Visage (Conversion Help)

Post/Author/DateTimePost
#1

Ocule

Feb 19, 2015 10:46:20

My game starts in a few hours, im running Dead Gods planescape adventure and this is what i came up with for the Visages. Feedback? Is it okay to use against a party? Its abilities to dominate and lucidity control are non negotiable and must be included in the package. 

 

Visage

Medium Fiendish Undead (Demon), Chaotic Evil

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Armor Class 18

Hit Points: 47 (6d12)

Speed 30ft., fly 40ft.

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Str Dex Con Int Wis Cha

16 (+4) 18 (+4) 10 (0) 14 (+2) 15 (+2) 16 (+3)

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Damage Resistances fire, lightning;

bludgeoning, piercing and slashing from non magical attacks that aren't silvered.

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses Darkvision 60ft., passive perception 12

Languages abyssal, common, telepathy 120ft.

Challenge Rating 5

Magic Resistance. The visage has advantage against saving throws and other magical effects

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Actions

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Multiattack. The visage makes two claw attacks: one with each of its claws.

 

Claw. Melee weapon attack. +6 to hit, Reach 10ft., one target.

Hit. 8 (1d8+3) slashing damage

 

Lucidity Control. The fiend can reach into the mind of anyone it sees and change how he perceives the world around him. The visage totally controls the victim’s senses, but it usually does so in subtle ways so the sod won’t realize that he’s being manipulated. As long as the victim is unaware of the visage’s assault, he receives no saving throw against the effect. However, if he tumbles to the fact that something’s playing with his mind, he can attempt an DC 15 Intelligence (Investigation). Success indicates that the victim perceives things as they truly are, but he must continue to make successful saving throws each round or fall back into the false reality created by the visage

 

Dominate (1/day) The visage attempts to beguile a creature that you can see within range. It must succeed on a DC 15 Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course o f action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best o f its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

#2

EatDrinkPlay

Feb 23, 2015 10:43:10

This is completely relevant to my interests. Thank you for this!