Council of Wyrms monsters converted to 5e

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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/fz4zql2yhlyut ... 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/fz4zql2yhlyut ... 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/fz4zql2yhlyut ... 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/fz4zql2yhlyut ... 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 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/fz4zql2yhlyut ... 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 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/fz4zql2yhlyut ... 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 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/fz4zql2yhlyut ... 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/fz4zql2yhlyut ... 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/fz4zql2yhlyut ... 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 » Tue Jun 05, 2018 4:46 pm

You are most welcome, good sir!

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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Wed Jul 04, 2018 9:46 am

Near enough is good enough
There are some 2e creatures for which an existing 5e monster is near enough. Here I list the ones I found during my Council of Wryms conversion. Have you spotted any others?
Wild Dog = Jackle (MM331).
Buffalo = Wild Boar (MM323).
Last edited by Coronoides on Fri Sep 14, 2018 4:13 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/fz4zql2yhlyut ... 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 » Wed Jul 25, 2018 11:23 am

Frost Giant Raiders
These have exactly the same statistics as given for Frost Giants in the MM except for the cos-metic change of them wearing suits of chainmail rather than scrap armour. These are giants of an ancient era when their civilization was at its peak, not the fallen from grace giants of later Ages of the D&D multiverse.

Frost Giant Raider Chief
Huge Giant, Neutral Evil
Armour Class. 16 (Splint mail)
Hit Points. 16d12+96 (200 hit points)
Speed. 40
STR 23 (+6), DEX 9 (-1), CON 23 (+6), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)
Saving Throws. Con +10 Wis +5 Cha +7
Skills. Athletics +8, Intimidation +6, Perception +5
Damage Resistances. Fire (Ring of Fire Resistance) and Dragon Breath (Two Protection from Dragon Breath Scrolls. Using an action to read the scroll the reader gains resistance to damage from a dragon breath regardless of the damage type for 5 minutes)
Damage Immunities. Cold
Senses. Passive perception 15
Languages. Giant
Challenge. 10 (5900 xp)

ACTIONS
Multiattack. The giant makes two greataxe attacks

Magic Greataxe +3. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 28 (3d12 + 9) slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludg-eoning damage.

Frost Giant Chiefs have risen to leadship through a combination of birthright, ferocity, and cun-ning. In the Council of Wryms setting the traditional enemies of all frost giants are dragons. A chiefs most prised possessions are magic items that give him an edge against dragons.
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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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Thu Jul 26, 2018 10:46 am

Frost Giant Great Shaman of Thrym
Huge Giant, Chaotic Evil
Armour Class. 15 (Chainmail)
Hit Points. 138 (12d12+60)
Speed. 40
STR 23 (+6) DEX 9 (-1) CON 21 (+5) INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
Saving Throws. Con +9, Wis +5, Cha +5
Skills. Athletics =10, Perception +5, Religeon +4.
Damage Immunities. Cold
Senses. Passive Perception 15
Languages. Giant
Challenge. 10 (5900xp)

Spellcaster. 7th level War Domain Spellcaster. The giants spellcasting ablity is Wisdom (Spell save DC13, +5 to hit with spell attacks). The Shaman has the following spells prepared:

Cantrips (at will): Guidence, Restistance, Sacred Flame, Spare the Dying.
1st level (4 slots): Cure Wounds, Divine Favour, Inflict Wounds, Shield of Faith.
2nd level (3 slots): Magic Weapon, Protection from Poison, Spiritual Weapon, Zone of Truth.
3rd level (3 slots): Crusader’s Mantle, Speak with Dead, Spirit Guardians, Water Walk.
4th level (1 slot): Control Water, Freedom of Movement, Deathward, Stoneskin.

ACTIONS

Cast Spell. See above

Multiattack. The giant makes two greataxe attacks

Ivory Double Bladed Axe. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 27 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludg-eoning damage.

Gear. includes a holy symbol of Thrym, an ivory amulet shaped as a white painted double bladed axe.

REACTIONS
Guided Strike: Once only the shaman grants a +10 bonus to an attack roll made by itself or an ally within 30 feet of the shaman. This bonus can be applied after the roll is made but must be applied before the outcomes of the attack roll are determined. Recharges after a short or long rest.

Huge giants wielding axes with blades of dragon tooth or ivory from enormous beasts and sur-rounded by a whirlwind of fiendish spirits frost giant shamans are terrifying foes. More chaotic than most frost giants they believe they can please their god by urging frost giants to war. Sha-mans can be up to 7th level spellcasters allowed so this one high ranking as befits his place by a politically powerful Jarl. You could make a ‘Shaman’ and ‘Acolyte’ of say 5th and 3rd level re-spectively. The spell choices include War Domian spells and spells that somewhat reflect the spheres given for Frost Giant Shamans in 2e.

Design notes
Offensive =27 with axe x2 54 plus spirit guardians 14 x 3 targets 42 =96 c15
Defensive = c5
Final Challenge 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 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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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Mon Jul 30, 2018 10:02 am

THis was a tough build with lots of fiddly bits. The dragonslayer is presented for Council of Wryms where half of the PCs will be dragons. In more traditional campaigns the slayers damage per round is less reducing the Challenge to 8. When using in such games Proficiency bonus will be one less so adjust Saves, skills, DCs, and attack bonuses accordingly

Dragon Slayer Captain
Humanoid (Human), Lawful Evil
Armour Class. 18 (Dragon Slayer Plate)
Hit points. 105 (14d8+42). Use Lay on Hands and Cure Wound as needed.
Speed. 30
STR 16 (+3), DEX 17 (+3), CON 16 (+3), INT 12 (+1), WIS 11 (+0), CHA 14 (+2).
Saving Throws. Wis +4, Cha +6, advantage on all saves for self and allies within 10ft.
Skills. Animal Handling +6, Insight +6, Intimidation +6, Survival +6, and Vehicles (Water) +Varies.
Damage Resistance. Fire (Ring of Fire Resistance)
Senses. Passive perception 10. Divine sense as per Paladin PHB84, 3 uses, recharged by a long rest.
Languages. Common, Draconic, Giant
Challenge. 11 (7200 xp)

Aura of Conquest. As per XGE38.

Improved Divine Smite. As PHB85.

Dragon Foe. Advantage on Wisdom (Survival) checks to track dragon type creatures, as well as on Intelligence checks to recall information about them. Disadvantage on all Charisma checks when dealing with dragon type creatures.

Dragon Slayer’s Oath: As per Oath of Enmity PHB88 except that the chosen foe must have the Dragon type. Recharged by a short or long rest

Immune to Disease.

Immune to Fear. Self and allies within 10ft.

Spellcaster. The Dragonslayer is a 12th level caster Underlined are oath spells. Spell save DC 14. Spell attack bonus +6.
8 spells prepared and oath spells.

1st level slots 4: Compelled Duel, Cure Wounds, Heroism, Shield of Faith, Wrathful Smite.
2nd level slots 3: Branding Smite, Find Steed, Protection from Poison
3rd level slots 3: Blinding Smite, Elemental Weapon, Protection from Energy

ACTIONS
Multiattack. The Dragon slayer makes two attacks whenever it takes the attack action.

Dragonslayer Longsword +1. Melee weapon attack +7 to hit, reach 5 ft., one target. Hit 9 (1d10+3) or if used one handed 8 (1d8+3) slashing damage. If the target has the dragon type a hit does an additional +11 (+3d6) slashing damage. This is frequently paired with improved divine smite.

Lay on Hands. As per PHB84 with a pool of 60 points of healing.

Dressed in their distinctive dragon motif plate armour these dangerous fanatics are readily identified. Dragonslayers are bound by a religeous oath to kill dragons. Where the oath speaks of dragons it includes any creature of the dragon type. AS a DM you might list Half-Dragons, Dragonborn, kobolds or other dragon-ish creatures as affected by the oath.
Fight Dragons. Faced with the choice of fighting a dragon or another foe I will fight the dragon. Where there are multiple dragons I will battle the greatest of them.
No Mercy for Dragons. Lesser foes might be granted mercy but never enemy dragons.
Stronger Together. Dragons are mighty but with allies and preparation we can slay even the greatest of them.
Do not squander your gifts. With their might and magic dragons could rule the world. Instead they fight amongst themselves and hide away in the wilds of the world. Do not be like them, use your gifts and you will achieve greatness.

Using the dragonslayer. Dragonslayers have more traits and actions than most NPCs, they need them to stand against dragons! Be sure to familiarize yourself with the traits before play. When PCs act against them check the Dragonslayers immunities and resistances. Use Lay on Hands if the slayer starts to get low on hit points. Finally, when in doubt attack the nearest dragon expending the highest remaining spells slot on Improved Divine Smite.

Design notes
• Calculating Challenge Def: Hp 105+60 lay on hands+ 4 cure wounds 18 =183 hp C=8, modified for AC18 =9.
• Off: remember 2 attacks per round. 3xdivine smite with 3rd level slots. Each is 5x4.5+8.5=31. Then 3xdivine smite with 2nd level slots each 4x4.5+8.5=26.5. 6attsvks doing a total of 172.5. Off=7 (v dragons 6x10.5=+63 Challenge 12)
• Final v dragons 11, v Others 8. Assuming half party is dragons average these 8. Prof bonus +4.
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 » Tue Aug 21, 2018 8:13 am

Final version of my Gargantua conversion to 5e including the Yeti Gargantua native to the Io’s Blood Isles appears in the latest issue of RPG Review. Check it out.

http://rpgreview.net/files/rpgreview_39.pdf
Or
http://rpgreview.net/files/rpgreview_39.html
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 Sep 14, 2018 4:12 am

Near enough is good enough. For Buffalo use Giant Boar MM323.
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 » Sun Sep 16, 2018 9:47 am

Choke Creeper, Sprout
Huge Plant, unaligned
Armour Class. 14.
Hit points. 104 (11d12+33).
Speed. 5 feet.
STR 18 (+4) DEX 11 (+0) CON 17 (+3), INT 1 (-5), WIS 10 (+0), CHA 1 (-5)
Senses. Blindisight 45 feet. Passive perception 10
Languages. -
Challenge. 5 (1800)
Damage Resistance Any cold and non-magical fire.
Damage Immunity. Lightning
False Appearance. The choke creeper looks like normal vegitation until it moves. A DC20 na-ture check can identify the creeper but you need to be within reach of the vines to be able to make this observation.
Multiple vines. The plant has 8 vines. Whenever the plant takes 16 or more damage in a single turn, one of its vines dies.
Reactive vines. For each vine the plant has beyond one, it has an extra reaction which can only be used for opportunity attacks.
Quickened by lightning. If the plant take lightning damage then its speed is increased by 5ft for 4 rounds.

Actions
Multiattack. The gargantuan size choke creeper can make numerous attacks limited by its num-ber of vines. On the plant’s turn it can attack each opponent once. If possible each attack uses multiple vines. However, the number of vines per opponent is limited by the opponents size as follows: Tiny 1 doing 5 bludgeoning damage, Small larger 4 doing 20 bludgeoning damage.

Vines. Melee weapon attack. +7 to attack roll. One opponent. Reach 20 feet. Hit damage 5 (1+4) bludgeoning per vine used for the attack as given above. If the target is a creature, it is grappled (escape DC 15). On a critical hit as well as the usual effects of a critical hit the target is also ckoked or compressed in such a way that they cannot breath and must begin holding their breath. Until this grapple ends, the target is restrained, and the plant can't use those tentacles on another target. While a creature is grappled at the start of its turns the plant can inflict 1d4+4 bludgeon-ing damage by squeezing its victim. If a victim is choked and unable to breath breaking the grap-ple also ends the choking effect.

Choke creepers begin life as ordinary plants germinated from wind-blown seeds and nourished by sunlight. However, once they reach about 20 feet long they uproot themselves and begin to hunt. The plant is attracted to light and heat. Choke creepers are solitary defending their territory from others of their own kind.

Design notes.
Based on the AD&D 2e creature. I made the largest possible choke creeper first, a Challenge 29 creature then paired this back to create this smaller version.
Defencive Challenge: hit points C3, for AC no change = 3
Offencive challenge: damage 40 C6, no change for attack bonus.
Final challenge: 5

Choke Creeper, Young
Gargantuan Plant, unaligned
Armour Class. 14.
Hit points. 216 (16d20+48).
Speed. 5 feet.
STR 18 (+4) DEX 11 (+0) CON 17 (+3), INT 1 (-5), WIS 10 (+0), CHA 1 (-5)
Senses. Blindisight 45 feet. Passive perception 10
Languages. -
Challenge. 11 (7200)
Damage Resistance Any cold and non-magical fire.
Damage Immunity. Lightning
False Appearance. The choke creeper looks like normal vegitation until it moves. A DC20 na-ture check can identify the creeper but you need to be within reach of the vines to be able to make this observation.
Multiple vines. The plant has 16 vines. Whenever the plant takes 16 or more damage in a single turn, one of its vines dies.
Reactive vines. For each vine the plant has beyond one, it has an extra reaction which can only be used for opportunity attacks.
Quickened by lightning. If the plant takes lightning damage then its speed is increased by 5ft for 4 rounds.

Actions
Multiattack. The gargantuan size choke creeper can make numerous attacks limited by its num-ber of vines. On the plant’s turn it can attack each opponent once. If possible each attack uses multiple vines. However, the number of vines per opponent is limited by the opponents size as follows: Tiny 1 doing 5 bludgeoning damage, Small or Medium 4 doing 20 bludgeoning damage, Large or larger 16 doing 80 bludgeoning.

Vines. Melee weapon attack. +8 to attack roll. One opponent. Reach 40 feet. Hit damage 5 (1+4) bludgeoning per vine used for the attack as given above. If the target is a creature, it is grappled (escape DC 16). On a critical hit as well as the usual effects of a critical hit the target is also ckoked or compressed in such a way that they cannot breath and must begin holding their breath. Until this grapple ends, the target is restrained, and the plant can't use those tentacles on another target. While a creature is grappled at the start of its turns the plant can inflict 1d4+4 bludgeon-ing damage by squeezing its victim. If a victim is choked and unable to breath breaking the grap-ple also ends the choking effect.

The drab olive green vines of the young choke creeper look like an ordinary plant. The plant is attracted to light and heat. Sensing animals the creeper lashes out revealing itself to be a 40ft long carnivourous plant. Choke creepers are solitary defending their territory from others of their own kind.

Design notes.
Based on the AD&D 2e creature. I made the largest possible choke creeper first, a Challenge 29 creature then paired this back to create this smaller version.
Defencive Challenge: hit points C10, for AC minus 1 = 9
Offencive challenge: damage 80 C12, no change for attack bonus.
Final challenge: 11

Choke Creeper, Adult
Gargantuan Plant, unaligned
Armour Class. 14.
Hit points. 324 (24d20+72).
Speed. 5 feet.
STR 18 (+4) DEX 11 (+0) CON 17 (+3), INT 1 (-5), WIS 10 (+0), CHA 1 (-5)
Senses. Blindisight 45 feet. Passive perception 10
Languages. -
Challenge. 17 (18 000)
Damage Resistance Any cold and non-magical fire.
Damage Immunity. Lightning
False Appearance. The choke creeper looks like normal vegitation until it moves. A DC20 na-ture check can identify the creeper but you need to be within reach of the vines to be able to make this observation.
Multiple vines. The plant has 24 vines. Whenever the plant takes 16 or more damage in a single turn, one of its vines dies.
Reactive vines. For each vine the plant has beyond one, it has an extra reaction which can only be used for opportunity attacks.
Quickened by lightning. If the plant takes lightning damage then its speed is increased by 5ft for 4 rounds.

Actions
Multiattack. The gargantuan size choke creeper can make numerous attacks limited by its num-ber of vines. On the plant’s turn it can attack each opponent once. If possible each attack uses multiple vines. However, the number of vines per opponent is limited by the opponents size as follows: Tiny 1 doing 5 bludgeoning damage, Small or Medium 4 doing 20 bludgeoning damage, Large or larger 16 doing 80 bludgeoning.

Vines. Melee weapon attack. +10 to attack roll. One opponent. Reach 50 feet. Hit damage 5 (1+4) bludgeoning per vine used for the attack as given above. If the target is a creature, it is grappled (escape DC 20). On a critical hit as well as the usual effects of a critical hit the target is also ckoked or compressed in such a way that they cannot breath and must begin holding their breath. Until this grapple ends, the target is restrained, and the plant can't use those tentacles on another target. While a creature is grappled at the start of its turns the plant can inflict 1d4+4 bludgeoning damage by squeezing its victim. If a victim is choked and unable to breath breaking the grapple also ends the choking effect.

When a creeper reached 60 feet long it produces small non-descript white flowers in the spring. The plant is attracted to light and heat. Choke creepers are solitary defending their territory from others of their own kind.

Design notes.
Based on the AD&D 2e creature. I made the largest possible choke creeper first, a Challenge 29 creature then paired this back to create this smaller version.
Defencive Challenge: hit points C17, for AC minus 2 = 15
Offencive challenge: damage 120 C19, no change for attack bonus.
Final challenge: 17

Choke Creeper, Ancient
Gargantuan Plant, unaligned
Armour Class. 14.
Hit points. 837 (62d20+186).
Speed. 5 feet.
STR 18 (+4) DEX 11 (+0) CON 17 (+3), INT 1 (-5), WIS 10 (+0), CHA 1 (-5)
Senses. Blindisight 45 feet. Passive perception 10
Languages. -
Challenge. 29 (135 000)
Damage Resistance Any cold and non-magical fire.
Damage Immunity. Lightning
False Appearance. The choke creeper looks like normal vegitation until it moves. A DC20 na-ture check can identify the creeper but you need to be within reach of the vines to be able to make this observation.
Multiple vines. The plant has 64 vines. Whenever the plant takes 16 or more damage in a single turn, one of its vines dies.
Reactive vines. For each vine the plant has beyond one, it has an extra reaction which can only be used for opportunity attacks.
Quickened by lightning. If the plant take lightning damage then its speed is increased by 5ft for 4 rounds.

Actions
Multiattack. The gargantuan size choke creeper can make numerous attacks limited by its num-ber of vines. On the plant’s turn it can attack each opponent once. If possible each attack uses multiple vines. However, the number of vines per opponent is limited by the opponents size as follows: Tiny 1 doing 5 bludgeoning damage, Small or Medium 4 doing 20 bludgeoning damage, Large 16 doing 80 bludgeoning damage, Huge 32 doing 160 bludgeoning damage, Gargantuan 64 doing 320 bludgeoning damage.

Vines. Melee weapon attack. +13 to attack roll. One opponent. Reach 50 feet. Hit damage 5 (1+4) bludgeoning per vine used for the attack as given above. If the target is a creature, it is grappled (escape DC 21). On a critical hit as well as the usual effects of a critical hit the target is also ckoked or compressed in such a way that they cannot breath and must begin holding their breath. Until this grapple ends, the target is restrained, and the plant can't use those tentacles on another target. While a creature is grappled at the start of its turns the plant can inflict 1d4+4 bludgeoning damage by squeezing its victim. If a victim is choked and unable to breath breaking the grapple also ends the choking effect.

The oldest of this carnivourous plant species have a slowly writhing main trunk about 2 feet thick but up to 160ft long. From this comes a mass of smaller olive-green vines. The plant is at-tracted to light and heat. Choke creepers are solitary defending their territory from others of their own kind.
Fortunately, in later eras after the rule of dragons massive old choke creepers are extremely rare and only found in the deepest wild forests. However small specimens still plague forest dwellers in these later ages.

Design notes.
Based on the AD&D 2e creature. The idea here was for the creeper to still have 64 vines but avoid making 64 attack rolls each turn which would really slow down game play.
Defencive Challenge: hit points C30, for AC minus 2 =28
Offensive challenge: damage 320 C30, no change for attack bonus.
Final challenge: 29
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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Hugin
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Re: Council of Wyrms monsters converted to 5e

Post by Hugin » Tue Sep 18, 2018 4:37 pm

Cool creatures. I'll have to look at them more closely at home.
Design notes.
Based on the AD&D 2e creature. I made the largest possible choke creeper first, a Challenge 29 creature then paired this back to create this smaller version.
I think starting large and working your way back down was a good approach for these things.

Although I think trying to create a CR 29 creature would fry my brain a bit!

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Coronoides
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Re: Council of Wyrms monsters converted to 5e

Post by Coronoides » Wed Sep 19, 2018 8:29 am

Hugin wrote:
Tue Sep 18, 2018 4:37 pm
Cool creatures. I'll have to look at them more closely at home.
Design notes.
Based on the AD&D 2e creature. I made the largest possible choke creeper first, a Challenge 29 creature then paired this back to create this smaller version.
I think starting large and working your way back down was a good approach for these things.

Although I think trying to create a CR 29 creature would fry my brain a bit!
I think a lot depends on why the creature has high CR. The Choke Creeper is high CR because it has lots of HP and a lot of identical attacks. Not that hard. The Gargantua with their weird powers and legendary actions were much harder to do.
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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