Challenge 2 (450 XP)
Carapace. The ghelarn typically shelters within a hardened, rocklike shell that houses all its vital organs. By withdrawing its tentacles and sensory stalks into its shell, the ghelarn gains total cover until the beginning of its next turn. The shell doesn’t provide cover against spells that do not cause damage, and the ghelarn’s movement is limited to downward burrowing during this time. The benefits of the shell can be lost if it is destroyed (AC 19, 10 hit points), though it regenerates in 2d6 days. A ghelarn caught without its carapace has an AC 10.
False Appearance. While the ghelarn remains motionless, it is indistinguishable from a patch of desert rocks.
Quagmire. The ghelarn secretes a quagmire of sticky fluid a few feet below the sand where it lives. This fluid extends in a 10-foot radius around the creature and acts to trap victims. Creatures who enter, or begin their turn in, this radius must make a DC 13 Strength saving throw or become restrained. As an action, the restrained creature can make a DC 15 Strength check, escaping from the quagmire on a success. The quagmire has AC 11 and 5 hit points.
ACTIONS
Multiattack.
The ghelarn makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Leeching Tendrils. A living creature that is restrained for more than one round by the ghelarn’s quagmire, takes 1d6 damage. It continues to suffer this damage every round that it is restrained.

Hetuath Better
HETUATH
Medium undead, neutral evil
Armor Class 16 (natural)
Hit Points 32 (5d8 + 10)
Speed 30ft.
STR 16 (+3) DEX 16 (+3) CON 15 (+2) INT 8 (-1) WIS 12 (+1) CHA 12 (+1)
Saving Throws: Str +5, Dex +5
Skills: Athletics +5, Perception +3, Survival +3
Damage Resistances
: fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft, passive Perception 13
Languages: Kasatha
Challenge 3 (700 XP)
Deathlink. Hetuath can see through the eye sockets of any of his undead tribesmen and give them simple commands while doing so. This ability has a maximum range of 1 mile. While doing so, he is aware of his surroundings, but cannot take actions.
Undying Curse. Even if completely destroyed, Hetuath rejuvenates after 26 hours pass, his body reconstituting from nothing if need be to carry on his undead existence. This perpetual cycle of eternal unlife persists until the habitat module’s sky is reactivated, or until the remains of Hetuath are put in an area where the rays of the rising sun can strike them.
ACTIONS
Multiattack.
The Hetuath makes two melee or ranged attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
LEGENDARY ACTIONS Hetuath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hetuath regains spent legendary actions at the start of his turn.
Ranger’s Senses. Hetuath makes a Wisdom (Perception) check with advantage.
Arms Everywhere! Hetuath makes a melee or ranged attack.
Whirlwind Attack (Costs 2 actions). Hetuath slashes with all the weapons in his hands. Each creature within 5 feet of Hetuath must succeed on a DC 15 Dexterity saving throw or take 6 (1d6 + 3) slashing damage and be knocked prone. Hetuath can then move up to half his speed without drawing attacks of opportunity.

Kesatha Skeletons
KASATHA SKELETONS
Medium undead, neutral evil
Armor Class 13 (natural)
Hit Points 13 (2d8 + 4)
Speed 30ft.
STR 10 (+0) DEX 12 (+1) CON 15 (+2) INT 3 (-4) WIS 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft, passive Perception 9
Languages:
Challenge 1/4 (50 XP)
Four Armed Terror. The kasatha skeleton has advantage on its attacks with its claws.
Undying Curse. Even if completely destroyed, the kasatha skeleton rejuvenates after 26 hours pass, its bones reconstituting from nothing if need be to carry on their undead existence. This perpetual cycle of eternal unlife persists until the habitat module’s sky is reactivated, or until the remains of the defeated kasatha skeleton is put in an area where the rays of the rising sun can strike them.
ACTIONS
Multiattack.
The kasatha skeleton makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Medical-Drone
REPAIR DRONE
Medium robot, unaligned
Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30ft.
STR 17 (+3) DEX 12 (+1) CON 12 (+1) INT 10 WIS 11 (+0) CHA 1 (-5)
Skills: Medicine +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: Androffan
Challenge 2 (450 XP)
Repair Robot. The repair drone is proficient with engineer’s kits and the technologist meta-proficiency. The repair drone can use its action to cause an adjacent robot to regain 2d8 hit points.
Vulnerable to Critical Hits.
When the 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 repair drone makes two slam attacks or one slam and one net attack.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The creature is restrained by a polymer mesh net. As an action, the restrained creature can make a DC 15 Strength check, escaping from the polymer mesh net on a success. The polymer mesh net has AC 17, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

DUNGEON MUSER’S NOTES
As with the first round 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.

For this second round of conversions, I also got to use a rules innovation that was introduced in the new Monster Manual that is normally restricted to higher challenge rating monsters; the “Legendary Actions” that monsters use on the players’ turns.

I’m a HUGE fan of these abilities, since they give boss-style monsters a presence throughout the round, rather than just on their turn. The advantage afforded by these extra actions is balanced by the fact that they can only be used at the end of a player’s turn, so if some of your players drop in the course of a combat, that advantage is scaled back.

The Monster Manual doesn’t give Legendary Actions to any of its lower level monsters, but I don’t see any reason why they can’t be used to make for a boss-style monster to make for memorable lower level encounters (I suspect we didn’t see any lower level monsters with Legendary Actions due to a lack of space, rather than it being an inappropriate design for low CR monsters).

With that in mind, I decided to give Hetuath Legendary Actions to make him feel like the significant threat at the gaming table that I feel he is supposed to be (I cannot wait for my players to get knots in their stomachs when they realize they have to fight him a second time, after he reconstitutes).

With the Kesatha Skeletons, I replaced their four attacks with two attacks, each at advantage, because I felt that rolling four attacks for each of them would be a bit tedious for players to sit through.

Finally, returning readers may recall that I was going to write about the robot subtype this week. Well, I’ve changed my mind about that, so I am going to save that to next entry, when I’ll be converting the Gearsmen to 5E.

RESOURCEFUL RESKINNING
Any of these stats could be repurposed to be a similar monster (for instance, the ghelarn could be used to represent a larval form of a bulette, the Kesatha Skeletons could be used as unique four-armed skeletons assembled by an intrepid necromancer, and Hetuath could become a unique deathless minion enchanted for speed).

THE FIRES OF CREATION ARE BURNING BRIGHT
With three acts down, I only have two acts worth of monsters and NPCs to go! I have draft versions of the major NPCs together, but I want to get the nameless monsters done before I unveil those conversions, so next up will be the adversaries from act four of Fires of Creation.

Until next time, I remain;

  • THE DUNGEON MUSER
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MUSER’S MENAGERIE 2 – More Iron Gods Adventure Path Monsters for Dungeons & Dragons 5th Edition

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