Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 3) – Mutants and Monstrosities

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“Two of our party members died, but check out this shiny ray gun!”

“It looked like some sort of badger-like animal, until I noticed the eight legs!  Each of them had barb-like claws attached.  As the creature faced us, its jaws dettached and let out the most horrid of shrieks.  It pounced upon and tore apart the bardic minstrel in moments before we managed to put it down.  What other twisted beasts dwell here?”

-A survivor’s brief encounter with the Aurumvorax

Beyond machines and flora, countless species of fauna populate the strange wreckage.  Whether they’re organic forms from realms unknown or mutated experiments gone horribly wrong, their alien nature and ferocious abilities make them formidable foes to fight off.

Author’s Note: Beyond some easy to convert monsters using the monster manual, here’s a helping of monsters and beasts that roam the downed ship.  Some of these were pretty easy to tackle, considering many of them had been ported over to other systems (beyond the Next playtest) such as Pathfinder.  Stay tuned for my take on pre existing monsters as well as adding new monsters to the ship!

 

 

Aurumvorax

Small beast, unaligned

Armor Class 12 (natural armor)

Hit Points 60 (11d6+22)

Speed 40 ft., burrow 10 ft.

STR 14 (+2), DEX 13 (+1), CON 15 (+2), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

Skills.  Acrobatics +3 Perception +3, Stealth +5

Damage Resistances.  Bludgeoning, Piercing, Slashing from non-magical weapons; Fire

Damage Immunity.  Poison

Condition Immunities.  Poisoned

Languages. –

Senses.  Darkvision 60 ft., passive Perception 13

Challenge. 4 (1,100 XP)

Grappler.  The Aurumvorax can grapple a creature up to medium size with no struggle or penalty.

Strange Creature.  Despite its size, this creature can weigh up to 500 lbs.  In addition, its unusual diet and ability to hunt down gems and minerals means it is often sought after.  Even its coat can be worth a small fortune to vendors.  A trained one can be used to hunt rare materials.

ACTIONS.

Multiattack.  If the Aurumvorax hits with its Clamping Bite, it may use Barrage of Claws as part of its attack.  Alternatively, it may use Barrage of Claws twice on a grappled target.

Clamping Bite.  Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target.  Hit: 5 (1d6+2) piercing.  The target is grappled.  Alternatively, the Aurumvorax can forgo damage to grapple the subject and move them up to its speed.  If the subject is grappled already, it can choose to do damage or move them.

Barrage of Claws.  Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled target.  Hit: 14 (5d4+2) slashing damage.

 

 

Beholder-Kin, Eye of the Deep

Large aberration, lawful evil

Armor Class 17 (natural armor)

Hit Points 136 (16d10 +48)

Speed 0 ft., swim 40ft.

STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 16 (+3), WIS 16 (+3), CHA 17 (+3)

Saving Throws Con + 7, lnt +7, Wis +7

Skills. Perception +11, Survival +11

Senses darkvision 120 ft ., passive Perception 21

Languages Aquan, Deep Speech, Undercommon

Challenge 9 (5,000 XP)

Aquatic.  The Eye of the Deep can survive in the water.  However, it can survive on land, even if it’s mostly incapacitated.

Vigilance.  The Eye of the Deep is never surprised.

ACTIONS

Multiattack.  The Eye of the Deep may attack twice.  Only one attack can be an eye beam.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 13 (2d10+2) piercing damage. 

Paralyzing Eye Rays. The beholder shoots a magical eye ray, choosing one to three targets it can see within 120 feet of it.  They must make a DC 15 Constitution saving throw.  Failure: The target is paralyzed for 1 minute.  Subsequent saves are rolled with disadvantage.  Success: The target’s movement is cut in half until the end of their next turn.

Main Eye (Recharge 6).  The beholder shoots a 60 ft. ray.  All targets must make a DC 15 Dexterity saving throw.  Failure:  The targets are blinded for 1 minute.

REACTIONS

Blinding Shine.  As a reaction to an opponent’s attack, the Eye of the Deep can use its main eye to shine painful light into an opponent’s eyes.  The target now rolls their attack with disadvantage.

 

 

Froghemeth

Huge aberration, unaligned

Armor Class 18 (natural armor)

Hit Points 184 (16d12+80)

Speed 20 ft., Swim 40 ft.

STR 24 (+7), DEX 13 (+1), CON 20 (+5), INT 3 (-4), WIS 10 (+0), CHA 6 (-2)

Skills.  Perception +8, Stealth +9

Damage Resistances. Fire

Damage Immunities.  Lightning

Senses. Darkvision 60 ft., passive Perception 18

Languages. –

Challenge. 12 (8,400 XP)

Aquatic.  The Froghemeth is able to breath underwater and suffers no penalties for fighting underwater.

Incredible Sight and Stealth.  The Froghemeth gains advantage on Perception checks using sight (and only sight) as well as Stealth checks while in marshy or swampy terrain.

Lightning Hatred.  Froghemeths hate lightning.  When hit with a lightning attack, it takes no damage but becomes cautious and its speed is cut in 1/2 until the end of its next turn.  In addition, it will single out the source of the lightning damage, doing all it can to slay it.

ACTIONS

Multiattack.  The Froghemeth can make 1 bite attack and 2 tentacle attacks.

Bite.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 20 (3d6+7) piercing damage.  If the target is large size or smaller, it must make a DC 19 Dexterity saving throw or be swallowed.  The creature is restrained and blinded while inside the Froghemeth and takes 21 (6d6) acid damage.  If the Froghemeth takes more than 25 damage in one round, it must make a DC 20 Constitution saving throw.  Failure results in it spitting up what it had swallowed.

Tentacles.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target.  Hit: 20 (3d6+7) bludgeoning damage.  The target is also grappled with a DC 19 to escape.  At the start of the grappled target’s turn, they take an additional 7 (2d6) bludgeoning damage.  The Froghemeth  has four tentacles in total and cannot use the same tentacle on another target.

 

 

Giant Leech

Small beast, unaligned

Armor Class 7

Hit Points 14 (4d6)

Speed 5 ft., swim 5 ft.

STR 10 (+0), DEX 4 (-3), CON 10 (+0), INT 2 (-4), WIS 5 (-3), CHA 2 (-4)

Senses. darkvision 30 ft., passive Perception 7

Languages. –

Challenge 1/8 (25 XP)

Aquatic. The leech can breath underwater.  Being underwater imposes on penalties on rolls.

Attach.  When a leech is attached, it’s not entirely easy to remove.  Its speed becomes 0 while attached.  It takes a DC 12 Strength or Athletics check to remove it.  However, removal deals 2 (1d4) piercing damage to the target, even if the leech is already dead.

Salt Weakness.  If at least a handful of salt is thrown on the leech, it must make a DC 10 Constitution saving throw.  Failure: It dies.  Success:  It loses 1/2 of its current hit points.

Sluggish.  The leech cannot take reactions.

ACTIONS.

Bite.  Melee Weapon Attack:+2 to hit while on land (increase to +4 in water), reach 5 ft., one (living) creature.  The attack automatically hits a creature that the leech is attached to.  Hit: 4 (1d8) piercing damage.  The leech attaches to the target

 

 

Lurker Above

Huge monstrosity, unaligned

Armor Class 12 (Natural)

Hit Points 68 (8d12+16)

Speed 0 ft., fly 25 ft.

STR 18 (+4), DEX 11 (+0), CON 15 (+2), INT 6 (-2), WIS 10 (+0), CHA 10 (+0)

Skills. Stealth +6

Damage Resistances.  Bludgeoning, Piercing and Slashing from non-magical weapons

Senses. Darkvision 60 ft., passive Perception 10

Languages. –

Challenge 5 (1,800 XP)

Soft Surface.  The main weakness of the Lurker is the soft surface above it.  When it has been exposed in some manner, such as enveloping another creature, all attackers have advantage to hit.

Stony Appearance.  While no creature suspects it, the Lurker has advantage on stealth checks.  In addition, a character may attempt a DC 20 Perception check to determine the ceiling above them looks off and unnatural.

Transfer Damage.  When it has wrapped around a victim, half of the damage it would normally take is transferred to the victim instead.

ACTIONS.

Dropping Crush.  Melee Weapon Attack: +7 to hit, reach 10 ft., target (up to 1 large creature or up to 4 small/medium creatures).  Hit: 25 (6d6+4) bludgeoning damage.  The target is also grappled.  The Lurker cannot grapple or attack any other target while doing this.  If the target is already grappled by this creature, it automatically hits.  To escape the grab, the target must succeed an escape DC of 15.

 

 

Rot Grubs

They will attempt to burrow into a victim; they must make a DC 15 Dexterity save.  Failure results in the victim taking 8 (1d6+5) piercing damage for 1d4 rounds.  If fire is applied via a torch or fire damage targets the victim or grubs during this time, they die.  After this time, they burrow into the victim and start dealing the above damage, but as necrotic instead.  After 1 minute, if the victim is still up, they must make a DC 15 Constitution save or drop to 0 HP.  Subsequent rounds after failure, they must save versus taking a death save failure.  Once buried in their victim, medical solution or a curing magic (such as Lesser Restoration or a Paladin’s Lay on Hands disease removal ability) will kill the rot grubs, dealing 1 final bit of necrotic damage.

 

 

Shedu

Large celestial, lawful good

Armor Class 12

Hit Points 110 (12d10+36)

Speed 30 ft., fly 60ft.

STR 20 (+5), DEX 14 (+2), CON 17 (+3), INT 19 (+4), WIS 15 (+2), CHA 14 (+2)

Damage Resistances.  Fire, Lightning, Necrotic

Senses. Darkvision 60 ft., passive Perception 10

Languages. Auran, Celestial, Common

Challenge 9 (2,300 XP)

Innate Spellcasting.  The Shedu wields incredible mystical power and uses Intelligence as its casting stat.  Its spell DC is 16 and its spell attack bonus is +8.  It can innately cast the following spells, requiring no material components.

  • At-Will: Cure Wounds, Detect Good and Evil, Lesser Restoration
  • 3/Day: Beacon of Hope, Dispel Magic, Remove Curse, Speak with Dead
  • 1/Day: Dispel Good and Evil, Flame Strike, Greater Restoration

Magical Attacks.  The Shedu’s attacks count as magical for overcoming resistance and immunity.

Magical Resistance.  The Shedu has advantage on all saving throws related to magic.

Prescience (1/Day).  The Shedu is knowledgable about all sorts of dangers.  As a bonus action, the Shedu can bestow a sense of readiness in a creature within touch range.  They gain a bonus to their AC, Initiative and Dexterity Saving Throws equal to the Shedu’s Wisdom modifier (+2).  This effect lasts for up to 1 hour.

ACTIONS.

Multiattack.  The Shedu may attack twice.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.  Hit: 16 (2d10+5) piercing damage.  The target must make a DC 16 Dexterity saving throw or be pushed back 10 ft.

Hooves.  Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.  Hit: 16 (2d10+5) bludgeoning damage.  The target must make a DC 16 Dexterity saving throw or be knocked prone.

 

 

Slithering Tracker

Small Ooze, unaligned

Armor Class. 13

Hit Points 33 (4d6+12)

Speed 30 ft., climb 30 ft.

STR 10 (+0), DEX 17 (+3), CON 16 (+3), INT 10 (+0), WIS 12 (+1), CHA 5 (-3)

Saving Throws. Strength +3, Dexterity +6

Skills. Perception +3, Stealth +7

Condition Immunities.  Blinded, Deafened, Charmed, Frightened, Prone; any gaze/sight based attacks

Senses.  Blindsight 120 ft., passive perception 13

Languages. –

Challenge. 2 (450 XP)

Avoid Critical (1/Day). The tracker can alter itself so it doesn’t take a brutal hit.  As a reaction, the tracker may negate a critical hit against it.

Formless Blob.  The tracker can squeeze through gaps that are at least 1 inch without penalty.  This also means the tracker has advantage on any checks and saves to escape restraints and grapples.

Transparent Stalker.  The Tracker has advantage on stealth checks and may make such a check when within 20 ft. of another creature.  When within 5 ft., it may still roll a check without advantage.  It cannot use this ability after it has sufficiently consumed prey and must wait 24 hours to regain its see through form.

ACTIONS.

Multiattack.  It may use its Touch attack up to three times.  One of those attacks can be swapped out for Blood Drain.

Touch.  Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.  Hit:  6 (1d6+3) acid damage.  The target must make a DC 14 Constitution saving throw or become paralyzed for up to 10 minutes (or until the target succeeds save.)

Blood Drain.  Melee Weapon Attack: DC 13 Constitution saving throw, reach 5 ft., one creature.  Failure: 7 (2d6) necrotic damage; the target loses their maximum HP in the damage dealt as the Tracker regains that damage in HP.  Success:  No effect/damage.  After either reaching its maximum HP or killing a target, the Slithering Tracker is sated and withdraws.

 

 

Squealer

Large monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 90 (11d10+22)

Speed 40 ft., climb 30 ft.

STR 18 (+4), DEX 16 (+3), CON 15 (+2), INT 5 (-3), WIS 11 (+0), CHA 10 (+0)

Skills. Acrobatics +7, Athletics +8

Senses. Darkvision 60 ft., passive Perception 10

Languages. –

Challenge 5 (1,800 XP)

Mimicry.  The Squealer can imitate cries of distress that sound like various beasts or humanoids.  A creature hearing the sounds can make a DC 20 Insight or Nature check to realize that they’re no genuine.

Sneaky.  The Squealer has advantage on Stealth checks to avoid detection.

ACTIONS.

Multiattack.  The squealer makes one bite attack and two claw attacks.

Bite.  Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.  Hit: 11 (2d6+4) piercing damage.

Claw.  Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.  Hit: 9 (1d10+4) slashing damage.

 

 

Trapper

Huge monstrosity, unaligned

Armor Class 13 (Natural)

Hit Points 91 (10d12+20)

Speed 25 ft.

STR 20 (+5), DEX 12 (+1), CON 15 (+2), INT 6 (-2), WIS 10 (+0), CHA 10 (+0)

Skills. Stealth +7

Damage Resistances.  Cold, Fire, Thunder

Senses. Darkvision 60 ft., passive Perception 10

Languages. –

Challenge 6 (2,300 XP)

Soft Surface.  The main weakness of the Lurker is the soft surface above it.  When it has been exposed in some manner, such as enveloping another creature, all attackers have advantage to hit.

Ground Appearance.  While no creature suspects it, the Lurker has advantage on stealth checks.  In addition, a character may attempt a DC 20 Perception check to determine the floor below them looks off and unnatural.

Restraining Grapple.  It’s impossible for a creature use non-light weapons while the Trapper is grabbing them.

ACTIONS.

Crushing Grab.  Melee Weapon Attack: +8 to hit, reach 10 ft., target (up to 1 large creature or up to 4 small/medium creatures).  Hit: 24 (3d12+5) bludgeoning damage.  The target is also grappled.  The Lurker cannot grapple or attack any other target while doing this.  If the target is already grappled by this creature, it automatically hits.  To escape the grab, the target must succeed an escape DC of 15.

 

 

Webbird

Tiny beast, unaligned

Armor Class 12

Hit Points 3 (2d4-2)

Speed 5 ft., fly 30ft.

STR 2 (-4), DEX 15 (+2), CON 8 (-1), INT 2 (-4), WIS 10 (+0), CHA 4 (-3)

Senses. darkvision 60 ft., passive Perception 10

Languages. –

Challenge 1/4 (25 XP)

Infect Host.  The target of a bite attack must make a DC 12 Constitution saving throw.  Failure: The webbird plants an egg in the target host, which hatches after 1 hour.  At the start of each turn following the grub hatching, the target must make a new save or takes 2 (1d4) damage as it attempts to consume them inside out.  After 1 minute following hatching, the grubs will burst from the host and attempt to fly off.  This deals the target 9 (2d8) piercing damage and 1 level of exhaustion.   Infants have the webbird’s stats, except they cannot infect hosts or create web.  2d4 hours after the grubs emerge, they become fully formed Webbirds.  A spell such as Lesser Restoration destroys the grubs and ends this effect.

ACTIONS.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one paralyzed/restrained/stunned/unconscious creatureHit: 1 piercing damage

Web.  Ranged Weapon Attack: DC 8 (+1 for every Webbird that joins in, which stacks) Dexterity saving throw, ranged 30 ft., one target.  Failure:  The target is restrained and must take an DC 12 escape action to break free.  Slashing or Fire damage destroys the web, but will hurt the restrained target.

 

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5 thoughts on “Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 3) – Mutants and Monstrosities

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  4. Overall I really like these. Big fan of this series. One minor note is that you have the shedu and the squealer as magical beasts. This is no longer a creature type in 5e. For my files I put the shedu in as a celestial, and the squealer as a monstrosity.

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