5E: Converting Monsters from White Dwarf Magazine for Fifth Edition

Cleon

Legend
My idea was to adapt the cyclops battleweaver from 4e to be a chief

So you're proposing to make this the standard Chief rather than an additional option?

Anyhow, let's have a look-see:

battleweaver-jpg.273794


OK, well with the better AC and HP it'd be at least Challenge 4.

The Battleweaver has INT 9 while the regular Cyclops has 10. Why is it stupider?

It's missing Saving Throws and Skills.

We've changed Poor Depth Perception to 5 feet.

The Multiattack wording has got mangled from the Amiraspian Cyclops version. What's going on with the "either two each with claws and one with bite" wording? That's just messy.

To have +8 to hit it'd need either a +6 Strength bonus (i.e. STR 22 or 23) or a +3 Proficiency Bonus (i.e. be Challenge 5+).

Also, its Bite & Claws should be reach 5 ft. not 10 ft. Its Glaive should stay at reach 10 ft. as it's a Reach weapon.

If its teeth & nails were reach 10 ft. (which I'm against), they'd still be an error since a glaive adds 5 ft. to reach, so it'd have reach 15 ft. with it.

If it does have a +3 Proficiency Bonus then it'd have Stare DC 13 with its current Charisma (although I'd argue it should have a higher CHA than the rank-and-file if it's a leader, so it would probably have more than their DC 12 even if its Proficiency Bonus remains +2).

It's got a cyclopskin in Aggressive and most of the Trait and Action entries have a battleweaver in their description that should probably revert to "cyclops".

As for the Effect Transfer, if you're giving it the equivalent of spell reflection as a Reaction I definitely would make it a separate entry to a regular Chief.

The cyclops leader in White Dwarf #21 didn't have that ability!

That's all I noticed with one read through, although I did find another correction for the Amiraspian Cyclops you just published… :devil:
 

log in or register to remove this ad

Cleon

Legend
I'm thinking my feedback on D&D Beyond monsters Casimir releases sometimes gets a bit "Darth Vadery".

mechanical respirator breathing…
"I am correcting the post, pray I don't correct it any further."​
mechanical respirator breathing…
 


Cleon

Legend
Amiraspian
Medium humanoid, any non-lawful alignment
Armor Class 16 (chain mail)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
15 (+2)​
13 (+1)​
13 (+1)​
10 (+0)​
10 (+0)​
10 (+0)​

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common and either Giant, Gnoll or Goblin
Challenge 1/2 (100 XP) Proficiency Bonus +2

Monocular Illusion Resistance. The amiraspian has advantage on saving throws against illusions that include visual elements it can see.

Poor Depth Perception. The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.

Actions

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Description

Amiraspians are a mysterious humanoid race known to common folk as Griffon Riders. The game mechanics presented above represents an amiraspian militia member or guard.
 An amiraspian appears to be a powerfully built human apart from one obvious difference: it has a single eye set in the centre of its face. This eyeball and its socket are a good half again wider than a regular humanoid of its size, but otherwise look extremely human. A typical amiraspian has tan skin, a sea green eye, and jet black hair with a green sheen resembling a raven's wing. Amiraspians can have any skin tone or hair color possible for a human, plus their hair may have an inhuman green tint or be outright green. Any shade of green found in Nature seems possible: the color of a leaf, frog, treesnake or tropical bird, or even the dark metallic green of a beetle.
Descendants of a Cursed Lineage. The origins of this race is tied to the Amiraspi Cyclops, a monstrous man-eating fey that can only produce more of its kind by cursing a pregnant human woman so they give birth to a cyclops baby. Sometimes these births result in a one-eyed humanoid instead of a fey monstrosity, and these hybrid human-cyclops children became the first amiraspians. Very few modern amiraspians are escapees from a Cyclops Lair, most are descended from amiraspian parents. While amiraspi cyclopes are always male, amiraspians can be female as well. Amiraspian women appear to be rarer than the menfolk, but the one-eyed ladies could just be more reclusive. An amiraspian who marries a human can have offspring who are either fully human or normal amiraspians (equal chance of either), while two amiraspians always have amiraspian children.
 As far as is known, amiraspians cannot have amiraspi cyclops offspring. However, they do have a cautionary tale about a nameless Griffon Rider so wicked and evil his son was born with the Amiraspian Curse. Seemingly normal at first, the child transformed into a Young Amiraspi Cyclops on his thirteenth birthday and devoured his sinful father.
Mountain Fastnesses. Amiraspians live in fortified settlements hidden among the mountains. Each community is largely self-sufficient, meeting most of their needs from nearby mines, alpine meadows and terraced fields. The rocky trails between these villages and towns can be very difficult and hazardous, so the cyclops folk rely on signalling devices and messenger birds for routine communications.
The Griffon Riders. Every settlement of note includes a giant mews that can house two or more griffons. These are ridden by elite champions who play several vital roles in the cyclops folk's society, including dealing with strangers. Intruders to Amiraspian territory may spot flying patrols watching them from griffon back. Many visitors only ever interact with these riders and never meet civilian amiraspians or see their homes. This led outsiders to use "Griffon Rider" as a generic term for Amiraspian, although only a select few amiraspians properly deserve the title. See Amiraspian Griffon Rider for additional information.

Amiraspian Traits

Your amiraspian character has certain traits deriving from your cyclops ancestry.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Amiraspians mature noticeably faster than humans, becoming full sized adults in their early teens. They have similar lifespans to a human and live less than a century.
Alignment. Like humans, amiraspians can be any alignment and the best and the worst are found among them. They inherit a tendency toward chaos from their cyclopean ancestry but a few reject this in favor of law. Amiraspians embrace extreme alignments more often than humans, so are more likely to be chaotic good or lawful evil than neutral. Those amiraspians that favor neutrality favor radical neutral philosophies like those of a druid or anarchist.
Size. Amiraspians are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your cyclops blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Sight. You have proficiency in the Perception skill.
Monocular Illusion Resistance. You have advantage on saving throws against illusions that include visual elements you can see.
Poor Depth Perception. You have disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.
Languages. You can speak, read, and write Common and either Giant, Gnoll, or Goblin (choose one of these languages).

(Originally created by Albie Fiore; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)
 
Last edited:

Cleon

Legend
Amiraspian Griffon Rider
Medium humanoid, any non-lawful alignment
Armor Class 15 (chain shirt)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR​
DEX​
CON​
INT​
WIS​
CHA​
18 (+4)​
15 (+2)​
13 (+1)​
10 (+0)​
13 (+1)​
12 (+1)​

Saving Throws DEX +4, CON +3
Skills Acrobatics +4, Animal Handling +3, Athletics +6, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common and either Giant, Gnoll or Goblin
Challenge 2 (400 XP) Proficiency Bonus +2

Monocular Illusion Resistance. The amiraspian has advantage on saving throws against illusions that include visual elements it can see.

Poor Depth Perception. The amiraspian has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.

Running Leap. With a 10-foot running start, the griffon rider can long jump up to 25 feet.

Archery. The griffon rider gains a +2 bonus to attack rolls it makes with ranged weapons.

Actions

Multiattack. The griffon rider makes two attacks with its melee or ranged weapons.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +6 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.

Bonus Actions

Eye of the Eagle. The griffon rider selects a target it can see. As long as the griffon rider maintains concentration, it can attack the selected target without disadvantage on attack rolls from its Poor Depth Perception. The griffon rider can end this effect as a free action, literally in an eye blink.
 Should the griffon rider already have an Eye of the Eagle target when it uses Eye of the Eagle, the griffon rider gains advantage on its next ranged attack roll against the selected target if it still has concentration.

Reactions

Slow Fall. The griffon rider can use a reaction when it falls to reduce any falling damage it takes by 20 points.


Description

Griffon riders are an elite warrior class of Amiraspian renowned for using trained griffons as steeds. Like all amiraspians, they look like muscular humans with a single cyclopean eye, but are far more athletic and agile than an average member of their race. Griffon riders have such a visible role that the common people call amiraspians in general "The Griffon Riders" although this is erroneous as calling humans "The Paladins." A standard griffon rider is equipped with a chain shirt, battleaxe, longbow and multiple spears.
Knights of the Air. Griffon riders follow a code of honor, but it mostly covers how they should interact with other amiraspians. How a griffon rider treats other races is often left to the individual rider, and griffon riders can have wildly different personalities and tempers. An evil griffon rider might be a saintly hero toward her own race but a murderous brigand for non-amiraspians, while a lawful griffon rider could treat everyone with strict impartiality.
 Griffon riders and their griffons are housed in a special building called a "Mews". The mews of the griffon riders' home base (see The Lion's Eyries below) can house enough griffons for the entire squadron. There are mews at every significant amiraspian settlement and in strategic positions scattered about the wilderness between them. Most smaller mews are tower-like structures that can only accommodate a few griffons, but a few important positions have mews as large or larger than an eyrie. Wilderness mews are often on mountain peaks above the snow line, so they can be stocked with frozen meat to feed their griffons.
 A griffon rider's primary purpose is protecting the Land of the Amiraspians from monsters and invaders. They typically fly a circuit from one resting post to another, spending the nights in a mews at the center of their daily patrol area. A rider usually flies a different route each time so cunning enemies cannot easily predict and avoid their patrols. If they spot a monster or invader, it is up to the rider how to respond. Doctrine is to send an alert and then decide between challenging, attacking or shadowing the intruder. Reckless griffon riders like to immediately swoop into melee combat while the more cautious prefer sniping from the sky, especially if their opponent is lacking in ranged weaponry. The griffon riders sometimes perform surveillance missions over lands outside Amiraspian territory.
 Communications is as important a duty for the order of griffon riders, whose civilian members operate the signal towers and bird coops used for routine Amiraspian messages. These signal towers also act as lookout posts and some wilderness towers are griffon mews too. Griffon riders also operate a Pony Express style postal service and act as couriers for high priority messages and items, such as emergency medicine deliveries. The riders sometimes carry passengers as well, since a griffon can fly with about 500 pounds of weight. Message duties are typically flown by young trainees carrying minimal gear rather than fully equipped veteran riders, since a lightweight griffon rider can carry more cargo or a heavier passenger. Very important messages, such as military secrets or diplomatic parcels, are generally carried by seasoned griffon riders who are better able to traverse dangerous regions or reach distant destinations.
 Finally, the third major duty of the griffon riders revolves around their race's monstrous ancestors, the cyclopes (see Amiraspi Cyclops). Experienced riders monitor the lairs of these fey monstrosities from the air, tasked with rescuing any human-cyclops offspring the cyclopes cast out. Both amiraspians and cyclopes have a strong taboo against slaying their one-eyed kin, so if a griffon rider accidentally "rescue" a lost cyclops youth (see Young Amiraspi Cyclops), the creature will be exiled or returned to its lair rather than killed. The rescued amiraspian hybrid children are raised in an orphanage run by the griffon riders. Some cyclops-sired amiraspians find homes and acceptance in mainstream Amiraspian society as adults, while those that fail to integrate mostly live as wilderness farmers, herders or watchpost lookouts. A significant portion of cyclops-sired orphans never leave the protection of the order; some of the most famous griffon riders were born in a cyclops den.
The Lion's Eyries. Griffon riders are organized into squadrons or "Eyries" whose griffons view each other and their riders as members of the same pride. Each griffon rider is partnered with a personal griffon who is both steed and boon companion. A trained griffon will usually tolerate being ridden by another rider from their eyrie but will refuse or outright attack strangers if not restrained by its griffon rider partner. This training also allows each eyrie's riders to keep a few spare griffons to replace exhausted or lost mounts.
 A typical eyrie has from a dozen to fifty griffon riders lead by their most experienced and powerful champions (see Griffon Rider Gallant and Griffon Rider Mystic for examples) plus a considerable number of trainees (see Novice Griffon Rider). The actual griffon riders are vastly outnumbered by the support personnel who maintain the eyrie's buildings, herd livestock, staff lookout posts and courier stations, administer their housing and messenger services, and fulfil the many other tasks needed to keep the order running.
 The eyrie itself is a fortified base whose territory covering multiple amiraspian settlements, the most important of which will have mews to accommodate visiting griffon riders and their mounts. A settlement halfway between two eyries may have an extra-large mews shared by the eyries that can also serve as a meeting place and communication center. There is also a Grand Eyrie where the masters of all the eyries meet to discuss issues that affect the entire order or the Amiraspian nation. The griffon riders have no single leader so a "Council of Eyries" decides on important issues. In extreme situations, such as all-out war, the council can elect a Marshall with executive power over the entire order. While a few Marshalls have tried to exploit this dictator-like power, amiraspians are a strong-willed folk with a streak of chaos and would quickly overthrow a wannabe tyrant who refused to stand down once the emergency is over. While a standard eyrie resembles a castle keep, the Grand Eyrie looks more like an enormous cathedral. The building complex contains a huge library and house of records as well as the largest messenger center of any griffon rider base. The Grand Eyrie is also used for festivals, ceremonies, military musters and disaster relief. The building complex is so large it seems eerily empty when only its clerical and janitorial staff are present.

(Originally created by Albie Fiore; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)
 
Last edited:

ilgatto

How inconvenient
Okay, I've removed the color tags from the Amiraspian Cyclops as it's done and updated the Cyclops Chief and Young Cyclops with some proposed stats.

EDIT:
Dang it, just noticed the Young One-Eye's got piercing damage on its claws that should be slashing damage.

Just fixed it.

Incidentally, I had the claws do 1d4 damage because 5E doesn't appear to favour the d3. At least, none of the Monster Manual monsters use it.

To keep the 1dX/1dX/1d2X style of the original's 1-3/1-3/1-6 attack routine I made the Bite 1d8 instead of 1d6 of the original, but I am tempted to keep the d6 of the original and make the bite damage 5 (1d6 + 2) piercing.

Alternatively, we could switch from 2 claw attacks to 1 claws attack like a Black Bear, e.g.:


Multiattack. The cyclops two attacks: one with its bite and one with its claws; or two with rocks.


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


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

Both would keep it at Challenge 1.

With AC 12 and 37 hp the CR Calculator says anything from DPR 9 to 20 falls into CR 1, so d8+2/2d4+2 (DPR 12½) puts it closer to the lower end than d4+2/d4+2/d6+2 (DPR 14½) or d4+2/d4+2/d8+2 (DPR 15½).

:ENDEDIT
My gut says to go for the higher-end option coz I suppose the young fighting with the adults wouldn't be nippers but probably more like teenagers, so more damage on average. But I haven't done any numbers on it so I will bow to your wisdom.
 
Last edited:

ilgatto

How inconvenient
I'm thinking my feedback on D&D Beyond monsters Casimir releases sometimes gets a bit "Darth Vadery".

mechanical respirator breathing…
"I am correcting the post, pray I don't correct it any further."​
mechanical respirator breathing…
lol. Well, your replies are often definitely... to the point.

Takes some getting used to but we've got work to do here, so I guess - heeding the words of Steve Hughes - there's no use for us being offended. :)
 

ilgatto

How inconvenient
Sooo, as to the Amiraspian hybrids and griffon riders, I do believe I've now got to go and find out what the stats for the average human are.
 

Casimir Liber

Adventurer
I'm thinking my feedback on D&D Beyond monsters Casimir releases sometimes gets a bit "Darth Vadery".

mechanical respirator breathing…
"I am correcting the post, pray I don't correct it any further."​
mechanical respirator breathing…
Is important as I am not the best on attention to detail... :LOL:

Speaking of which, fixed depth perception so now here
 
Last edited:


Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top