New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 2 of 2
  1. - Top - End - #1
    Titan in the Playground
     
    Yora's Avatar

    Join Date
    Apr 2009
    Location
    Germany

    Default Piscoloth, Canoloth (CR 4), and Howler (CR3)

    For my campaign I want to use only Pandemonium and Gehenna for the lower planes, which means plenty of yugoloths and also howlers. There's always been plenty of talk of how the Monster Manual and Volo's Guide don't have enough monsters for higher levels, so it seems that for Mordenkainen's Tome they simply took the critters they still had to stat and assigned them higher CRs. Which does the job, but completely reshuffles the ranking of the relevant creatures. Looking at their stats in 2nd and 3rd edition and comparing how other creatures were converted in the Monster Manual, canoloths should be CR 4 and howlers CR 3, not CR 8. So I reworked them to match those CRs and also statted up piscoloths.



    Howler
    Large fiend, chaotic evil
    Armor Class 14 (natural armor)
    Hit Points 45 (6d10 + 12)
    Speed 40 ft.
    Str 17 (+3), DEX 16 (+3), CON 15 (+2), INT 5 (-3), WIS 14 (+2), CHA 6 (-2)
    Skills Perception +4
    Damage Resistences cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
    Condition Immunities frightened
    Senses darkvision 60 ft., passive Perception 14
    Languages understands Abyssal but can't speak
    Challenge 3 (700 XP)

    Special Traits
    Pack Tactics: A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.

    Actions
    Rending Bite: +5 to hit, 10 (2d6 + 3) / 11 (2d10).
    Mind-Breaking Howl: DC 12.



    Canoloth
    Medium fiend, neutral evil
    Armor Class 15 (natural armor)
    Hit Points 60 (8d8 + 24)
    Speed 50 ft.
    STR 18 (+4), DEX 10 (+0), CON17 (+3), INT 5 (-3), WIS17 (+3), CHA 12 (+1)
    Skills Investigation +2, Perception +8
    Damage Resistences cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses blindsight 60 ft., truesight 120 ft., passive Perception 18
    Languages Abyssal, Infernal, telepathy 60 ft.
    Challenge 4 (1,100 XP)

    Special Traits
    Dimensional Lock: -
    Magic Resistance: The canoloth has advantage on saving throws against spells and other magical effects.
    Magic Weapons: The canoloth's weapon attacks are magical.
    Uncanny Senses: -

    Actions
    Multiattack: The canoloth makes two attacks: one with its tongue or its bite and one with its claws.
    Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 4) piercing damage.
    Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
    Tongue: Ranged Weapon Attack: +6 to hit, 15 (2d10 + 4) piercing damage.

    While trying to figure out what abilities a piscoloth should have I went back to the AD&D stats and realized that a piscoloth stripped of its yugoloth traits is a straight up chuul. For more than 18 years, I never realized that the chuul is a knockoff.
    This did make the conversion fairly simple, though.



    Piscoloth
    Medium fiend, 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 darkvision 60 ft., passive Perception 13
    Languages telepathy 60 ft.
    Challenge 7 (2,900 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: See canoloth

    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.

    I think the bonuses and DCs should all be correct, but if anyone wants to recheck that would help.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

    Spriggan's Den Heroic Fantasy Roleplaying

  2. - Top - End - #2
    Barbarian in the Playground
     
    sigurd's Avatar

    Join Date
    Nov 2006

    Default Re: Piscoloth, Canoloth (CR 4), and Howler (CR3)

    I can't speak to balance and correctness, but I like them. Following.
    Logo by Serpentine

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •