PDA

View Full Version : D&D 5e/Next Statting some Planescape Monsters



Yora
2020-07-01, 12:53 PM
I am working on a Planescape campaign for which I require some 2nd Edition creatures that don't have stats for 5th edition yet. So I am rebuilding them myself. I'm not super familiar with 5th edition yet, so if anyone could look over them to check if they are good approximations of the original creatures that would be great.

Asura
Medium celestial (shapechanger), chaotic good
Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., fly 60 ft.
STR 16 (+3), DEX 14 (+2), CON 15 (+2), INT 17 (+3), WIS 21 (+5), CHA 15 (+2)
Saving Throws Con +5, Wis +8
Skills Insight +8, Investigation +6, Perception +8
Senses darkvision 60 ft., passive Perception 15
Damage Resistances radiant
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Languages Celestial
Challenge 5 (1,800 XP)
Special Traits
Innate Spellcasting: The aura's spellcasting ability is Wisdom (spell save DC 16). The asura can innately cast the following spells, requiring only verbal components:

At will: zone of truth
3/day each: detect thoughts, true seeing

Magic Resistance: The asura has advantage on saving throws against spells and other magical effects.
Shapechanger: The asura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Spellcasting: The asura is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The asura has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
1st level (4 slots): blindness/deafness, command, healing word, shield of faith
2nd level (3 slots): calm emotions, hold person, sacred weapon
3rd level (3 slots): beacon of hope, bestow curse, clairvoyance
4th level (3 slots): banishment, freedom of movement
5th level (1 slots): flame strike, geas

Actions
Multiattack: The asura makes two attacks: one with its claws and one with its scimitar.
Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Claws (celestial form only): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.
Burning Wind: An asura can beat its wings and generate a searing wave of heat that deals 11 (2d10) points of fire damage to all hostile creatures within a 15-foot radius.

Yora
2020-07-01, 01:05 PM
Piscoloth
Medium fiend (yugoloth), neutral evil
Armor Class 18 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., swim 30 ft.
STR 19 (+4), DEX 10 (+0), CON 16 (+3), INT 11 (+0), WIS 10 (+0), CHA 12 (+1)
Skills Perception +3
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 13
Languages telepathy 60 ft.
Challenge 7 (290 XP)

Special Traits
Amphibious: The piscoloth can breathe air and water.
Innate Spellcasting: The piscoloth's innate spellcasting ability is Charisma (spell save DC 12). The piscoloth can innately cast the following spells, requiring no material components:

3/day each: blink, detect magic, meld into stone
1/day: phantasmal killer, stinking cloud

Magic Resistance: The piscoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons: The piscoloth's weapon attacks are magical.
Uncanny Senses: The canoloth can't be surprised while it isn't incapacitated.

Actions
Multiattack: The piscoloth makes two pincer attacks. If the piscoloth is grappling a creature, the piscoloth can also use its tentacles once.
Pincer: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the piscoloth doesn't have two other creatures grappled.
Tentacles: One creature grappled by the piscoloth must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport: The piscoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.