Council of Wyrms monsters converted to 5e

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

oops
Last edited by Coronoides on Wed Jun 26, 2019 11:41 pm, edited 1 time in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Glaciantan Sailor
Medium Neutral Evil Humanoid (Sea Elf).
Armour Class 12 (unarmoured)
Hit Points 11 (2d8+2)
Speed 30 ft. Swim 30 ft.
STR 12 (+1) DEX 14 (+2) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
Saves Dexterity +4, Constitution +3
Senses darkvision 60 ft. passive perception 13
Skills Perception +3, Water vehicles +3, Survival +3
Languages Aquan, Common, Draconic, Elvish. Can communicate with any beast that has a swim speed.
Challenge ¼ (50xp)

Amphibious. The sailor can breath both air and water.
Fey Ancestry. Advantage on saving throws to avoid being charmed and cannot be put to sleep by magic.
Trance. The sailor does not sleep. Instead they meditate for four hours each day.
Actions
Belaying pin (club). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) bludgeoning damage. Light
Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60, one target. Hit: 5 (1d6+1) piercing damage or if wielded with two hands 6 (1d8+1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target . Hit: 7 (1d8+2) piercing damage. Two handed, loading.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Dolphin, Classic
Medium Beast, Lawful Good.
Armour Class 12
Hit points 44 (8d8+8)
Speed 0 ft Swim 50 ft.
STR 16 (+3), DEX 15 (+2), CON 12 (+1), INT 11 (0), WIS 12 (+1), CHA 9 (-1).
Skills Perception +3
Senses Blightsight 120, Passive Perception 11+X
Languages Dolphin
Challenge 1 (200 xp)

Echolocation. The dolphin cannot use blindsight while deafened.
Hold Breath. The dolphin can hold its breath for 30 minutes.
Keen Hearing. The dolphin has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Ram Melee weapon attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d4+3) bludgeoning damage.

Dolphins as described in the AD&D era where intelligent creatures who often aid mariners in distress. Dolphins strive to make the seas safe for those who sail across the waters or dwell beneath the surface. They are enemies of the sahaugin, other evil marine races, and sharks. Dolphins might be oceanic nomads or live in settled communities who keep narwhals and swordfish as trained guard-beasts.
There are numerous species of dolphin, the attributes here are for those 4 to 7 feet long including the common coastal bottlenose dolphin.

Design notes: When creating the dolphin I had to choose whether to emulate the 2e dolphin or follow the lead of the 5e killer whale. In the 2e Monstrous Compendium whales and dolphins had human level intelligence and a society of their own. In 5e we only have the killer whale which is a beast with INT 3, the same as a dog. The Council of Wyrms canon is no help, the word ‘dolphin’ appears on the random encounter tables cards and that’s it. I decided to go with the better story and emulate the smart lawful good dolphins published for the same edition as Council of Wryms.
Defensive Challenge ¼, DPR 6 +6 to hit Offensive Challenge 1. Final challenge 1
Last edited by Coronoides on Sat May 30, 2020 5:26 am, edited 2 times in total.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

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Elf white kindred hunter
Medium Humanoid (wood elf), Chaotic Evil
Armour Class 13 (thick furs)
Hit Points 124 (19d8+38)
Speed 35 feet
STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 9 (-1), WIS 10 (+0), CHA 9 (-1)
Skills: Perception (+2), Survival (+2)
Senses Darkvision 60 feet. Passive perception 12
Languages. Chromatic, Elvish.
Challenge 3 (700 xp)
Trance. The hunter does not sleep. Instead they meditate for four hours each day.
Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks using hearing or sight.
Fey Ancestry. Advantage on saves against being charmed and magic cannot put the scout to sleep.
Mask of the Wild. You can attempt to hide even when only lighlly obscured by foliage, fog, precipitation or other natural phenomena.
Pack Tactics. The hunter has advantage on an attack roll against a creature ifat least one ofthe warrior's allies is within 5 feet ofthe creature and the ally isn't incapacitated.
ACTIONS
Multiattack: The hunter can make two missile attacks with her bow or two melee attacks with her spear.
Longbow: Missile weapon attack: +3 to hit, one target, range 150/600. Hit: 5 (1d8+1) piercing damage.
Spear: Melee or missile weapon attack: +4 to hit, one target, reach 5, range 20/60. Hit: either two-handed melee attack doing 6 (1d8+2) piercing damage or missile attack doing 5 (1d6+2) piercing damage.

The hunter is kindred to a white dragon. White’s respect strength and ferocity and choose thier kindred from the elves living in the arctic lands accordingly

Design notes: Pack tactics increases effective attack bonus by +1. Damage per round 12 is offensive challenge 1 but effective attack bonus +5 raises this to Offensive Challenge 2. Defensive challenge from hit points 4. Final challenge 3.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Frost Giant Skeleton
Huge undead, lawful evil
Armour Class 13 (armor scaps)
Hit points 102 (12d12+24)
Speed 40 ft.
STR 23 (+6), DEX 9 (-1), CON 15 (+2) INT 6 (-2) Wis 8 (-1) CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities Poison
Senses darkvision 60ft, passive perception
Languages cannot speak but understands Giant
Challenge 6 (2300xp)
Actions
Multiattack. The giant makes two greataxe attacks

Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Design notes. Offensive Challenge 7, +10 to hit adds +3 =Challenge 10. Defensive 3. Final 6
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

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White dragon’s elf kindred berserker
Medium Humanoid (wood elf), Chaotic Evil
Armour Class. 14 (thick furs)
Hit Points. 150 (20d8+60)
Speed. 35 feet
STR 16 (+3), DEX 14 (+2), CON 17 (+3), INT 9 (-1), WIS 10 (+0), CHA 9 (-1)
Skills. Perception (+3), Survival (+3)
Senses. Darkvision 60 feet. Passive perception 12
Languages. Chromatic, Elvish.
Challenge. 5 (1800 xp)
Trance. The elf does not sleep. Instead they meditate for four hours each day.
Keen Hearing and Sight. The elf has advantage on Wisdom (Perception) checks using hearing or sight.
Fey Ancestry. Advantage on saves against being charmed and magic cannot put the hunter to sleep.
Mask of the Wild. You can attempt to hide even when only lighlly obscured by foliage, fog, precipitation or other natural phenomena.
Pack Tactics. The elf has advantage on an attack roll against a creature ifat least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
Reckless. At the start of their turn the elf can gain advantage on all melee attack rolls during the current turn. However, all attack rolls against the elf have advantage until the start of their next turn.
ACTIONS
Multiattack. The elf can make two missile attacks with her javelins or two melee attacks with her great axe.
Javelin: Missile weapon attack: +6 to hit, one target, range 30/120. Hit: 7 (1d6+3) piercing damage.
Great Axe: Melee or missile weapon attack: +6 to hit, one target, reach 5. Hit: 10 (1d12+3) Slashing damage.

In the far north only kindred that can match the reckless savagery of their white dragon masters survive long. An experienced kindred of the primitive tundras and icy coasts is a fur clad berserker more animal than elf.

Design notes: Offensive CR: DPR two great axe attacks 20 damage CR 2 but if CR 2 then to hit is 5+1 for pack tactics so CR3. Defense CR: from hp 6, and no adjustment for AC . Final CR 4.5, rounds to 5. At CR 5 to hit is raised to 7, so Offensive CR is 4, no change to final CR.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

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White dragon’s Elf kindred dragon-rider
Medium Humanoid (wood elf), Chaotic Evil
Armour Class. Scale mail 17
Hit Points. 255 (30d8+120)
Speed. 35
STR 18 (+4) DEX 14 (+2) CON 19 (+4) INT 11 (+0) WIS 12 (+1) CHA 11 (+0).
Skills. Athletics +8, Perception +5, Survival +5
Senses. Darkvision 60 feet. Passive perception 15. Keen Hearing and Sight. The elf has advantage on Wisdom (Perception) checks using hearing or sight.
Languages. Chromatic, Draconic, Elvish.
Challenge 10 (5900xp)
Trance. The elf does not sleep. Instead they meditate for four hours each day.
Fey Ancestry. Advantage on saves against being charmed and magic cannot put the hunter to sleep.
Mask of the Wild. You can attempt to hide even when only lighlly obscured by foliage, fog, precipitation or other natural phenomena.
Pack Tactics. The elf has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated.
Reckless. At the start of their turn the elf can gain advantage on all melee attack rolls during the current turn. However, all attack rolls against the elf have advantage until the start of their next turn.
Defence. The elf has +1 AC while wearing armour (already added in).
Alert. The elf has a +5 bonus to initiative, can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against the elf as a result of being hidden from them.
Mounted warrior. The elf has advantage on saves to avoid falling from a mount. If. She does fall from the saddle and the fall is 10 feet or less she lands on her feet. Mounting or dismounting only costs the elf 5 feet of movement.
Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.
ACTIONS
Multiattack. The dragon rider makes three attacks with either longsword, lance, or javelin.
Longsword. Melee weapon attack: +X to hit, one target, reach 5. Hit: 10 (two handed 1d10+4) or 9 damage (one handed 1d8+4) slashing damage.
Lance. Melee weapon attack: +X to hit, one target, reach 10. Hit: 11 (1d12+4) piercing damage. Has disadvantage when using a lance to attack a target within 5 feet. Also, a lance requires two hands to wield when the elf isn’t mounted.
Javelin: Missile weapon attack: +X to hit, one target, range 30/120. Hit: 8 (1d6+4) piercing damage.

Among the humanoid vassals of the Io’s Blood the dragon rider is an elite warrior who rubs shoulders with the powerful dragon rulers of the land. The dragon rider has hunted and fought with her dragon master for so long the two fight almost as one creature. Even if faced alone the decades of survival in the savage frozen north have honed the elf into a efficient killer both ferocious and cunning. This elf is also the servant of an old vicious white dragon with the wealth to import better equipment than the frozen north can provide.

Design notes: Defensive Challenge 13. Offensive based on 3 lance attacks and +2 for aggressive is 5 but this gives +3+4+1for pack tactics =8 to hit so offensive challenge is 6. Therefore average Challenge is 10.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

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Bronze half-dragon hill gnome outcast.
Medium Humanoid Dragon, Lawful Good
Armour class. 12 (Leather armour)
Hit points 44 (8d8+8)
Speed. 25 feet. Swim speed 35 feet. Climbing does not cost the Outcast extra movement.
STR 11 (+0), DEX 13 (+1), CON 12 (+1), INT 11 (+0), WIS 13 (+1), CHA 11 (+0).
Saving Throws. Dexterity +3, Intelligence +3
Skills. Survival +3, Slieght of Hand +3, Disguise Kit +3, Thieve’s Tools +3, Deception +4*, Stealth +3, Intimidation +2, Investigation +4*.
*With expertise (PHB96).
Resistances. Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. If an area effect affecting the outcast requires a Dexterity save for half damage and the outcast makes the save the outcast receives no damage from the effect.
Immunities. lightning damage.
Senses. Passive Wisdom (Perception) 11, Darkvision 60 feet.
Languages. Common, Draconic, Gnomish, Primordial, Thieves Cant. Though sounds and simple gestures can communicate simple ideas with Small or Tiny Beasts with a Burrowing Speed.
Challenge. 3 (700xp).
Amphibious. The half-dragon can breathe both air and water.
Giant Slayer: The half-dragon has advantage on attack rolls against Giant Type creatures that are currently at least two Sizes larger than himself.
Artificers’ Lore and Stonecutting: +4 on Intelligence (History) checks regarding magic items, alchemy, stomework or technology
Tunnel Dweller: Total of +4 on Intelligence (Investigation) and +5 Wisdom (Survival) checks when underground.
Supreme Sneak. If the Outcast moves no more than half his move, he has advantage on Dexterity (Stealth) checks.
Sneak Attack. Once per turn, if the outcast has advantage on an attack or if another enemy of the target, that is not incapacitated, is within 5 feet of the target and the outcast does not have disad-vantage on the attack roll, the Outcast’s dagger attack does 21 piercing damage (1d4+5d6+1).
Cunning action. As a bonus action the outcast may Dash, Disengage, Hide, Handle Object, use Slieght of Hand, or use thieves’ tools to disarm a trap or open a lock.
ACTIONS
Claws. Melee weapon attack: +2 to hit, reach 5 ft, one target. Hit: 4 (1d6+0) piercing damage.
Frightful presence. Once per day each creature of the half-dragon’s choice that is within 120 feet of the half-dragon and aware of him must succeed on a DC 8 + X+ 0 Wisdom save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, end-ing the frightened effect on itself on a success. Once the save is made or the effect is broken the creature is immune to the half-dragon’s frightful presence for 24 hours.
Lightning Breath. The half-dragon breathes out a bolt of lightning in a 5 by 30ft line once. Those within the line must make a DC 11 Constitution saving throw for half damage or takes 11 (3d6) lightning damage. The breath weapon is recharged by a short or long rest.
Dagger. Melee weaon attack: +3 to hit, reach 5 ft, one target. Hit: 5 (1d6+1) piercing damage.
REACTIONS
Uncanny Dodge. When hit by an attacker the Outcast can see the Outcast can expend their reaction to halve the damage done.

As a child the outcast could pass himself off as a tall gnome, now his mixed-blood has caused a transformation into a tall slender humanoid with metallic bronze skin and hair, claws for nails and snake-like eyes dressed in layers of ragged clothes over leathers. Unwelcome in most settlements, the outcast survives by scavenging and begging at the edges of towns until they are driven off.

Design notes. The Challenge rating was expected to come out at about 3. The defenses of the Out-cast count as one immunity and equivalent to multiple resistances, I suppose, so effective HP be-comes 88. Armour class is 12. Defensive Challenge 2. Attack bonus is likely to be +3. Damage output be breath weapon or sneak attack is 21. Offensive Challenge 3. Final challenge 3.
This NPC uses my Hill Gnome sub-race that recreates the abilities of 2e Rock Gnomes and represents a 10th level rogue (thief) that has taken all the half-dragon feats as soon as possible thereby completing their transformation.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Hill gnome herald
Small Humanoid, True Neutral
Armour Class 13 (Chain shirt)
Hit points. 14 (3d8)
STR 10 (+0), DEX 11 (+0), CON 10 (+0), INT 13 (+1), WIS 11 (+0), CHA11 (+0)
Saving Throws. Dexterity +2, Wisdom +2
Skills. Insight +2, Perception +2, Performance +2, Persuasion +2, Stealth +2.
Senses. Darkvision 60 ft. Passive perception 12.
Languages. Common, Gnome, Draconic, Gem Draconic, Elvish, Dwarvish, Chromatic Draconic, Metallic Draconic. Though sounds and simple gestures can communicate simple ideas with Small or Tiny Beasts with a Burrowing Speed.
Challenge 1/4 (50xp)
Giant Slayer: The gnome has advantage on attack rolls against Giant Type creatures that are currently at least two Sizes larger than himself.
Artificers’ Lore and Stonecutting: +5 on Intelligence (History) checks regarding magic items, alchemy, stomework or technology
Tunnel Dweller: Total of +5 on Intelligence (Investigation) and +4 Wisdom (Survival) checks when underground.
Cryptographer. The herald an create written ciphers. Others can't decipher a coded message unless the herald teaches them the solution, they succeed on an Intelligence check (DC INT+PROF), or they use magic to decipher it.
Psychic Blades: Once per day the Herald may add magical psychic energy to a successful melee weapon attack. The attack inflicts an extra 7 (2d6) psychic damage.
Song of rest. During a short rest the herald and any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Spellcasting. The herald is a 3rd level spellcaster. Her spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): Bladeward, Message.
First level (4 slots): Charm Person, Comprehend Languages, Disguise Self, Sleep.
Second level (2 slots): Detect Thoughts.
ACTIONS
Shortsword. Melee weapon attack: +2 to hit, reach 5 ft, one target. Hit: 4 (1d6+0) piercing damage.
Dart. Missile weapon attack: +2 to hit, range 20/60, one target. Hit: 3 (1d4+0) piercing damage.

This immaculately groomed gnome is dressed in a surcoat embroidered with the claw-rune of his employer over a chain shirt and shortsword. He strides forward confidently and yet quietly. When he speaks his voice is clear and loud.
Heralds act as announcers, criers, messengers, and envoys for their dragon masters. It is an open secret that most if not all of them are also spies.

Design notes. The herald is a member of the Hill gnome subrace described in my conversion of Book 1. Hill gnomes closely emulated the traits of AD&D rock gnomes.
DPR= (Sleep 23 + Psychic blades with dagger 11 + dagger 4)/3 = 13/round. Spell save DC 10 and to hit +2. Save DC reduces offensive Challenge one step to ½. Hit points 13 and AC 13. Defensive Challenge 1/8. Final Challenge ¼.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Hill gnome riddlemaster
Small Humanoid, True neutral
Armour class. 11 (Leather).
Hit points. 25 (7d8-7).
STR 8 (-1) DEX 11 (+0) CON 9 (-1) INT 16 (+3), WIS 11 CHA 12 (+1)
Saving throws. Dexterity +2, Charisma +3.
Resistances. Advantage on Intelligence, Wisdom, and Charisma saves against magic.
Skills. Arcana +5, Bagpipes +3, Calligrapher’s supplies +0, Deception +3, Flute +0, History +5, Investigation +5, Panflute +3, Perception +3, Perform +3, Sleight of hand +2.
Senses. Darkvision 60 feet. Passive perception 13.
Languages. Common, Draconic, Gnomish, Dwarven, Elvish. Through sounds and simple gestures can communicate simple ideas with Small or Tiny Beasts with a Burrowing Speed.
Challenge ¼ (50 xp)
Giant Slayer: The gnome has advantage on attack rolls against Giant Type creatures that are currently at least two Sizes larger than himself.
Artificers’ Lore and Stonecutting: +7 on Intelligence (History) checks regarding magic items, alchemy, stomework or technology
Tunnel Dweller: Total of +7 on Intelligence (Investigation) and +6 Wisdom (Survival) checks when underground.
Song of rest. During a short rest the herald and any friendly creatures who can hear her performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Spellcasting. The riddlemaster is a 7th level spellcaster. The gnome’s spellcasting ability is Charisma (spell save DC 11, spell attack bonus +3).
Cantrips (at will): Message, Minor Illusion, Viscious Mockery.
1st level (4 slots): Comprehend Languages, Dissonant Whispers, Identify, Illusory Script, Unseen Servant.
2nd level (3 slots): Hold Person, Knock, Zone of Truth.
3rd level (3 slots): Blink, Hypnotic Pattern, Slow.
4th level (1 slot): Confusion.
ACTIONS
Countercharm. The gnome recites intriguing riddles until the end of his next turn. During that time, the riddlemaster and any friendly creatures within 30 feet of him have advantage on saving throws against being frightened or charmed. A creature must be able to hear the gnome to gain this benefit. The performance ends early if the gnome is incapacitated or silenced or if he voluntarily ends it (no action required).
Dagger. Melee or missile weapon attack: +2 to hit, reach 5 ft, range 20/60 ft, one target. Hit: 3 (1d4+0).
REACTIONS
Cutting words. (1/day). The riddlemaster’s words sow doubt and confusion. When a creature that the gnome can see within 60 feet of him makes an attack roll, an ability check, or a damage roll, the gnome can use a reaction to roll a d8 and subtract the number rolled from the creature's roll. The gnome can choose to use this feature after the creature makes its roll, but before the DM determines whether the atlack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear the gnome or if it's immune to being charmed.

The short skinny gnome, dressed in leather and clashing colours, regards you with a wicked smile and an amused glint in his eye.
Riddlemasters are obsessed with problems, puzzles, and riddles. The revel in uncovering secrets and out-thinking opponents in both conversation and battle. Perhaps the only thing that pleases a riddlemaster more than solving a problem is demonstrating their intellectual superiority over others. Smug little bastards. Though not much of a physical threat, riddlemasters are incredibly annoying, using thier spells to frustrate and ridicule their foes before escaping.

Design notes: The riddlemaster is a member of the Hill gnome subrace described in my conversion of Book 1. Hill gnomes closely emulated the traits of AD&D rock gnomes.
Hit points 25, AC 11, therefore Defensive challenge 0. Spell attack with Dissonant Whispers 11 damage but DC 11 so Offensive Challenge ½. Average Challenge ¼.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
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Location: Mostly Melbourne Australia
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Ogre Children
Medium giant, chaotic evil
Armour Class 8
Hit points 7 (1d8+2)
Speed 30 ft.
STR 17 (+3), DEX 6 (-2), CON 14 (+2), INT 3 (-4), WIS 5 (-3), CHA 5 (-3)
Senses darkvision 60 ft., passive perception 7
Languages Common, Giant
Challenge ½ (100 XP)
ACTIONS
Stick. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) bludgeoning damage.
Rock. Missile Weapon Attack +5 to hit, range 20/60, one target. Hit: 6 (1d4+3) bludgeoning damage.

These are ogre children around 8 ft. tall.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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Coronoides
Dragon Sage
Posts: 1014
Joined: Sat Jul 29, 2017 12:18 am
Gender: male
Location: Mostly Melbourne Australia
Contact:

Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Ogre Commoners
Large giant, chaotic evil.
Armour Class 9
Hit Points 44 (7d10+14)
Speed 40 ft.
STR 17 (+3), DEX 8 (-1) CON 14 (+2) INT 5 (-3) WIS 5 (-3) CHA 5 (-3)
Senses darkvision 60 ft., passive perception 7
Languages Common, Giant
Challenge 1/2 (100 XP)
ACTIONS
Fist or Kick Unarmed melee attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d2+3) bludgeoning damage.
Crude Knife Melee or thrown weapon attack: +5 to hit, reach 5 ft., thrown range 20/60 one target. Hit: 8 (2d4+3) slashing damage.

A mix of the elderly, the weak, the cowardly, and other ogres not cut out to be front-line fighters.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

User avatar
Coronoides
Dragon Sage
Posts: 1014
Joined: Sat Jul 29, 2017 12:18 am
Gender: male
Location: Mostly Melbourne Australia
Contact:

Re: Council of Wyrms monsters converted to 5e

Post by Coronoides »

Ogre Mercinary Leader
Large giant, chaotic evil
Armour Class 14 (Ringmail)
Hit Points 123 (13d10+52)
Speed 40 ft.
STR 20 (+5) DEX 8 (-1) CON 18 (+4) INT 11 (+0) WIS 11 (+0) CHA 11 (+0)
Senses Dark vision. Passive Perception 12
Languages Common Giant
Challenge 4 (1100 XP)
Potion of Greater Healing. Spending an action to drink the potion restores 4d4+4 hit points.
ACTIONS
Multiattack. The ogre is large enough to wield the elf scale halberd in one hand and punch ene-mies with the other.
Magic Halberd +1. Magical melee weapon attack: +7 to hite, reach 10 ft., one target. Hit 11 (1d10+5+1) slashing damage.
Fist Unarmed melee attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d2+5) bludgeoning damage.

More cunning than his fellows this ruthless ogre has negotiated payment for many slaughters.
Need to convert races to D&D 5e? mathematical analysis of canon races and design rules: http://www.dmsguild.com/product/232813/ ... rs-Toolkit

Conversion & Review of Council of Wyrms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/3x30bz9qi4i0d ... 0.pdf?dl=0 and Book 2 https://www.dropbox.com/s/c0zjp7d2mtfwe ... 0.pdf?dl=0

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