I was about to head to bed when I realized I hadn’t created a monster for today. Having just received the old third edition Monster Manual 2 in the mail today, I figured I’d flip to a random page in the book and do a Fifth Edition conversion.
What did I come up with?
What are bladelings?
From the third edition Monster Manual 2:
Bladelings are xenophobic beings of humanoid shape. Though they hail from Acheron, most scholars believe that the race emigrated there from another plane, possibly the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane.
A bladeling has skin of a dull metallic hue, sported with patches of metallic spines. Its eyes gleam like shards of purple ice, and its blood is black and oily.
At CR 1 with only a few cool tricks up their sleeves, these guys should be pretty simple to make. Plus, I think I’ll even toss in a (somewhat broken) playable race!
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 9 (2d8)
Speed 30 ft.
Abilities Str 11 (+0), Dex 13 (+1), Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Damage Resistances cold, fire
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal
Challenge 1/2 (100 XP)
Multiattack. The bladeling makes two attacks: one with its claws and one with its longsword.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage or 5 (1d10) slashing damage when wielded with two hands.
Razor Storm (1/day). The bladeling expels shrapnel-like bits of its skin in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. After this attack, the bladeling’s Armor Class decreases by 2 for 24 hours.
Player Option: Bladelings for Fifth Edition Dungeons & Dragons
Bladelings have some interesting traits that may or may not work with your Dungeon Master’s game. Make sure to check with the DM before creating a bladeling character.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Bladelings reach adulthood at age 8 and live up to 60 years.
Alignment. As beings from Acheron, bladelings are always lawful and most tend towards evil. However, there are occasional bladelings who stick with the lawful side of their alignments ignoring the tug-o’-war of good and evil.
Size. Bladelings are shorter than humans, ranging from 4 to 5 feet. As beings with skin made of metal, they can weigh anywhere from 400 to 750 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Bladelings are outsiders from Acheron and have grown accustomed to the dark skies there. 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.
Fiendish Origins. You have resistance to fire and cold damage. And you are immune to acid damage. Your type is fiend.
Metallic Skin. Your base armor class is 14 + your Dexterity bonus. Because of your metallic nature, you cannot take the Druid class. In addition, you gain no benefit from the Unarmoured Defense feature of the Barbarian or Monk classes.
Razor Spikes. Your body is covered in razor spikes. You cannot wear armor of any type and must wear clothing especially suited to you. Once per day, you can eject bits of your razor skin in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or take 2d6 piercing damage on a failed save, or half as much damage on a successful one. Once you use this ability, your Armor Class decreases by 2 for 24 hours.
Languages. You can speak, read, and write Common and Infernal.
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As usual, these monsters are free for you to use in your Fifth Edition Dungeons and Dragons campaign. Just not commercially!
See you next time!