Council of Wyrms monsters converted to 5e

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Coronoides
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Wed Jun 26, 2019 11:01 pm

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 Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Wed Jun 26, 2019 11:40 pm

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 Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Fri Aug 16, 2019 8:36 am

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 Wryms 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
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 Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Coronoides
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Mon Aug 26, 2019 10:26 pm

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 Wryms with dragon PCs compatible with other 5e settings (at level 5+). DRAFT: Book 1 https://www.dropbox.com/s/fz4zql2yhlyut ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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