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 »

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 »

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 »

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

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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 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 »

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 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 »

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 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 »

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 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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