Age of Worms 5e: Converted Monsters and NPCs Modules 1-3 by PulsarCologne

by PulsarCologne

Search GM Binder Visit User Profile

Age of Worms Campaign Monster Conversion/Supplement 5E

Modules 1-3 from Dungeon Magazine 124-126:

The Whispering Cairn, The Three Faces of Evil, Encounter at Blackwall Keep


Wind Warrior

Medium elemental, unaligned


  • Armor Class 17 (half-plate)
  • Hit Points 36 (6d8 + 6)
  • Speed 0 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 12 (+1) 12 (+1) 12 (+1) 8 (−2)

  • Saving Throws Dexterity +7
  • Damage Resistances lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons.
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Auran
  • Challenge 3 (700 XP)

Body Suffusion. A wind warrior's spirit keeps its body together. If disarmed, its weapon crumbles to dust. At any time thereafter, the wind warrior may generate a replacement weapon as an action.


Actions

Multiattack. A wind warrior makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6+ 5) slashing damage.

Sonic Blast (Recharge 4-6). A wind warrior can clang it's scimitars together to produce a 20-foot line sonic blast. All creatures in that line must make a DC 14 Constitution saving throw or take 8 (2d8) thunder damage. On a success the creature takes half damage.


 

Credits:

Homebrewer/Converter: PulsarCologne

Art Credit, Wind Warrior Paizo©: Eva Wildermann

Art Credit, Black Blade of Bane: Robert Mallinson

Art Credit, Faceless One Paizo©: Steve Prescott

Art Credit, Ebon Aspect Paizo©: Joachim Barrum

Art Credit, Shukak Paizo©: Eva Wildermann

Art Credit, Shukak, The Twisted King ;: Timi Honkanen

Art Credit, Bane and Myrkul Symbols: Fan Content Policy

GMBinder Profile



Black Blade of Bane

Medium humanoid, lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 32 (5d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 12 (+1)

  • Saving Throws Wis +4
  • Condition Immunities frightened
  • Senses passive Perception 11
  • Languages Common, Infernal
  • Challenge 1 (200 XP)

Tactical Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat.

Bane's Boons. The Black Blades are granted innate spellcasting by their devotion to the Lord of Darkness and their spellcasting ability is Charisma (spell save DC 12). They can innately cast the following spells requiring no material components:

At will: thaumaturgy

1/day each: hellish rebuke, wrathful smite (see below), command


Actions

Multiattack. The Black Blades of Bane make two melee attacks or two ranged attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10+3) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 4 (1d8+1) piercing damage.

Wrathful Smite (1/day). As a bonus action the Black Blade of Bane may imbue it's next weapon attack it hits with to deal an additional 3 (1d6) psychic damage. If the target is a creature it must make a DC 12 Wisdom saving throw or be frightened of the Black Blade of Bane for up to a minute. The creature may use an action to attempt to make the Wisdom saving throw again on it's turns to end the frighten effect. The Black Blade of Bane must maintain concentration on this spell.


Reactions

Hellish Rebuke (1/day). When the Black Blade of Bane takes damage from a target it can see within 60 feet it may call upon hellish flames to incinerate the target. The target must make a DC 12 Dexterity saving throw or take 10 (2d10) fire damage. On a save they take half damage.



Fist of Bane

Medium humanoid, lawful evil


  • Armor Class 18 (chain mail, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 13 (+1) 10 (+0) 12 (+1) 11 (+0)

  • Condition Immunities frightened
  • Senses passive Perception 11
  • Languages Common, racial
  • Challenge 1/2 (100 XP)

Tactical Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat.


Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+ 3) bludgeoning damage.

Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.




Theldrick, The Misguided Banite

Medium humanoid, lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 51 (6d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 12 (+1) 15 (+2) 18 (+4)

  • Saving Throws Wis +5
  • Skills Intimidation +7, Perception +5
  • Condition Immunities frightened
  • Senses passive Perception 15
  • Languages Common, Infernal
  • Challenge 4 (1,100 XP)

Tactical Discipline. Theldrick has advantage on all ability checks and saving throws made during combat.

Spellcasting. Theldrick is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared usually:

Cantrips (at will): guidance, sacred flame (2d8), thaumaturgy

1st level (4 slots): bane, bless, cure wounds, guiding bolt

2nd level (3 slots): blindness/deafness, hold person, silence


Actions

Multiattack. Theldrick makes two attacks with his flail.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage.

Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of Theldrick's next turn has advantage. If Theldrick casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Call Banespawn (1/Day). Theldrick calls upon an infernal beast to aid him in battle. It resembles bear made of solid shadow with piercing red eyes and purple flame flickering over its body. Use the stats of a cave bear (MM 334). This creature acts on Theldrick's turn and acts independently of Theldrick. This creature returns to the lower planes after 8 hours.


Pull of the Dead, Word of Rot & Maximilian's Skeletal Grasp

These are reskinned spells for a more boney flavor! Located in the spell section!


Bone Cultist

Medium humanoid, neutral evil


  • Armor Class 14 (studded leather (studs are made from bone))
  • Hit Points 24 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (+0) 15 (+3) 10 (+0)

  • Skills Deception +2, Religion +2
  • Senses passive Perception 13
  • Languages Common
  • Challenge Rating 1/2 (100 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Undying Soul (Recharges after a short or long rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Spellcasting. Bone cultists are 2nd-level spellcasters. Their spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). Bone cultists have the following spells prepared:

Cantrips (at will): Toll the dead, word of rot*

1st level (3 slots): Ray of sickness, false life (pre-casted usually), pull of the dead*

Actions

Multiattack. The bone cultist makes two melee weapon attacks, one with the cutting edge of it's scythe and one with the blunt side of it.

Scythe. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit 5 (1d8+1) slashing damage or 5 (1d8+1) bludgeoning damage.


Bone Fanatic

Medium humanoid, neutral evil


  • Armor Class 15 (studded leather (studs are made from bone))
  • Hit Points 36 (6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 10 (+0) 17 (+4) 14 (+2)

  • Skills Deception +5, Religion +3, Perception +7
  • Senses passive Perception 17
  • Languages Common
  • Challenge Rating 1 (200 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Undying Soul (Recharges after a short or long rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Spellcasting. Bone fanatics are 4th-level spellcasters. Their spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks). Bone fanatics have the following spells prepared:

Cantrips (at will): Toll the dead, word of rot*

1st level (4 slots): Ray of sickness, false life (pre-casted usually), pull of the dead*, bane

2nd level (3 slots): Ray of enfeeblement, spiritual weapon (scythe), Maximilian's skeletal grasp*

Actions

Multiattack. The bone fanatic makes two melee weapon attacks, one with the cutting edge of it's scythe one with the blunt side of it.

Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 6 (1d8+2) slashing damage or 6 (1d8+2) bludgeoning damage.



The Faceless One

Medium human, lawful evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 49 (7d8 + 21)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 20 (+5) 14 (+2) 14 (+2)

  • Saving Throws Intelligence +8, Wisdom +5
  • Skills Arcana +8, Religion +8, Acrobatics +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Abyssal, Draconic, Giant, Infernal
  • Challenge Rating 5 (1,800 XP)

Benign Transportation (Recharges after The Faceless One Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, The Faceless One teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Dark Devotion. The Faceless One has advantage on saving throws against being charmed or frightened.

Undying Soul (Recharges after a short or long rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Spellcasting. The Faceless One is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Faceless One has the following spells prepared:

Cantrips (at will): acid splash, mage hand, ray of frost, prestidigitation

1st level (4 slots): mage armor, false life, magic missile

2nd level (3 slots): web, Melf's acid arrow

3rd level (3 slots): conjure animals (monstrous centipede), vampiric touch, stinking cloud, lightning bolt

4th level (2 slot): stoneskin

Actions

Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage.


Monstrous Centipede

Huge beast, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 51 (6d12+12)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 1 (-5) 7 (-2) 3 (-4)

  • Senses blindsight 30 ft., passive Perception 8
  • Languages ---
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6+3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or take 12 (4d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


The Ebon Aspect

Large fiend, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 73 (9d10+28)
  • Speed 40ft., climb 20ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 20 (+5)

  • Saving Throws Constitution +6, Dexterity +4, Wisdom +6
  • Skills Athletics +10, Perception +6, Religion +4, Insight +6
  • Damage Resistances acid, cold, fire, bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities poison, necrotic
  • Condition Immunities poisoned
  • Senses darkvision 60 ft. passive Perception 16
  • Languages Abyssal, Common, Infernal
  • Challenge Rating 7 (2,900 XP)

Standard of Bane. The Ebon Aspect can call upon Bane to aid it in battle. It can cast spiritual weapon at fourth level (+8 to hit, 13 (2d8+5) (Charisma based spellcasting)) at will. This weapon takes the form of a morningstar.

Blessing of Myrkul. The Ebon Aspect heals necrotic damage taken instead of taking damage from necrotic sources.

Bloodthirst of Bhaal (Recharges after Long Rest) When the Ebon Aspect starts its turn with lower than half health it may tap into the primal bloodlust of Bhaal himself. Until the start of the Ebon Aspect's next turn it gains the following benefits:

  • The Ebon Aspect has an additional +2 to hit and damage with melee weapon attacks.
  • All damage the Ebon Aspect receives is reduced by 10.
  • Upon activation of Bloodthirst of Bhaal the Ebon Aspect heals itself for 2d10 hit points.

Actions

Multiattack. The Ebon Aspect makes four attacks, one with its bite and three with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+4) slashing damage.



Shukak

Medium lizardfolk, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 11 (+0) 13 (+1) 17 (+3)

  • Saving Throws Con +5, Wis +4
  • Skills Stealth +7, Perception +4, Survival +7
  • Senses passive Perception 14
  • Languages Draconic, broken Common
  • Challenge 4 (1,100 XP)

Ilthane's Boon. If Shukak is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he drinks a potion Ilthane prepared for him which causes him to regains 102 hit points and mutates him into Shukak, The Twisted King.

Hold Breath. Shukak can hold his breath for 15 minutes.

Skewer. Once per turn, when Shukak makes an attack with the Twisted Branch and hits, the target takes an extra 10 (3d6) damage, and Shukak gains temporary hit points equal to the extra damage dealt.

Innate Spellcasting. Shukak's spell casting ability is Charisma (spell save DC 14). Shukak can innately cast the following spells, requiring no material components.

2/day each: ensnaring strike, hail of thorns

Actions

Multiattack. Shukak makes two melee or ranged attacks.

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

The Twisted Branch. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack. If thrown The Twisted Branch magically returns to Shukak's hands after each attack.


The Twisted Branch

Weapon (trident), rare (requires attunement)


This trident is made from a magically warped limb of a duskwood tree, a smoky grey wood as hard as iron. The trident smells of a swamp. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack using this weapon, it immediately flies back to your hand.

This weapon can also be planted into an unworked surface (natural stone, soil, sand etc.) as an action to transform the branch into an immobile 30 ft. tall awakened tree (MM 317) under your command. This transformation lasts 10 minutes or until the awakened tree is reduced to zero hit points at which it returns to its original form still planted in the ground. This trident's property can't be used again until next dawn.



Shukak, The Twisted King

Large lizardfolk/monstrosity, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 13 (+1) 17 (+3)

  • Saving Throws Con +7, Wis +4
  • Skills Athletics +7, Perception +4, Survival +7
  • Senses passive Perception 14
  • Languages Draconic, broken Common
  • Challenge 8 (3,900 XP)

Hold Breath. Shukak can hold his breath for 15 minutes.

Blood Frenzy. Shukak has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Legendary Resistance (1/Day). If Shukak fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Shukak makes two attacks: one with his claws and one with his bite.

Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Rip and Tear (Recharge 5-6). Shukak makes a claw attack against each creature of its choice within 10 feet of him. A creature hit by this attack must succeed on a DC 15 Strength saving throw or be knocked prone. When using this attack he may also make a single bite attack as a bonus action.

Worm Breath (1/Day). Shukak with a look of intense pain exhales a stream of black ichor tinged with Kyuss Worms in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) half acid and half necrotic damage.


Reskinned Spells

New Spells

Maximilian's Skeletal Grasp

1st-level necromancy


  • Casting Time: 1 action
  • Reskinned Spell: Maximilian's Earthen Grasp
  • Range: 30 feet
  • Components: V, S, M (a skeletal finger)
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from bone rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Pull of the Dead

1st-level necromancy


  • Casting Time: 1 bonus action
  • Reskinned Spell: Ensnaring Strike
  • Range: Self
  • Components: V, M (a pinch of dirt from a grave)
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a cluster of skeletal hands erupt from the ground at the creatures feet, and the target must succeed on a Strength saving throw or be restrained by the skeletal hands until the spell ends. A Large or larger creature has advantage on this saving throw and flying or hovering creatures are unaffected by it if in the air. If the target succeeds on the save, the hands shatter.

While restrained by this spell, the target takes 1d6 necrotic damage at the start of each of its turns. A creature restrained by the hands or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.

Word of Rot

Necromancy cantrip


  • Casting Time: 1 action
  • Reskinned Spell: Word of Radiance
  • Range: 5 feet
  • Components: V, M (a holy symbol)
  • Duration: Instantaneous

You utter a divine word, and a sickening aura seeps out from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 necrotic damage.

The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Extra Stat Blocks (Different CRs)



Theldrick, The Misguided Banite

Medium humanoid, lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 51 (6d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 12 (+1) 15 (+2) 18 (+4)

  • Saving Throws Wis +5
  • Skills Intimidation +7, Perception +5
  • Condition Immunities frightened
  • Senses passive Perception 15
  • Languages Common, Infernal
  • Challenge 5 (1,800 XP)

Tactical Discipline. Theldrick has advantage on all ability checks and saving throws made during combat.

Spellcasting. Theldrick is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared usually:

Cantrips (at will): guidance, sacred flame (2d8), thaumaturgy

1st level (4 slots): bane, bless, cure wounds, guiding bolt

2nd level (3 slots): blindness/deafness, hold person, silence

3rd level (2 slots): sending, spirit guardians


Actions

Multiattack. Theldrick makes two attacks with his flail.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage.

Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of Theldrick's next turn has advantage. If Theldrick casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Call Banespawn (1/Day). Theldrick calls upon an infernal beast to aid him in battle. It resembles bear made of solid shadow with piercing red eyes and purple flame flickering over its body. Use the stats of a cave bear (MM 334). This creature acts on Theldrick's turn and acts independently of Theldrick. This creature returns to the lower planes after 8 hours.


 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.