Council of Wyrms monsters converted to 5e

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Coronoides
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Council of Wyrms monsters converted to 5e

Post by Coronoides » Tue Apr 24, 2018 12:03 pm

Council of Wyrms features lots of cool new monsters and NPCs. There are also monsters in the setting that have not made it into 5e. As I work on my project I'm converting some of these to 5e. No matter what world you play in you always need more cool monsters so I'm putting these here in the general 5e forum.
I've already detailed Gargantua for 5e in another thread (including the Council of Wryms special Yeti Gargantua).

What are your thoughts on these? Anything I got wrong? Any changes you'd like to suggest?

Ogre Wyvern Rider
Large Giant, chaotic evil
Armour class 12 (Hide armour)
Hit points 66 (7d10+28)
Speed 40 ft.
STR 20 (+5), DEX 10 (0), CON 18 (+4), INT 8 (-1), WIS 8 (-1) CHA 7 (-2)
Saving throws CON+6
Skills Animal handling +1.
Damage Resistance Poison
Senses darkvision 60 ft., passive perception 9.
Languages Common, Giant.
Challenge 2 (450xp)
Actions
Large Lance. Melee weapon attack +7 to hit, on a hit 12 (2d12+5) piercing damage, reach 10. Disadvantage on attacks if the opponent is within 5ft. Requires two hands if not mounted.
Large Longbow. Missile weapon attack +2 to hit, on a hit 9 (2d8) piercing damage, range 150/600 ft.

The ferocity and unpredictability of half-tamed wyverns with poisonous stingers acts to weed out all but the quickest, toughest, and most cunning ogres.

Clan’s Dwarf Elder Overseer
Medium humanoid (Hill Dwarf) any alignment
Armour Class 14 (bronze breastplate)
Hit points 60 (8d8+24)
Speed 25
Damage Resistance Poison.
STR 17 (+3) DEX11 (+0) CON16 (+3), INT13 (+1) WIS9 (-1) CHA14 (+2)
Skills: Deception , Persuasion , History , one kind of artisan’s tools.
Senses: Passive perception XX. Darvision 60 feet.
Languages: Common, Dwarf.
Challenge: 2 (450xp)
Dwarven Resilience the overseer has advantage on saving throws against poison.
Actions
War Pick. Melee weapon attack. +5 to attack roll. Reach 5 feet. One opponent. Damage 1d8+3 piercing.
Multiattack. Due to his skill the Overseer can make two war pick attacks in a round with his single pick.

Overseers are respected clan’s dwarves who are responsible for the smoothe running and de-fense of an important industry such as a mine or smelter.
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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Thu May 10, 2018 9:28 pm

Just found this great resource for anyone trying to run Council of Wyrms in 5e; a book full of dragon 'commoners' at a variety of ages and challenge ratings.

http://www.drivethrurpg.com/product/199 ... d-2-Bundle
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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Fri May 11, 2018 10:55 am

Wood Elf Scout
Medium humanoid (Wood elf), Chaotic Good
Armor Class l3 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 35ft.
STR ll (+0) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 14 (+2) CHA 11 (+0)
Skills Nature +4, Perception +7, Stealth +7, Survival +6
Senses passive Perception 15. Darkvision 60 feet. Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks using hear-ing or sight.
Languages Common and Elvish
Challenge 1/2 (100 XP)
Fey Ancestry. Advantage on saves against being charmed and magic cannot put the scout to sleep.
Trance. As described in the PHB
Mask ofthe Wild. You can attempt to hide even when only lighlly obscured by foliage, fog, pre-cipitation or other natural phenomena.
Actions
Multiattack. The scout makes two sword attacks or two bow attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 feet, one target. Hit: 6 (1d8 + 2) piercing damage.

Wood elf scouts range around the villages of their people watching those who enter the forest and conducting patient guerilla warfare against those who might threaten their people or despoil the woodlands.

Made to mimic the wood elves of the 2e MM somewhat. A simple alteration of the Scout NPC from the 5e MM.
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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Council of Wryms monsters converted to 5e

Post by Coronoides » Fri May 11, 2018 12:00 pm

Here is another great resource for Council of Wryms encounters, this time gem dragons for 5e.

http://www.dmsguild.com/product/180402/ ... -of-Faerun

However, the conspicuous absence of dragons in Volo's leads me to suspect that WOTC will bring out a 'Draconomicon' for 5e eventually (they will probably call is something else with a name-check in it). When they do it is likely to include official gem dragons. I'm holding off doing PC races for gem dragons until then.
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/magh66x3ly8q5 ... 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 » Sun May 20, 2018 8:20 am

Clan’s Dwarf Elder Captain
Medium humanoid (Hill Dwarf) any alignment
Armour Class 17 (Half plate)
Hit points 72 (11d8+22)
Speed 25
STR 16 (+3), DEX 15 (+2), CON 15 (+2), INT 12 (+1), WIS 11 (0), CHA10 (+0).
Skills: Perception +3, Persuasion +3, History +4, one kind of artisan’s tools.
Senses: Passive perception 13. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 5 (1800xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Enchanted War Hammer +2. Melee weapon attack. +8 to attack roll. Reach 5 feet. One oppo-nent. Damage wielded two-handed 11 (1d10+5) bludgeoning.
Multiattack. Due to his skill the captain can make three war hammer attacks in a round with his single hammer. (DPR22).

Captains are the leaders of militia platoons. They have left the craft they learned as an appren-tice behind to be full time soldiers who train and drill the militia patrols they lead. A captain might be in charge of the defence of a small village but larger settlements will have multiple cap-tains answering to Highborn officers.
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/magh66x3ly8q5 ... 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 » Sun May 20, 2018 9:00 am

Clan’s Dwarf Elder Administrator
Medium humanoid (Hill Dwarf) any alignment
Armour Class 14 (studded leather)
Hit points 35 (5d8+10)
Speed 25
STR 14 (+1), DEX 16 (+2), CON 14 (+2), INT 16 (+3), WIS 14 (+2), CHA 17 (+3).
Skills: Deception +5, History +5, Investigation +5, Perception +4, Persuasion +5, and calligra-pher’s supplies.
Senses: Passive perception 14. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 2 (450xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Enchanted Short Sword +2. Melee weapon attack. +6 to attack roll. Reach 5 feet. One oppo-nent. Damage 8 (1d6+4) piercing.
Sneak Attack. Once per turn, the administrator can deal an extra 11 (3d6) damage to one creature she hits with a short sword attack if she has advantage on the attack rol1. She does not need ad-vantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't in-capacitated, and she does not have disadvantage onthe attack rol1.

Administrators record the activity of a dwarven village or worksite and report to their superiors. They are expert at calculating taxes, investigating skimming and tax evasion, as well as detecting forgeries and fraud.

Clan’s Dwarf Captain
Medium humanoid (Hill Dwarf) any alignment
Armour Class 17 (Half plate)
Hit points 42 (6d8+12)
Speed 25
STR 20 (+5), DEX 13 (+1), CON 15 (+2), INT 9 (-1), WIS 8 (-1), CHA 12 (+1).
Skills. Athletics, Intimidation, and one kind of artisan’s tools.
Senses: Passive perception 9. Darkvision 60 feet.
Languages: Common, Dwarf.
Challenge: 3 (700xp)
Damage Resistance Poison
Dwarven Resiliance advantage on saving throws against poison.
Actions
Glaive. Melee weapon attack. +7 to attack roll. Reach 10 feet. One opponent. Damage 11 (1d10+5) slashing.
Multiattack. Due to his skill the captain can make two glaive attacks in a round with his single weapon.

Clan’s Dwarf Captains have left the trade of their apprentice years behind to become full-time soldiers. The soldier’s life attracts tough dwarves with few other prospects. Those who are tough enough to rise to be captains either command militia platoons themselves or act as second in command to a Clan’s Dwarf Elder Captain or Highborn warrior. Clan’s dwarf captains become powerful offensive fighters to compliment the defensive training of the clan’s hearth guards.
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/magh66x3ly8q5 ... 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 Jun 01, 2018 11:30 am

Marine Scrag
Large giant, chaotic evil
Armour class. 17 (natural armour)
Hit points. 92 (8d10+48)
Speed. 10, swim 30
STR 18 (+4), DEX 13 (+1), CON 22 (+6), INT 7 (-2), WIS 9 (-1) CHA 7 (-2)
Skills. Perception +2 check
Senses. Darkvision 60 ft. Passive perception 11
Languages. Giant
Challenge. 5 (1800xp)
Amphibious. The scrag can breathe both air and water.
Keen Smell. The troll has advantage on smell based Perception checks.
Regeneration. The scrag regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it does not regenerate at the start of its next turn. The scrag only dies when it starts its turn with 0 hit points and does not regenerate.
Actions
Multiattack. As one action the scrag can attack with both claws and its bite.
Claw. Melee attack: +7 to hit, reach 5ft, one target, 1d4+4 slashing damage.
Bite. Melee attack: +7 to hit, reach 5ft, one target, 2d6+4 piercing damage.

Scrags are trolls adapted to life in the water. Scrags are slow on land because they are legless with long tails like merfolk and merrows. Marine scrags are more adapted to the water than their freshwater cousins; the arms of the marine scrag have atrophied like a seal but their shark-like maw delivers a devastating bite.

Interestingly, I think the (land) troll in the MM has only a +1 perception when it should have +2.
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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Sun Jun 03, 2018 12:31 am

Can someone check the Challenge and xp on this one?

Clan’s Dwarf Soldier
Medium humanoid (Hill Dwarf), any alignment
Armour Class. 16 or 14 if using crossbow (ringmail and shield, disadvantage on stealth checks)
Hit points. 13 (2d8+2)
Speed. 25
STR 16 (+3) DEX 10 (+0) CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)
Skills. Perception +3, Athletics +5. Proficient in one type of artisan’s tools.
Senses. Darkvision 60 ft. Passive perception +3
Languages. Dwarf, Common
Challenge. ½ (100) I’m pretty sure the second one is right.
Damage Resistance. Poison
Dwarven Resiliance. advantage on saving throws against poison.
Actions
Battle Axe. Melee weapon attack. +5 to attack roll. Reach 5 feet. One opponent. Damage 8 (1d8+3) slashing.
Light crossbow. Missile Weapon attack. +2 to attack roll. Range 80/320. One opponent. Dam-age 5 (1d8+0) piercing.

The bulk of any dwarf settlement is made up of clan’s dwarves. These citizens are apprenticed at a young age into a craft but are also expected to train with the stronghold’s militia. Those who take to soldiering spend more time on patrol or guarding than crafting during peacetime and act as troops in times of war.
Last edited by Coronoides on Mon Jun 04, 2018 7:44 am, 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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Re: Council of Wyrms monsters converted to 5e

Post by Hugin » Mon Jun 04, 2018 12:44 am

Coronoides wrote:
Sun Jun 03, 2018 12:31 am
Can someone check the Challenge and xp on this one?

Clan’s Dwarf Soldier
...
CR and XP look spot on, Coronoides.

The only thing that looks off is the hit points - shows 18 (2d8+2) but should be 13 (2d8+4). I used 13 hp in the CR calculations by the way and works fine for the 1/2 rating.

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Mon Jun 04, 2018 7:42 am

Hugin wrote:
Mon Jun 04, 2018 12:44 am
Coronoides wrote:
Sun Jun 03, 2018 12:31 am
Can someone check the Challenge and xp on this one?

Clan’s Dwarf Soldier
...
CR and XP look spot on, Coronoides.

The only thing that looks off is the hit points - shows 18 (2d8+2) but should be 13 (2d8+4). I used 13 hp in the CR calculations by the way and works fine for the 1/2 rating.
Thanks for that. I’ll also make that changr
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/magh66x3ly8q5 ... 8.pdf?dl=0 and Book 2 https://www.dropbox.com/s/0n3i5bki6svae ... 0.pdf?dl=0

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Hugin
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Re: Council of Wyrms monsters converted to 5e

Post by Hugin » Tue Jun 05, 2018 4:46 pm

You are most welcome, good sir!

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