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

RODENT ROGUES AND RATLIKE RANGERS – The Ratfolk race for 5th Edition Dungeons & Dragons

PATHFINDER RATFOLK IN 5E DUNGEONS & DRAGONS

I have been reading through the Iron Gods adventure path and I’ve noticed that the Ratfolk, a race introduced in the Pathfinder RPG Bestiary 3, seem to have a fairly significant presence. As such, I decided to work up some rules for using Ratfolk as characters.

The following are my draft rules for playing Ratfolk in the 5th Edition Dungeons & Dragons game.

Ratfolk

Ratfolk Traits                                                                                                                             

Your ratfolk character has traits related to your rodentlike heritage.
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age. Ratfolk reach adulthood at the age of 14 and generally live for a half century.
Alignment. Many ratfolk are neutral, with their only strong ties being to their own communities.
Size. Ratfolk stand roughly 4 feet tall and weigh around 80 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, your eyes grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Rodent Empathy. You have advantage on all Animal Handling rolls involving rodents.
Swarming. You gain advantage on a melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tool Proficiency. You gain proficiency with your choice of one of the following: alchemist’s supplies, disguise kit, jeweler’s tools, tinker’s tools, poisoner’s kit.
Languages. You can speak, read, and write Common.

DUNGEON MUSERS’ NOTES
Since the PF Ratfolk race is close to the PF Halfing race, I decided to start with the 5E Halfing for my Ratfolk conversion.

Given the Intelligence bonus that Ratfolk get in PF, and the race’s strong thematic connection to Alchemy and crude inventions, I gave the race an Intelligence bonus in 5E too.

For racial abilities, I was able to duplicate most of the abilities the race had in PF.

The race’s “Swarming” ability is the Kobold’s “Pack Tactics” ability restricted to melee attacks. I was a little concerned about this ability being too powerful for a PC race, but I don’t think it is any moreso than Dragonborn’s breath weapon, particularly given that Swarming is restricted to melee attacks.

To replace the skill bonuses that Ratfolk gain in PF, I went with tool proficiencies thematically linked to the race’s backstory.

I actually play a ratfolk character in a friend’s PF campaign, though I’m trying to convince him to switch to 5E and I’m hopeful that I’ll get to playtest these rules soon.

RESOURCEFUL RESKINNING
For DMs who are not keen on including animal hybrid races in their campaigns, these stats could easily be repurposed to serve as a variant of gnomes or dwarves (maybe as Gutter Dwarves or Gutter Gnomes), though you may want to grant such characters proficiency with those races’ languages.

Alternatively, for DMs on the more permissive side, you could swap the Rodent Empathy to Vermin Empathy (which applies to insects and arachnids) to make a diminutive, bug-like race (making, perhaps, Maggotmen).

RATFOLK ARE SCURRYING FROM THEIR WARRENS
While I hadn’t planned to convert the Ratfolk over to 5E at this point, I’m pleased to have this done and should make some of the monster conversions in Iron Gods a bit easier (such as the Ratfolk Scrappers from Fires of Creation).

Until next time, I remain;

  • THE DUNGEON MUSER
RODENT ROGUES AND RATLIKE RANGERS – The Ratfolk race for 5th Edition Dungeons & Dragons

SYNTHETIC LIFE AND SORCERY!

PATHFINDER ANDROIDS IN 5E DUNGEONS & DRAGONS

One of the first things I need to come up with in order to run the Iron Gods adventure path are rules for playing Androids in 5E. Background information on Androids in Pathfinder’s Inner Sea setting can be found in Paizo’s Pathfinder Campaign Setting: Inner Sphere Bestiary, Pathfinder Player Companion: People of the Stars, and the Pathfinder Adventures Path #85: Fires of Creation (Iron Gods 1 of 6), and, in the interest of avoiding the wrath of Paizo’s lawyers, I won’t reproduce those here.

Pathfinder Android

The following are my draft rules for playing Androids in the 5th Edition Dungeons & Dragons game.

Android Traits                                                                                                                           

Your android character has certain traits stemming from their semi-artificial nature.

Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.

Age. An androids body does not deteriorate, but an android’s cybernetic mind eventually shuts down and restarts itself after roughly a century.

Alignment. As with the humans they are patterned after, Androids tend towards no particular alignment.

Size. Androids stand 6 feet tall and weigh 200 pounds, on average. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Artificial Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Constructed Body. You count 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). You have advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.

Cybernetic Mind. You have difficulty processing your own emotions and understanding those of others. As a result, you suffer disadvantage when making Wisdom (Insight) checks, but you gain advantage on all saving throws against fear.

Darkvision. Your advanced artificially-designed eyes grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Nanite Surge. Once per day, you can use a bonus action to add your Proficiency bonus to the result of one d20 roll. This can be done before or after making the d20 roll. When you use this ability, your circuitry-tattoos glow with light equivalent to that of a torch until the start of your next turn.

Languages. You can speak, read, and write Common.

DUNGEON MUSERS’ NOTES

As a starting point for my conversion of the Android race from PF to 5E, I looked to the 5E stats for Elves. Those two races already have several common abilities in PF, so I figured it would be a good starting point.

Several of the Android racial abilities seem quite powerful when compared to other 5E races (immunity to disease, fatigue, and fear and a significant bonus on a slew of useful saving throws), so I scaled back those immunities to having advantage on saving throws against those types of effects.

For the Android’s signature Nanite Surge ability, I was going to model it after the Guidance cantrip, but I am not a big fan of the randomness of a dice bonus. Further, in PF the Android’s Nanite Surge bonus scales with their character level and, while 5E’s bounded accuracy keeps bonuses on a fairly even level, I like the idea of that ability growing more powerful as the character does. In any event, there are precedents in 5E for using a doubled-up Proficiency bonus for certain abilities (the Expertise abilities of Bards and Rogues), so I figure that this is a design decision consistent with the 5E rules.

Finally, one thing I noticed in the 5E Dungeon Master’s Guide while I was writing up the Android race, is that, while there are no generic “Bane” weapons in 5E, there are several items that function as Bane weapons (the Dragon Slayer, Giant Slayer, Holy Avenger, and Mace of Disruption). These weapons seem to do an average of 2d6 extra damage and force a DC 15 save against some effect (the Giant Slayer knocks the target prone and the Mace of Disruption utterly destroys the target, if its hit points are 25 or less) or they do a flat 3d6 extra damage (the Dragon Slayer).

With these observations in mind, it seems that an intrepid DM inclined to create his or her own custom Bane-style weapons, could have them either do a flat 3d6 extra damage against “Bane” targets or do 2d6 extra damage and force a DC 15 save against some effect.

The following is an example of this type of magic item, appropriate for the Iron Gods adventure path:

EMP Sword
Weapon (sword), rare
You gain +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a robot or Android with it, the robot or Android takes an extra 2d6 slashing damage and must succeed on a DC 15 Constitution saving throw or be restrained until the start of your next turn.

RESOURCEFUL RESKINNING

For those DMs who do not like getting Sci-Fi in their Fantasy games, these stats could still be used to represent a race of advanced golems or simulacra, or even a race of animated, human-like plant creatures.

For those DMs who are inclined to permit something along these lines, I present for your review the Stoneborn.

STONEBORN

The Stoneborn are a race of beings created by ancient primal magics. Born at the feet of ageless mountains, their name comes from the jagged shards of rock that appear to make up their bodies. The magic that animates them grants a kind of semi-life, with their bodies duplicating those of living beings in many ways. Despite their golem-like appearance, the Stoneborns’ bodies mimic the flexibility, shape, and density of human flesh and bone, and their organs roughly duplicate those of a human.

Fantasy Robot

Another distinction between the Stoneborn and golems is that they are living beings who possess unique souls. The bodies of the Stoneborn do not show signs of the passage of time, but after roughly a century, a Stoneborn’s soul departs and her body collapses into a heap of jagged stone.

Stoneborn Traits                                                                                                                       

Your Stoneborn character has certain traits stemming from their semi-golem nature.

Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 2.

Age. A Stoneborn’s body does not deteriorate, but her soul eventually departs after roughly a century, leaving a pile of undifferentiated scree.

Alignment. Stoneborn tend towards no particular alignment.

Size. Stoneborn stand 6 feet tall and weigh 200 pounds, on average. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Ancient Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mountain-born Body. You count 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). You have advantage on saving throws against disease, fatigue, paralysis, poison, and being stunned.

Primal Mind. You have difficulty processing your own emotions and understanding those of others. As a result, you suffer disadvantage when making Wisdom (Insight) checks, but you gain advantage on all saving throws against fear.

Darkvision. Your enchanted eyes grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Earthblood Surge. Once per day, you can use a bonus action to add your Proficiency bonus to the result of one d20 roll. This can be done before or after making the d20 roll. When you use this ability, the gaps between the stones that make up your body glow with light equivalent to that of a torch until the start of your next turn.

Languages. You can speak, read, and write Common.

As for the EMP Sword, for a robot-free campaign, I would reskin that magic weapon as follows:

Golem-Bane Hammer
Weapon (hammer), rare
You gain +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a construct with it, the construct takes an extra 2d6 bludgeoning damage and must succeed on a DC 15 Constitution saving throw or be restrained until the start of your next turn.

ANDROID ARE ONLINE

With draft stats done for the Android race, I am one important step towards running the Iron Gods Adventure Path using the 5th Edition D&D rules! Even if one of the players does not roll an Android character, I will get to see how these rules work with one of the key NPCs from the first Iron Gods adventure, once I start the conversion of those stats…

Until next time, I remain;

THE DUNGEON MUSER

SYNTHETIC LIFE AND SORCERY!