[WIP] Planescape Monsters 5e

Post/Author/DateTimePost
#1

Ocule

Dec 13, 2014 13:39:48

So I decided to update this post as a service to those who require it and looking for feedback obviously on ways to improve it this has not been tested yet in game but it was created using the guidelines in the dungeon master's guide. I compared the experience given for Abishai with one of equal value ended up being the Barbezu devil which in the monster manual is CR3 so i have a platform now. Up first the Abishai!

 

Black Abishai
Large Fiend (devil), Lawful Evil
Armor Class: 13
Hit Points: (8d10+16) 64
Speed: 30 Ft. (60 ft while flying)

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Ability Scores: Str: 16 (+3), Dex: 15 (+2), Con: 15 (+2), Int: 9(-1), Wis: 11 (0), Cha 11 (0)
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Saving Throws: Str +5, Con +4, Wis +2
Immunity: Fire and Poison
Resistances: cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Condition Immunity: Poisoned
Senses: Darkvision 120 Ft, Passive Perception 10
Languages: Infernal, Telepathy 120 ft.
Challenge Rating: 3
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Devil's Sight: Magical Darkness doesn't impede the devil's darkvision
Magical Resistance: The devil has advantage on all saving throws against spells or other magical effects 
Dive Attack: If the Abishai is flying and dives at least 30 feet straight forward towards a target and hits it with a melee weapon attack, the attack deals an additional 9 (2d8) damage to the target.
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Multiattack: The Abishai makes three attacks, two with its claws and one with its tail
Claws: Melee weapon attack: +5 to hit, reach 10 ft. one target
Hit: 8 (2d4+3) Slashing Damage
Tail: Melee Weapon Attack: +5 to hit, reach 10 feet, one creature
Hit: 7 (1d8+2) Piercing Damage plus a DC 13 constitution save versus poison or be poisoned for 1 minute. The target may repeat the save at the end of each of their turns. 

 

This is the original stat block from 2e. http://www.padnd.com/monster_manual/mm00012.php

#2

Akodo_Akira

Dec 17, 2014 18:01:50

Pretty cool. I always liked Abishai. Seems a bit hefty for CR 3 though. I might drop Spell Resistance or bump the CR a bit to 4.

#3

EatDrinkPlay

Jun 21, 2015 22:46:01

Farastu Gehreleth

Senses darkvision 120 ft, passive perception 12, A on WIS(perception) checks based on hearing and smell

AC 15 (natural armor)

hp 100 (11d8+44)

Saves DEX +5, CON +7, WIS +2, A vs illusions

Damage Immunities acid, poison 

Condition Immunities poisoned, frightened

Damage Resistance bludgeoning, piercing, and slashing 

from nonmagical weapons

Vulnerabilities universal solvent instantly destroys a farastu

OFFENSE 

Speed 50 ft

Melee Bite: +6 to hit, reach 5 ft., one target.

Hit: (2d6 + 3) piercing damage.

Claws: +6 to hit, reach 5 ft ., one target.

Hit: (2d4 + 3) slashing damage.

Special Attacks 

Multiattack. The farastu makes three attacks: one with its bite

and two with its claws.

Battle Frenzy When a farastu hits 0 hps, it is instead at 1 hp. Until it is killed, it gains unlimited opportunity attacks and makes all attacks at an Advantage. 

Adhesive When attacking with a weapon, the attacker must make a STR save (DC 15) or have their weapon be stuck to the farastu. When attacking with a natural weapon, the attacker is RESTRAINED until he succeeds on a STR save. 

Spells Known

Once per day spells: detect evil and good, detect magic, counterspell, and fog cloud 

STATISTICS 

Str 17 Dex 15 Con 18 Int 7 Wis 8 Cha 6 

Skills perception +2

Languages ‘Leth

SPECIAL ABILITIES

Magic Resistance. The farastu has advantage on saving throws

against spells and other magical effects while in Carceri.

Keen Hearing and Smell. The farastu has advantage on Wisdom

(Perception) checks that rely on hearing or smell.


#4

EatDrinkPlay

Jun 21, 2015 22:47:29

Vaath large magical beast

Senses darkvision 120ft., passive Perception 10

AC 18 (natural)

hp 93 (11d10+33)

Condition Immunities frightened 

Damage Resistance poison 

OFFENSE 

Speed 40 ft

Melee Claw: +8 to hit, reach 5 ft., one target.

Hit: (1d8 + 5) slashing damage.

Bite: +8 to hit, reach 5 ft. , one target. 

Hit: (2d8 + 5) piercing damage plus poison.

Special Attacks 

Multiattack. The vaath makes three attacks: two with its

claws and one with its bite.

Poison Bite: A victim bitten must make a CON save DC 14 or be 

Burrowing Tendril: Preferably when the victim is immobilized, the vaath 

will burrow into the victim’s head. Each round, the vaath inflicts 1d4+5 damage. 

If the victim is conscious, they get a STR save DC 16 to pull away every round. 

At the end of the round, the victim must make a CON save DC 14 or die having 

severed the neck from the victim’s head. 

STATISTICS 

Str 13 Dex 20 Con 16 Int 8 Wis 12 Cha 10

Languages vaath