The Karrnathi Horde – Adversaries for GURPS Eberron

Howdy All and Happy Friday!

The following are enemies that I will be using in an upcoming one-shot using the GURPS roleplaying system, published by Steve Jackson games, set in Wizard’s of the Coast’s Eberron setting.

Rotting Undead Traits:
Appearance (Monster), Bad Smell, Doesn’t Breathe, Doesn’t Eat or Drink, High Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Unliving), No Sense of Smell/Taste, Sexless, Social Stigma 3 (Undead Monster), Temperature Tolerance 10, Unaging

Dread Guardian
Karnnathi Undead Bodyguard
Dread Guardian

ST 13 HP 15 Basic Lift 34 Ground Move 2
DX 10 Will 8 Damage 1d/2d-1 Water Move 0
IQ 8 Per 12 Basic Speed 5
HT 10 FP 10 Basic Move 4

Offense:
Broadsword: Attack 13, Parry 12, Reach 1, Damage: Swing 2d6 cut, Thrust 1d6+2 imp
Broadsword Counterattack: Attack 12 (only after successful defense, make attack and target suffers -2 penalty to Parry and -1 penalty to Dodge or Block)
Medium Wooden Shield: Attack 12, Block 12, Damage: 1d6 cr

Defense:
Steel Breastplate (DR: 5 – Torso), Scale Sleeves and Legs (DR: 4 – Arms & Legs), Gauntlets (DR: 4 – Hands), Mail Coif (DR: 4/2 vs. crushing – Flexible, Head, Neck), Boots (DR: 2 – Flexible)
Dodge 8, Parry 12, Block 12, Shield DR: 7, HP: 40

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Broadsword, Medium Wooden Shield, Scale Armor, Scale Sleeves and Legs, Gauntlets, Mail Coif, Boots

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Guardian’s Shield (Grant one friendly target Injury Tolerance: Damage Reduction 2, does not stack with other Dread Guardian’s abilities), Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Techniques
Broadsword 13, Counterattack: Broadsword 12, Shield 12

Karnnathi Skulker
Undead Assassin

Karnnathi Undead Assassin

ST 8 HP 11 Basic Lift 13 Ground Move 6
DX 13 Will 8 Damage 1d-3/1d-2 Water Move 0
IQ 8 Per 12 Basic Speed 5.75 Clinging Move 3
HT 10 FP 10 Basic Move 6

Offense:
Talons: Attack 15, Parry 11, Reach C, Damage: Thrust 1d6-2 imp

Defense:
Tough Skin (DR: 2)
Dodge 11, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native). 

Advantages
Clinging (Move 3 across walls or ceiling), Combat Reflexes ( +6 on all IQ rolls to wake up or recover from surprise), Darkvision, Improved Dodge 2, Rotting Undead Traits, Tough Skin (DR: 2), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits (but no Bad Smell)

Skills
Brawling 15, Camouflage 14, Shadowing 13, Stealth 14

Necrolab Apprentice
Necrolab
Karnnathi Undead Alchemist

ST 9 HP 9 Basic Lift 16 Ground Move 5
DX 11 Will 12 Damage 1d-2/1d-1 Water Move 0
IQ 12 Per 12 Basic Speed 5
HT 11 FP 11 Basic Move 5

Offense:
Necrotic Blast: Attack 13, Acc 3, Range 50/100, 1d6-1 burn per 1 FP, targets roll HT at -1 per 2 HP damage or be stunned
Freeze Limb: Attack 15 (resisted by HT), Directed against a hand it causes subject to drop what he’s holding.

Defense:
Dodge 8, Parry 11

Social Background
Cultural Familiarities: Karnnath (Native).
Languages: Common (Native).

Gear:
Quarterstaff, Robes

Advantages
Magery 2, Rotting Undead Traits, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits, Slave Mentality

Skills & Spells
Innate Attack: Necrotic Blast 13, Staff 12, Freeze Limb (as Spasm) 15, Flaming Weapon 15, Necrotic Blast (as Lightning) 15.

Death Dog
Death Dog
Karnnathi Undead Wardog

ST 11 HP 11 Basic Lift 24 Ground Move 9
DX 12 Will 11 Damage 1d-1/1d+1 Water Move 1
IQ 4 Per 13 Basic Speed 6
HT 12 FP 12 Basic Move 9

Offense:
Bite: Attack 14, Reach C, Damage: Thrust 1d6-2 cut

Defense:
Tough Skin (DR: 2)
Dodge 9

Advantages
Night Vision 8, Quadruped, Rotting Undead Traits, Tough Skin (DR: 2), Sharp Teeth, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 14, Tracking 14, Sweep 12

Offalians
Offalian
Heaps of Animated Muscle, Sinew and Bone

ST 18 HP 22 Basic Lift 65 Ground Move 5
DX 10 Will 10 Damage 1d+2/3d Water Move 1
IQ 4 Per 10 Basic Speed 5.5
HT 12 FP 12 Basic Move 5

Offense:
Bite: Attack 13, Reach C, Damage: Thrust 1d6+3 cut plus 1d6-1 acid
Tentacles (4): Attack 13, Reach C, 1, 2, Damage: Thrust 1d6+1 cut

Defense:
DR 4
Dodge 8, Parry 9

Advantages
Extra Attacks 2, Innate Attack: Acidic Breath (1d6-1 acid, Cone 12 long x 3 wide, 3/day) Long Tentacles (4 total with +1 reach), Rotting Undead Traits, Sharp Teeth, SM + 2 (3 hexes), Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Wrestling 13

Zombie Hulk
Zombie Stench
Bloated Undead Horror

ST 18 HP 18 Basic Lift 65 Ground Move 4
DX 9 Will 10 Damage 1d+2/3d Water Move 0
IQ 4 Per 10 Basic Speed 4
HT 12 FP 12 Basic Move 4

Offense:
Punch: Attack 13, Reach C, Damage: Thrust 1d6+2 cr
Bite: Attack 13, Reach C, Damage: Thrust 1d6+1 cr
Maul: Attack 13, Parry 9 (cannot attack and parry in same round), Reach 1,2 (takes Ready maneuver to change grip), Damage: Swing 3d6+4
Overpowering Stench: All within 3 hexes must make HT roll of be Nauseated (-2 to attributes and skill checks, -1 to active defenses). Roll HT each round to recover.

Defense:
Dodge 7, Parry 9

Advantages
Blunt Claws, Overpowering Stench (Area Affliction), Rotting Undead Traits, Single Minded, SM + 1, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills
Brawling 13, Two-handed Axe/Mace 13, Wrestling 13

Vylymax
Iron Dragon
Mad Iron Dragon

ST 20 HP 25 Basic Lift 80 Ground Move 10
DX 11 Will 11 Damage 2d-1/3d+2 Water Move 2
IQ 14 Per 13 Basic Speed 5 Fly Move 20
HT 13 FP 20 Basic Move 10

Offense:
Claw: Attack 16, Parry 12 Reach C,1, Damage: Thrust 2d6-1 cut
Two Claws: Attack 14, Reach C,1, Damage: Thrust 2d6-1 cut each
Bite: Attack 16, Reach C,1,2, Damage: Thrust 2d6-2 cut
Tail Sweep: Attack 16, Reach 2, Damage: 2d6+1 cr
Wing Buffett: Damage: 2d6 knockback only, cone range 5, width 5
Lightning Breath (Jet): Attack 16, Acc 3, Range 50/100, 2d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this; costs 2 FP).
Lightning Breath (Cone): Attack 16, Range 8, Width 4, 1d6 lightning (target makes HT roll at -1 per 2 HP suffered or stunned, make HT roll each turn thereafter to recover; Metal armor only grants DR 1 against this, costs 2 FP).

Defense:
Iron Scales: DR 4
Dodge 11, Parry 12

Social Background
Cultural Familiarities: Argonnessen (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Combat Reflexes (+6 on all IQ rolls to wake up or recover from surprise), Dark Vision, DR 4, Extra Attack, Extra Legs (Four Legs), Flight, Lightning Breath (Jet and Cone), Magery 3, Metabolism Control 2, Nictating Membrane 2, Sharp Claws, Sharp Teeth, SM +1, Tail Sweep, Unaging, Wing Buffet.

Disadvantages
Horizontal, No Fine Manipulators, Social Stigma (Monster)

Skills & Techniques
Brawling 16, Innate Attack (Lightning Breath) 16, Stealth 15, Dual Claw 14

Spells
Blackout 20, Hush 20, Noise 20, Silence 20, Thunderclap 20, Voice 20

Count Venir ir’Omik
Count Ir omik
Insane Necromantic Genius Disembodied Brain

ST 0 HP 15 Basic Lift 0 Ground Move 0
DX 11 Will 14 Damage 0/0 Water Move 0
IQ 16 Per 12 Basic Speed 6 Fly Move 10
HT 13 FP 20 Basic Move 0

Offense:
Thunderwave: Range 8, Width 4, Damage: 4d6 knockback only, cone range 5, width 5, targets roll HT or be stunned, costs 1 FP
Fire Cloud: Damage: 3 points, Area 4 (creatures also catch fire, doing 1d6-4 damage per second, and -2 DX unless the damage simply cannot harm the target; takes DX roll and Ready maneuver to put fire out), costs 1 FP
Steam Jet: Attack 15, Range 25/50, 2d6-2 scalding damage, double knockback, targets roll HT or target is blinded for one second and blurry vision (-3 to combat skills). Target has eyes closed for one second on successful HT save. Can be Blocked with medium or larger shield and Dodged. Costs 1 FP

Defense:
Hardened Brainjar Casing: DR 2
Dodge 11

Social Background
Cultural Familiarities: Karrnath (Native).
Languages: Common (Native), Draconic (Native).

Advantages
Dark Vision, Detect (Sentient Minds; ESP, Precise), Fire Cloud, High Pain Threshold, Magery 4, Mind Reading (Telepathic, Universal), Rotting Undead Traits, Steam Jet, Telesend (Broadcast, Telepathic, Universal), Thunderwave, Unfazeable (exempt from Fright Checks and unaffected by reaction modifiers).

Disadvantages
Rotting Undead Traits

Skills & Techniques
Alchemy 18, Innate Attack (Projectile) 15, Occultism 18, Philosophy 18, Research 18, Writing 16

Spells
Charm 20, Complex Illusion 20, Illusion Disguise 20, Deflect Energy 20, Deflect Projectile 20, Invisibility 20, Voice 20

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The Karrnathi Horde – Adversaries for GURPS Eberron

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
11021310251243755
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
MUSER’S MENAGERIE 10 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

IRON GODS 5E BESTIARY – Part Six
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 first 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 One
ALDRONARD
Scan_20150617
Medium undead, neutral
Armor Class 15
Hit Points 97 (13d8 + 39)
Speed 0ft., fly 40 ft.
STR 7 (-2) DEX 13 (+1) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 17 (+3)
Skills: Arcana +3, Perception +4, Persuasion +6, Stealth +4
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60ft., passive Perception 14
Languages: Common
Challenge 6 (2,300 XP)
Ethereal Sight. Aldronard can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Incorporeal Movement. Aldronard can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. When Aldronard is destroyed, his soul lingers. After 24 hours, his incorporeal body reforms. Aldronard is doomed to remain a ghost until either Justinia or her father Eredian forgives him – a forgiveness made much more complex, since both Justinia and Eredian have been dead for decades now.
ACTIONS
Multiattack.
Aldronard makes two melee attacks.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.
Etherealness. Aldronard enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Mournful Wail. Each non-undead creature within 60 feet of Aldronard that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Aldronard’s Mournful Wail for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Aldronard can see within 5 feet of him must succeed on a DC 14 Charisma saving throw or be possessed by Aldronard; Aldronard then disappears and the target is incapacitated and loses control of its body. Aldronard now controls the body but doesn’t deprive the target of awareness. Aldronard can’t be targeted by an attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target’s statistic, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, or Aldronard ends it as a bonus action, or Aldronard is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Aldronard reappears in an unoccupied space within 5 feet of the body. The target is immune to Aldronard’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

EWHAR “HATCHET-HAND” VRESS
Scan_20150617 (2)
Medium humanoid (human), chaotic evil
Armor Class 14 (hide armor)
Hit Points 45 (6d8+ 18)
Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Saving Throws: Str +6, Con +6
Skills
: Intimidation +5, Perception +4
Senses passive Perception 14
Languages: Common, Hallit
Challenge 3 (700 XP)
Action Surge (Recharges after a Short Rest). On Ewhar “Hatchet-Hand” Vress’ turn, he can take on additional action on top of his regular actions.
Improved Critical. Ewhar “Hatchet-Hand” Vress scores a critical hit with weapon attacks on a 19 or 20.
ACTIONS
Multiattack.
Ewhar “Hatchet-Hand” Vress makes two attacks with his handaxes or gas grenades.
Handaxe Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 7 (1d6+3) slashing damage.
Gas Grenades Ewhar “Hatchet-Hand” Vress can throw a Gas Grenade at a point up to 60 feet away. One round after the Gas Grenade lands, it emits a cloud of smoke that creatures a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creatures who enter or begin their turn in the cloud must succeed in a DC 13 Constitution saving throw or suffer the effect of a stinking cloud spell.
Bandit Leader (Recharges after a Short or Long Rest). For 1 minute, Ewhar “Hatchet-Hand” Vress 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 Ewhar “Hatchet-Hand” Vress. A creature can benefit from only one Leadership die at a time. This effect ends if Ewhar “Hatchet-Hand” Vress is incapacitated.

SMILER
Medium humanoid (human), neutral evil
Armor Class 14 (leather)
Hit Points 27 (6d8)
Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 8 (-1)
Skills: Intimidation +3, Perception +1, Stealth +3
Senses passive Perception 15
Languages: Common, Hallit, Orc
Challenge 1 (200 XP)
Cunning Action. On each of his turns, the Smiler can use a bonus action to take the Dash, Disengage, or Hide action.
Deadeye (Recharge 6). The Smiler can avoid suffering disadvantage on an attack roll when he attacks a target beyond normal range with a firearm.
Gunslinger Dodge (Recharge 6). When the Smiler is hit by an attack, he can use his reaction to force the attacker to reroll its attack roll and take the lower of the two results.
Sneak Attack (1/Turn).
The Smiler 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 Smiler that isn’t incapacitated and the Smiler doesn’t have disadvantage on the attack roll.
ACTIONS
Multiattack.
The Smiler makes two melee attacks
Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4+3) piercing damage.
Pistol Ranged Weapon Attack: +5 to hit, range 30/90, one target. Hit: 9 (1d10+3) piercing damage, Ammunition, Loading, Misfire.

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, one of 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. For this round of conversions, I also got to use some of the rules I wrote for the D&D 5th Edition version of the Gunslinger class, which you can find here. There isn’t much else that is particularly novel from this week’s 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, Aldronard could be used to represent any other ghost that is slightly more powerful than the monster found in the Monster Manual).

THE LORDS OF RUST HAVE TAKEN THE FIELD
With these conversions done, the conversion project for the second adventure in the Iron Gods adventure path, Lords of Rust, is underway! Next week, I will have more adversaries to face the intrepid heroes passing through the Iron Gods adventure path. Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 9 – More Iron Gods Adventure Path Monsters for 5th Edition Dungeons & Dragons

MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

NUMERIAN BESTIARY
Last week I introduced the option of summoning robots with your conjure spells, thanks to the Technomancer feat.  However, after a quick review of the robots I have converted to date, it seemed that the options were pretty limited for those wishing to unleash hordes of robotic minions on their enemies.

In the interest of addressing that particular problem, I decided to convert over a few of the robots included in Paizo’s Numeria, Land of the Fallen Stars sourcebook, as well as a bunch of other neat monsters from that sourcebook because, well, they’re pretty cool.

ARACHNID ROBOT
Arachnid Robot
Small robot, unaligned
Armor Class 12 (natural armor)
Hit Points 20 (5d6 + 5)
Speed 40 ft., climb 20 ft.
STR 8 (-1) DEX 13 (+1) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 1 (-5)
Skills: Athletics +2, Perception +4, Stealth +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 1/2 (100 XP)
Explode. When the arachnid robot dies, it explodes in a burst of plasma. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a successful one.
Fragile. When the arachnid robot is reduced to less than 11 hit points, it suffers disadvantage on all ability checks and attack rolls.
Vulnerable to Critical Hits. When the arachnid 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 arachnid robot makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Plasma Spray. The arachnid robot exhales a 15-foot cone of plasma. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire and lightning damage on a failed save, or half as much damage on a successful one.
Plasma Torch.
Ranged Weapon Attack: +5 to hit, range 15/45, one target. Hit: 8 (2d6 + 1) fire and lightning damage.

BLOODBRUSH
Bloodbrush
Small plant, unaligned
Armor Class 13 (natural armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft.
STR 14 (+2) DEX 11 (+0) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 3 (-4)
Saving Throws Con +5
Damage Vulnerabilities
fire
Damage Resistances
: acid, lightning; bludgeoning and piercing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses passive Perception 10
Languages:
Challenge 2 (450 XP)
Barbs. A creature that touches the bloodbrush 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 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.
Overrun.
If the bloodbrush moves at least 20 feet straight towards a creature and then hits it with a slam 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 bloodbrush can make one slam attack as a bonus action.
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The target must also 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.

CAPACITOR OOZE
Capacitor Ooze

Medium ooze, unaligned
Armor Class 8
Hit Points 285 (30d8 + 150)
Speed 10 ft., climb 10 ft.
STR 24 (+7) DEX 6 (-2) CON 21 (+5) INT 1 (-5) WIS 6 (-2) CHA 1 (-5)
Skills: Athletics +11
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8
Languages:
Challenge 11 (7,200 XP)
Amorphous. The capacitor ooze can move through a space as narrow as 1 inch wide without squeezing.
Electrified.
A creature that touches the capacitor ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.
Neurophagic Jolt. If a target stunned by the capacitor ooze’s neurophagic pseudopod is hit by a capacitor ooze’s neurophagic pseudopod while still stunned, the creature must make a DC 17 Wisdom saving throw or suffer disadvantage on all Dexterity and Intelligence saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Osmotic Drain. At the start of the capacitor ooze’s turn, each creature within 10 feet of the capacitor ooze carrying at least one device that is powered by or generates electricity must succeed on a DC 17 Constitution saving throw or lose 1 charge from a random powered device.
ACTIONS
Neurophagic Pseudopod.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the capacitor ooze’s next turn.

GRAY GOO
Gray Goo
Medium swarm of tiny constructs, unaligned
Armor Class 20 (natural armor)
Hit Points 102 (12d8 + 48)
Speed fly 50 ft.
STR 1 (-5) DEX 23 (+6) CON 18 (+4) INT 5 (-3) WIS 15 (+2) CHA 1 (-5)
Skills Perception +7, Stealth +11
Damage Immunities
: poison, psychic; bludgeoning, piercing, and slashing from weapons.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 17
Languages: Common, Hallit
Challenge 14 (11,500 XP)
Amorphous. The gray goo can move through a space as narrow as 1 inch wide without squeezing.
Dismantle. Any objects, including melee weapons, that come into contact with the gray goo begin to be disassembled. Each round the object is in contact with the gray goo, it takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Dispersion.
As a reaction, the gray goo can disperse, spreading itself across an area of up to 30 feet. While dispersed, the gray goo cannot attack or take hostile actions, though it can make a Dexterity (Stealth) ability checks to hide. The gray goo cannot reform for 1d4 rounds.
Immutable Form.
The gray goo is immune to any spell or effect that would alter its form.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening 1 inch or larger. The swarm can’t regain hit points or gain temporary hit points.
ACTIONS
Multiattack.
The gray goo makes three disassemble attacks.
Disassemble. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) slashing damage and the target must make a DC 17 Dexterity saving throw. On a failed save, one of the target’s weapons or armor, determined at random, takes a permanent and cumulative -1 penalty to the AC it offers or -1 penalty to damage rolls. If the armor AC reaches 10, if a shield’s bonus drops to +0, or if the penalty to damage rolls reaches -5, the object is destroyed.
Infest. The gray goo attempts to infest one target’s body. The target must succeed on a DC 17 Constitution saving throw, or it takes 45 (10d6 + 10) slashing damage as the gray goo disappears inside its body. While it is infesting a target, the gray goo cannot take any actions other than to leave the target’s body, but the target takes 45 (10d6 + 10) slashing damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, and the gray goo is expelled from the target’s body on a success. The gray goo cannot be targeted by attacks or spells while it infests the target’s body, but if the infested target is subject to an effect that cures a disease, the gray goo is expelled.

MANNEQUIN ROBOT (LABOURER)
Mannequin Robot
Medium robot, unaligned
Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Deception +0, Insight +2, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 2 (450 XP)
False Flesh. The synthetic flesh and hair on the mannequin robot grant it advantage on Deception checks to appear human, unless the target it is deceiving touches the mannequin robot’s cold, synthetic skin.
Vulnerable to Critical Hits.
When the mannequin 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 mannequin robot makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

MANNEQUIN ROBOT (SECURITY)
Medium robot, unaligned
Armor Class 17 (splint armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 1 (-5)
Skills: Athletics +5, Perception +2
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 3 (700 XP)
Alert Sentry. The mannequin robot’s advance sensors grant it advantage on all Wisdom (Perception) checks.
Durable Frame. The mannequin robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Vulnerable to Critical Hits. When the mannequin 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 mannequin robot makes two melee attacks or two ranged attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Laser Rifle. Ranged Weapon Attack: +6 to hit, range 150/600, one target. Hit: 12 (2d8 + 3) radiant damage.

ROBOT GOLEM
Robot Golem
Large construct, unaligned
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105)
Speed 10ft., fly 60 ft.
STR 23 (+6) DEX 9 (-1) CON 24 (+7) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine.
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages:
Challenge 11 (7,200 XP)
Berserk. Whenever the golem takes lightning damage, the golem goes berserk for 1d4 rounds. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference for an object smaller than itself.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Resistance. Whenever the golem is subject to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage and goes berserk.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack.
The robot golem makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Shockwave (Recharge 5-6). The robot golem releases a pulse of lightning and all creatures within 30 feet of the robot golem must succeed on a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

SCRAPYARD ROBOT
Scrapyard Robot
Medium robot, unaligned
Armor Class 15 (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: Common, Hallit
Challenge 3 (700 XP)
Durable Frame. The scrapyard robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the scrapyard robot, it must roll damage dice twice and take the lower of the two results.
Fall to Pieces. Attacks and effects that deal more than 12 points of damage in a single hit impair one of the robot’s components. Determine which subsystem by rolling 1d6 and consulting the table below.

Roll Subsystem
1 CPU: The robot behaves as if subject to a confusion spell.
2 Fractured Plating. The robot’s AC is reduced by 3.
3 Power Core. A creature that touches the robot or hits it with a melee attack while within 5 feet of it takes 4 (1d6) lightning damage. 1d4 + 1 rounds after this subsystem is damaged the robot shuts down.
4 Rotary Saw. The robot loses its saw attack.
5 Servos. The robot’s speed is reduced to 15 feet.
6 Sensors. The robot is blinded.

Vulnerable to Critical Hits. When the scrapyard 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 scrapyard robot makes one claw attack and one saw attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Saw.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Repair.
The scrapyard robot that is adjacent to the inactive body of another robot can regain 2d8 hit points.

TARGOTHA
Tortg
Huge aberration, unaligned
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 10 ft., swim 50 ft.
STR 23 (+6) DEX 12 (+1) CON 21 (+5) INT 3 (-4) WIS 14 (+2) CHA 13 (+1)
Saving Throws Con +10, Wis +7
Damage Vulnerabilities
fire
Damage Resistances
: cold, fire
Damage Immunities acid, lightning, poison
Condition Immunities grappled, poisoned, restrained
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 12
Languages:
Challenge 15 (13,000 XP)
Amphibious. The targotha can breathe air and water.
Legendary Resistance (3/Day).
If the targotha fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack.
The targotha can make three attacks: one with its bite and two with its razor fins.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Razor Fins. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Jolt. Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (2d8 + 1) lightning damage and the target must succeed on a DC 18 Constitution saving throw or it is stunned until the start of the targotha’s next turn. This attack does not suffer disadvantage when the targotha is engaged in melee.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Volatile Breath (Recharge 6).
The targotha exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or it suffers the effects of the confusion spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. As a bonus action, the targotha can ignite the gas, forcing each creature in the area to make a DC 18 Dexterity saving throw, or it suffers 56 (16d6) fire damage on a failed saving throw, or half as much on a successful one.
LEGENDARY ACTIONS The targotha can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The targotha regains spent legendary actions at the start of its turn.
Detect. The targotha makes a Wisdom (Perception) check.
Tail Attack. The targotha makes a tail attack.
Jolt. The targotha makes a jolt attack.

TORTURER ROBOT
Torturer Robot
Small robot, unaligned
Armor Class 18 (natural armor)
Hit Points 55 (10d6 + 20) plus Force Field 40
Speed Fly 40 ft.
STR 8 (-1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 15 (+2) CHA 1 (-5)
Saving Throws Dex +9
Skills
: Insight +6, Medicine +4, Perception +6
Damage Vulnerabilities: lightning
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 12
Languages: Common, Hallit
Challenge 8 (3,900 XP)
Durable Frame. The torturer robot’s advanced robotic frame provides a measure of protection against attacks. When an attacker hits the mannequin robot, it must roll damage dice twice and take the lower of the two results.
Force Field. The torturer robot is surrounded by a shimmering field of energy that makes it immune to critical hits, while the field is active. The force field has a buffer of 40 hit points which the torturer robot loses before it loses its own hit points. The force field regenerates 4 hit points at the start of each of the torturer robot’s turns.
Nanosurgeon (Recharge 5-6). The torturer robot can inject purpose-programmed nanites that duplicate the cure wounds, lesser restoration and protection from poison spells as if cast using a 5th level spell slot. The torturer robot’s spellcasting ability bonus is considered to be zero for the purpose of these effects.
Reactive Gyros. The antigrav generators that grant a torturer robot flight also grant it advantage on all Dexterity saving throws.
Vulnerable to Critical Hits. When the torturer 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 torturer robot makes four melee attacks or four ranged attacks.
Rotating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Surgical Laser. Ranged Weapon Attack: +8 to hit, range 50, one target. Hit: 8 (1d6 + 5) radiant damage.

ZHEN WORM
Zhen Worm
Medium beast, unaligned
Armor Class 10 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 20ft., burrow 10 ft., swim 20 ft.
STR 12 (+1) DEX 10 (+0) CON 14 (+2) INT 2 (-5) WIS 10 (+0) CHA 1 (-5)
Skills: Stealth +2
Damage Resistance: fire; bludgeoning, piercing, and slashing from weapon attacks
Damage Immunities
: psychic
Condition Immunities: blinded, charmed, frightened
Senses tremorsense 60ft., passive Perception 10
Languages: Common, Hallit
Challenge 1/2 (100 XP)
ACTIONS
Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC 14). Until the grapple ends, the creature is restrained, and the snake can’t constrict another target.

DUNGEON MUSER’S NOTES
As with my other conversions, I based these on existing 5E monsters, but tried to keep many of the cool, unique abilities from the original Pathfinder write-ups (like the abilities of the gray goo, the scrapyard robot, and the capacitor ooze).

Of all of these monsters, the most lethal is likely the gray goo and I look forward to unleashing it on my PCs.

RESOURCEFUL RESKINNING
Each of the robots above could easily be reskinned as a golem of some sort, for use in campaigns that don’t feature a high technology component.

The targotha could pass for a variant aboleth or dragon turtle (a dragon eel?).

NUMERIA AWAITS!
These monsters should give both players and DMs a variety of new high tech threats to add their Iron Gods campaigns.

Next week I hope to have a 5E version of the Pathfinder RPG Oracle class and then I will be moving on to the second adventure in the Iron Gods adventure path, Lords of Rust.

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 8 – Numerian Monsters for 5th Edition Dungeons & Dragons

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

MUSER’S MENAGERIE 6 – Brain Collectors for Dungeons & Dragons 5th Edition

BRAIN COLLECTORS FOR 5TH EDITION DUNGEONS & DRAGONS
Since they play such a significant role in one of the later Iron Gods adventure path chapters, I thought I would take this week to convert the sinister Brain Collector (or Neh-Thalggu) from the Pathfinder roleplaying game into 5th Edition Dungeons & Dragons.

I should also acknowledge that my long history of running the Call of Cthulhu RPG leaves me with a love of tentacled alien monstrosities from beyond the stars, so I was pretty excited to bring these critters into my own 5E games.

With that brief intro out of the way, let’s get to the cerebral hoarders!

BRAIN COLLECTOR (NEH-THALGGU)
Brain Collector
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 10 ft., fly 40 ft.
STR 20 (+5) DEX 15 (+2) CON 16 (+3) INT 19 (+4) WIS 17 (+3) CHA 17 (+3)
Saving Throws: Int +7, Wis +6, Cha +6
Skills
: Arcana +7, Insight +6, Perception +6, Stealth +5
Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses
darkvision 60 ft., passive Perception 16
Languages: Common, Abyssal, Aklo, Draconic, Protean, Uncommon, telepathy 100 ft.,
Challenge 8 (3,900 XP)
Brain Collection. The brain collector can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector, but causes it to lose 1d4 unused spellcasting slots, starting with the highest level.
Cerebral Power (Recharge 6). The brain collector uses the power of its collected brains to supercharge its magic. The brain collector can use this ability as a bonus action to cause the target of one of its spells to make any saving throws against the spell at disadvantage.
Magic Resistance.
The brain collector has advantage on saving throws against spells and other magical effects.
Spellcasting. The brain collector is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The brain collector has the following spells known:
Cantrips (at will): acid splash, dancing lights, fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, ray of sickness, shield
2nd level (3 slots): hold person, invisibility, mirror image
3rd level (3 slots): counterspell, lightning bolt 
4th level (3 slot): confusion, polymorph
5th level (2 slots): dominate person
ACTIONS
Multiattack.
The brain collector makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Collect Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the brain collector. Hit: The target takes 55 (10d10) slashing damage. If this damage reduces the target to 0 hit points, the brain collector kills the target by extracting and collecting its brain.

DUNGEON MUSER’S NOTES
I have been gaming long enough to have been first exposed to the brain collector in the old Basic Dungeons & Dragons sourcebook, the Creature Catalogue, though, when I did a little research while preparing this conversion, I learned that these monstrosities first appeared in the Basic D&D adventure, Castle Amber.

AC09CreatureCatalogueCastle_Amber_X2

However, since I never had the chance to play Castle Amber, nor do I own a copy, I decided to dig out my copy of the Creature Catalogue to provide some old-school inspiration while doing my conversion.

Now, while I remember seeing the brain collector in the Creature Catalogue, I didn’t ever use one in an adventure, back in the day, largely because the art for it looked like this:
neh-thalggu

Comparing both versions, it turns out that the brain collector from Basic D&D and the version in the Pathfinder RPG are pretty close, thematically. Both of them are unspeakably alien creatures from “beyond the stars” that yank the brains from their victims and use them to fuel the brain collector’s spellcasting, which is pretty freakin’ cool and should serve as a “judging a book by its cover” lesson for me.

Since the brain collector’s abilities have remained so consistent throughout the editions, I decided it was important to try and keep those same signature abilities in the 5E version.

When I first decided to put numbers to the concept, I figured it would be a matter of reskinning a mind flayer, whose role the brain collector seems to play in Pathfinder, but I was pretty far off in that assessment.

Where the mind flayer is more of a ranged, mage-type foe, the brain-collector is closer to a tank or brute type critter (high AC and high hit points) that also has a host of nasty spells to unleash on its foes. Therefore, I ended up looking to something a bit beefier to serve as a starting point for the brain collector (I ended up using the Green Slaad).

Most of the abilities I ended up creating for the brain collector are pretty straightforward, but I wanted to write a quick word or two about the brain collecting. Initially, I thought that I would use the rules for 5E sorcerer class’ Metamagic to simulate the brain collector’s use of “brain power” to boost spells, but I decided that it would introduce too much book keeping for the monster (something that 5E has decidedly moved away from with its monster designs). In the end, I used 5E’s “recharge” mechanic to simulate this ability in a more streamlined way.

As for the brains themselves, I wanted to make them a tempting target for the players to attack (you cannot have “brains” in the name and feature “brains under glass” in the critter’s art and not expect players to want to smash those brains), but not so crippling that they’d prove to be a glass jaw for the brain collector (technically, glass brains, I suppose).

Finally, for the critter’s eponymous ability, I used the 5E mind flayer’s ability as a model to simulate the brain collector’s ability to pop open a target’s head Pez-style and yank out the brain.

Since the target has to be both incapacitated and grappled, I do not see this happened too often in combat, but that fits with how the brain collector has always been presented (the brain collecting seems to always be a story element that happens after combat ends).

That said, I felt it was worth including a “collect brain” ability on the off chance that the opportunity presents itself for the critter to add to its collection.

RESOURCEFUL RESKINNING
While it is not technically reskinning, these stats could be used to represent a shock trooper minion used by mind flayers against their enemies.

Alternatively, it may represent a horror created by a mad alchemist.

GUARD YOUR BRAINS!
I cannot wait to use this critter against my players! The brain collector’s a beast in melee and has a host of interesting spells that can make life painful for the PCs (invisibility, polymorph, dominate person). When my players fell one of these things, it should really feel like an achievement.

I hope that other DMs out there enjoy fielding these as adversaries as much as I hope to!

Until next time, I remain;

  • THE DUNGEON MUSER
MUSER’S MENAGERIE 6 – Brain Collectors for Dungeons & Dragons 5th Edition

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

IRON GODS 5E BESTIARY – Part Five
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

KHONNIR BAINE
Khonnir
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
Skills
: 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
ACTIONS
Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

MEYANDA
Meyanda
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
Skills
: 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.
Spellcasting.
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
ACTIONS
Multiattack.
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.

SANVIL TRETT
Sanvill
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
Skills
: 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
ACTIONS
Multiattack.
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.

DUNGEON MUSER’S NOTES
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.

RESOURCEFUL RESKINNING
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.

THE LAST LOG IS ON THE FIRES OF CREATION
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;

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