Monster Conversions for 5th edition

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Quickleaf
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Monster Conversions for 5th edition

I have been converting AD&D 2e Planescape monsters to 5th edition for my upcoming game, and thought I'd start a thread for our monster conversions. 

To start off, here is a solid guideline I put together for guesstimating 5e Challenge Rating using 2e XP Value:
http://www.enworld.org/forum/showthread.php?358550-Equating-AD-amp-D-2e-XP-to-5th-edition-CR&p=6366458#post6366458

Next I use James Bowman's Simple Conversion Guide for 2nd edition. Awesome stuff.

Finally I reference Surf's D&D Blog for fine-tuning and hardcore number crunching.

Monsters that have been converted so far include:

  • Astral Searcher CR 1/2 (by @Quickleaf)
  • Vargouille CR 1/4 (by @Quickleaf)
  • Cranium Rats CR 2, 4, or 6 (by @Quickleaf)
  • Dabus CR 1 (by @Quickleaf)
  • Yagnoloth, Yugoloth CR 11 (by @Quickleaf)
  • Maelephant CR 8 (by @Quickleaf)
  • Widdershins CR 9 (new monster by @Quickleaf)
  • Minion of Set CR 3 (by @delazar)
  • Gohei P'oh CR 1/8 (Kara-tur monster by @Wicke)
  • Aleax CR variable (by @delazar)
  • Nic'Epona CR 4 (by @delazar)
  • Spirit of the Air CR 5 (by @delazar)
  • Vortex CR 1/2 (by @delazar)
  • Marraenoloth, Yugoloth CR 7 (by @delazar)
  • Decaton, Modron CR 9 (by @delazar)
  • Nonaton, Modron CR 10 (by @delazar)

Astral Searcher


Medium aberration, Unaligned

AC 10
Hit Points 9 (2d8 HD)
Speed 0 ft fly 40 ft

STR 6 (-2), DEX 10 (+0), CON 10 (+0), INT 1 (-5), WIS 10 (+0), CHA 14 (+2)

Damage Immunities poison
Damage Resistances bludgeoning, piercing, or slashing damage from non-magical weapons
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft, passive perception 10
Languages none (see Possession)
Challenge 1/2 (100 XP)

Incorporeal Movement: The astral searcher can move thru other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Possession: If the astral searcher reduces a creature to 0 HP, the target falls comatose and the following turn the astral searcher enters their body, possessing the victim and gaining their stats (but not their personality). Speech, skills, spells, and special abilities at first aren't possible, but gradually become available as the searcher adapts to its new body. In most cases the victim is now dying, but in some cases it may take several days for the victim's psyche to be destroyed (at the DM's discretion). During this time it is possible to save the victim by exorcising the astral searcher with greater restoration, heal, banishment, or wish. It is also conjectured astral projection could work. The victim will remember little of their ordeal.

ACTIONS
Psychic Claw. Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+2) psychic damage and target must succeed on a DC 12 Charisma saving throw or lose a precious memory, and along with it a skill proficiency and a spell slot (if any). This effect lasts until the target finishes a short rest.

The bane of travelers to the Astral Plane, astral searchers are mindless shells created by intense emotions - usually anguish - of travelers from the Prime Material Plane. They appear as vaguely humanoid silvery-blue mist. Violent death, combat, and incredibly destructive spells on the Astral Plane create astral searchers. These beings wrongly believe the confusion, fear, horror, and rage under which they are created is the natural state of things. Congregating around astral conduits, they attempt to slip into either the Prime or the Outer Planes in order to take a body. In some cases a searcher adapts so well that they remain hidden within a community for a long time before being exposed. 

Rarely, a searcher in the Astral finds peace in its tortured existence, devoting itself to protecting astral conduits; such searchers don't appear to hunger for physical form like others of their kind and are known as "astral guardians" by planewalkers.

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Vargouille

Vargouille


Small monstrosity, Neutral Evil

AC 12
Hit Points 7 (2d6 HD)
Speed 0 ft fly 30 ft

STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 6 (-2), WIS 10 (+0), CHA 8 (-1)

Senses darkvision 120 ft, passive perception 12
Languages none (sometimes broken Common or Infernal)
Challenge 1/4 (100 XP)

Light Sensitivity: Vargouilles have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when the vargouille, the target of its attack, or whatever it is trying to perceive is in direct sunlight.

ACTIONS
Bite. Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d4+2) piercing damage and target must succeed on a DC 10 Constitution saving throw against poison or be unable to heal the vargouille's bite naturally or magically. A lesser restoration, greater restoration, or heal spell removes this effect, as does recuperating during downtime.

Shriek. (Recharge 5-6) The vargouille lets out a terrible shriek affecting all within 60 feet (except other vargouilles) who must make a DC 10 Wisdom save or be paralyzed with fear for one round. The target must repeat the save at the end of it's next turn or be paralyzed for 1 minute. In either case the paralyzation ends if the vargouille attacks the target or leaves their sight. A target who succeeds its save cannot be affected by the same vargouille's shriek until its next long rest.

Kiss. The vargouille kisses an adjacent paralyzed victim who must make a DC 14 Constitution save or be afflicted with a disease transforming them into a vargouille over a 24-hour period. Within 6 hours, the victim loses all hair. Within 12 hours, their ears grow long and pointed, teeth become fangs, and tentacles sprout from their head and chin. Within 18 hours, the victim loses 1 Intelligence and Charisma point each hour (for a total of -6 Intelligence and Charisma). Within 24 hours, the victim's head breaks from its body, sprouting wings and killing the victim who has becomes a vargouille. Sunlight or the daylight spell delays the transformative disease, but only lesser restoration, greater restoration, or heal can cure it. Sages theorize that the disease can also be cured by a special quest where an ally tracks down the infecting vargouille, kisses it, survives the kiss, and then kisses their afflicted friend.


Vargouilles are loathsome scavengers inhabiting ruins and twilight realms, having spread from the Lower Planes by infecting travelers with their transformative disease. Most are only semi-intelligent, with only rudimentary tactics and will resort to attacking wounded vargouilles of their own packs, but a rare few understand or can even speak bits of Common or Infernal. As vicious opportunists, vargouilles prefer living prey but also eat carrion and their own as well. Though they collect no treasure, the headless bodies of their victims can leave behind a few items of incidental treasure in a vargouille's lair, typically a dark underground place. While the origins of vargouilles are debated, sages conjecture a sorcerer named Rozvankee is responsible for creating them as a weapon against her enemies.

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Cranium Rats

Lesser Cranium Rat Swarm


Medium swarm of tiny monstrosities, Neutral Evil
AC 10
Hit Points 28 (8d8-8 HD)
Speed 30 ft
STR 9 (-1), DEX 11 (+0), CON 9 (-1), INT 9 (-1), WIS 10 (+0), CHA 6 (-2)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft, passive perception 10
Languages none
Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move thru any opening large enough for a Tiny rat. The swarm cannot regain hit points or gain temporary hit points.

ACTIONS
Bite. Melee Attack:+2 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm is at half points or fewer.

Mind Blast (Recharge 5-6). The swarm emits a barrage of harmful psychic energy within a 60 ft cone. All non-cranium rats in the area must make a DC 10 Wisdom saving throw, or take 10 (3d6) psychic damage and be stunned until the end of their their next turn.

Merge. The swarm merges with another adjacent lesser cranium rat swarm, the two forming an average cranium rat swarm together.

Average Cranium Rat Swarm


Medium swarm of tiny monstrosities, Neutral Evil
AC 10
Hit Points 42 (12d8-12 HD)
Speed 30 ft
STR 9 (-1), DEX 11 (+0), CON 9 (-1), INT 14 (+2), WIS 10 (+0), CHA 6 (-2)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft, passive perception 10
Languages telepathy 100 ft
Challenge 4 (1,100 XP)

Swarm. The swarm can occupy other another creature's space and vice versa, and the swarm can move thru any opening large enough for a Tiny rat. The swarm cannot regain hit points or gain temporary hit points.

Swarm Division. When reduced to 28 hit points or less, the swarm becomes a lesser cranium rat swarm.

ACTIONS
Bite. Melee Attack:+2 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm is at half points or fewer.

Mind Blast (Recharge 4-6). The swarm emits a barrage of harmful psychic energy within a 60 ft cone. All non-cranium rats in the area must make a DC 12 Wisdom saving throw, or take 14 (4d6) psychic damage and be stunned until the end of their their next turn.

Merge. The swarm merges with another adjacent average cranium rat swarm, the two forming a greater cranium rat swarm together.

Spellcasting. The swarm is a 4th level spellcaster. Its spellcasting ability is Intellingence (Spell save DC 12, +4 to hit with spell attacks). The swarm knows the following spells:
Cantrips (at-will): dancing lights, mage hand, minor illusion, prestidigitation
1st Level (4 slots): charm person, expeditious retreat, magic missile
2nd Level (3 slots): detect thoughts, mirror image

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Cranium Rats (continued)

Greater Cranium Rat Swarm


Large swarm of tiny monstrosities, Neutral Evil
AC 10
Hit Points 76 (17d10-17 HD)
Speed 30 ft
STR 9 (-1), DEX 11 (+0), CON 9 (-1), INT 19 (+3), WIS 10 (+0), CHA 6 (-2)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft, passive perception 10
Languages telepathy 100 ft
Challenge 6 (2,300 XP)

Swarm. The swarm can occupy other creatures' space and vice versa, and the swarm can move thru any opening large enough for a Tiny rat. The swarm cannot regain hit points or gain temporary hit points.

Swarm Division. When reduced to 42 hit points or less, the swarm becomes an average cranium rat swarm.

ACTIONS
Bite. Melee Attack:+2 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm is at half points or fewer.

Mind Blast (Recharge 3-6). The swarm emits a barrage of harmful psychic energy within a 60 ft cone. All non-cranium rats in the area must make a DC 14 Wisdom saving throw, or take 17 (5d6) psychic damage and be stunned until the end of their their next turn.

Spellcasting. The swarm is a 9th level spellcaster. Its spellcasting ability is Intellingence (Spell save DC 14, +6 to hit with spell attacks). The swarm knows the following spells:
Cantrips (at-will): dancing lights, mage hand, minor illusion, prestidigitation, +1
1st Level (4 slots): charm person, expeditious retreat, magic missile, ray of sickness
2nd Level (3 slots): detect thoughts, mirror image
3rd Level (3 slots): fear, sleet storm
4th Level (3 slots): confusion, fire shield
5th Level (1 slot): contagion

Cranium rats appear as normal rats with exposed brains and a malicious gleam in the eye. Individually they pose no more of a threat than a common rat, but in large numbers they develop a hive-like awareness of pure malice and gain the ability to use limited magic. They are commonly found in settlements on the Lower Planes and their gate-towns, as well as the sewers of Sigil where it is rumored a powerful cranium rat hive mind comprised of hundreds lurks. Sages conjecture the cranium rats may be servants of Ilsensine or some other unfathomable power using them as spies.

A lesser cranium rat swarm has about 75 to 100 rats. An average cranium rat swarm has about 150 rats. A greater cranium rat swarm has 200 or more rats.

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Dabus

Dabus


Medium humanoid (dabus), Neutral
AC 11
Hit Points 28 (5d8+5 HD)
Speed 30 ft
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)
Condition Immunities prone 
Senses darkvision 60 ft, passive perception 11
Languages rebus-speak
Challenge 1 (200 XP)

Hover. The dabus has no discernible feet and hovers inches above the ground, making them unaffected by spells and effects altering the ground like grease or transmute rock to mud. However, a dabus doesn't truly fly and so is unaffected by spells specifically targeting flying creatures like gust of wind.

ACTIONS
Pickaxe.
 Melee Weapon Attack: +3 to hit, reach 5 ft, one creature. Hit: 6 (1d8+1) piercing damage.

Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true masters of Sigil, the hidden genius of her being. For others they are nothing but slaves that maintain Sigil’s mighty engines. Their thoughts literally fill the air when they pass, for the dabus’s speech is illusion shaped into pictures that mortals can then reshape into sounds – the dabus communicate not by word, but by the complicated structures of the rebus. These are the ultimate in thought-pictures, where symbols are chosen for the sounds made in a language, and the sounds are strung together to form words.

INTERACTION
Dabus are primarily meant to be interacted with rather than fought. PCs may need to gain information from a dabus, secure a dabus' aid in tearing down a ramshackle building preventing them from reaching their goal, or petition a dabus to judge a dispute in their favor. When it comes to representing their rebus-speak, you have several options:

  • Draw out the rebus, either on the spot or in advance. If in advance, simply show it to the players and let them try to decipher it. If on the spot, treat it like a mini-game of pictionary or charades.
  • Assume planar PCs understand the gist of the dabus' rebus-speak, introducing difficulties in understanding only occasionally when dealing with complex concepts. Call for Intelligence checks to decipher difficult rebuses.
  • Treat rebus-speak as its own language, emphasizing the alienness of the dabus. Understanding it requires learning the language, a magical helm of the dabus, or casting comprehend languages.
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Yagnoloth (Yugoloth)

Yagnoloth


Large fiend (yugoloth), neutral evil

AC 14 (natural armor)
Hit Points 165 (22d10+44 HD)
Speed 40 ft

STR 22 (+6) / 10 (+0), DEX 10 (+0), CON 15 (+2), INT 15 (+2), WIS 10 (+0), CHA 16 (+3)

Condition Immunities poisoned
Damage Immunities acid, poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Skills Deception +7, Intimidation +7, Persuasion +7
Senses darkvision 60 ft, passive perception 10
Languages Common, Abyssal, Infernal, telepathy 60 ft
Challenge 11 (7,200 XP)

Magic Resistance. The yagnoloth has advantage on saves against spells and magical effects.

Magic Weapons. The yagnoloth's weapon attacks are treated as magical.

ACTIONS

Multiattack. The yagnoloth makes one slam attack (strength 22) and one shocking long sword attack (strength 10).

Slam. Melee Weapon Attack. +10 to hit, reach 10 ft, one target. Hit: 26 (3d12+6) bludgeoning damage and target is pushed 5 ft and knocked prone.

Shocking Longsword. Melee Weapon Attack. +4 to hit (the yagnoloth has advantage if the target is wearing metal armor), reach 5 ft, one target. Hit: 5 (1d8) slashing damage and 13 (3d8) lightning damage, and target can't take reactions until the start of its next turn,

Noxious Breath Weapon. (Recharge 5,6) The yagnoloths breathes a cloud of acidic gas in a 5 ft radius. Creatures caught within the gas must make a DC 16 Constiutiton save. If they fail, they take 21 (6d6) acid damage and are stunned one round. If they succeed they take 11 (3d6) acid damage.

Drain Life-force. The yagnoloth can drain the life-force from an unconscious or restrained creature by placing its head against the victim's face. For each round of maintained contact, the victim's maximum hit points are reduced by 7 (1d8+3) and the yagnoloth heals a corresponding number of hit points. If the yagnoloth is slain within a day, the victim recovers their drained hit points.

Teleport. The yagnoloth teleports up to 60 feet to a space it can see

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Is recharge still a thing in

Is recharge still a thing in 5th edition? I guess I haven't looked at the MM too closely, but I don't remember seeing anything like it when glancing through the books.

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Quote:Is recharge still a

Quote:
Is recharge still a thing in 5th edition? I guess I haven't looked at the MM too closely, but I don't remember seeing anything like it when glancing through the books.

Yes it is, see any dragon breath weapon in previews, Basic D&D, and MM.
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Maelephant

Maelephant


Large fiend, lawful neutral (evil)

AC 12 (natural armor)
Hit Points 95 (10d10+40 HD)
Speed 30 ft

STR 20 (+5) DEX 10 (+0), CON 18 (+4), INT 13 (+1), WIS 15 (+2), CHA 8 (-1)

Condition Immunities frightened, memory loss
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that haven't been blessed
Skills Athletics +8, Insight +5, Perception +5
Senses darkvision 120 ft, truesight 120 ft, passive perception 15
Languages Common, Abyssal, Infernal
Challenge 8 (3,900 XP)

Charge. If the maelephant moves at least 20 feet straight toward a target and hits with a pike attack on the same turn, the target takes an extra 11 (2d10) damage.
Innate Spellcasting. The maelephant's innate Spellcasting ability is Wisdom (spell attack +5, save DC 13). It can cas the following spells without material components:
At-will: alarm, entangle, gust of wind, light
3/day each: blade barrier, polymorph (others only)
Magic Resistance. The maelephant's has advantage on saves against spells and magical effects.
Magic Weapons. The maelephant's weapon attacks are treated as magical.
Regeneration. The maelephant regains 10 hit points at the start of its turn. If it takes damage from a blessed weapon or holy water, this trait doesn't function at the start of the maelephant's next turn. The maelephant dies only if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS

Multiattack. The maelephant makes one trunk-spike attack and one pike attack.
Trunk-Spike. Melee Weapon Attack. +8 to hit, reach 10 ft, one target. Hit: 14 (2d8+5) piercing damage, and the maelephant initiates a grapple against the target.
Pike. Melee Weapon Attack. +8 to hit (advantage to hit a grappled target), reach 10 ft, one target. Hit: 16 (2d10+5) piercing damage.
Breath Weapon. (Recharge 5,6) The maelephant exhales a cloud of noxious gas in a 30-ft cone. Creatures caught in the gas must make a DC 13 Constitution saving throw or suffer total memory loss. Lesser restoration, winged memory, or imbibing holy water or water from the River Oceanus returns the victim's memory.

Guardians of the Lower Planes, maelephant's are foul-tempered fiends who bear the likeness of a gruesome bipedal elephant with baleful eyes and a trunk bearing a single spike at the end. Sages conjecture they were created by the Dark Eight, rulers of the Nine Hells, or perhaps by Asmodeus himself, explaining their extreme obedience. After striking a bargain with a more powerful fiend or spellcasters, the maelephants's sole purpose is to guard whatever item, place, or portal it has been assigned to. Maelephant's adhere to the terms of their contract with utter loyalty. In exchange, a maelephant demands tribute in the form of soul gems, priceless statues being built in its likeness, or vengeance against those who've deceived it in the past.

"A maelephant may never forget, but those who cross them usually do."
- Tarsheva Longreach, expert planewalker

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Thanks for sharing Quickleaf!

Thanks for sharing Quickleaf!
Looks good to me, although I don't know 5E rules well enough to make any qualified comment.

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Doesn't look too bad. My

Doesn't look too bad. My initial thought was that it was a bit underpowered (low HP/AC), but then I saw the regeneration and that keeps it pretty balanced. I personally would be inclined to increase the AC a bit but leave the HP alone. As a CR 8, by the time the PCs are facing these guys, they'll hit a 12 AC more than half the time. Two or three rounds with your average party would probably knock them down to nothing even with their regeneration, which means that all of their tricks wouldn't have a chance to come into play. They're probably beefier in groups though, so that may factor into it I suppose.

I'd probably stick with a AC 12 unarmored, but then up their AC equal to whatever armor type they're wearing. That way you could keep things scaled to the strength of the party.

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I follow the DMG guideline

I follow the DMG guideline with all my monster conversions, but of course there is also an art to it.

I think maelephant's are meant to be lone guardians when encountered by lower level PCs, but alone against higher level PCs they are more of a nuisance/role-playing challenge. However, a herd of maelephants laying down multiple blade barriers, memory-eating fog, and charging? I think that would put the fear of the DM into any party.

EDIT: Oh, and thanks for the critique @Wicke!

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New Monster: Widdershins

Ok, mostly I want to convert existing Planescape monsters here, but I do have an original monster I would love your critique on, both conceptually and/or mechanically.

Widdershins


Medium fey, chaotic evil

AC 18 (breastplate and shield)
Hit Points 78 (16d8+32 HD)
Speed 35 ft

STR 17 (+3), DEX 15 (+2), CON 14 (+2), INT 13 (+1), WIS 13 (+1), CHA 16 (+3)

Skills intimidation +7, perception +5, stealth +6
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons not forged of cold iron
Senses darkvision 60 ft, passive perception 15
Languages Common, Abyssal, Elvish, Sylvan
Challenge 9 (3,900 XP)

Innate Spellcasting. The widdershins' innate spellcasting ability is Charisma (spell attack +7, save DC 15). It can cast the following spells without material components.
At-will: feather fall, gust of wind
1/day each: antipathy/sympathy, reverse gravity

Maddening Aura. A creature starting its turn within 5 feet of the widdershins must make a DC 15 Wisdom saving throw or suffer long-term madness (DMG). Any creature already suffering madness takes 22 (5d8) psychic damage. The widdershins can suppress its aura at-will.

Magic Resistance. The widdershins has advantage on saves against spells and magical effects.

Pandemonious Charge. If the widdershins moves at least 30 feet toward a target and hits with its lance while mounted, the target takes an extra 13 (2d12) piercing damage and the widdershins can cast an innate spell as a bonus action.

ACTIONS

Multiattack. The widdershins makes two attacks, only one of which can be with its lance.

Longsword. Melee Weapon Attack. +7 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) damage wielded with two hands. If the target suffers any madness it takes an extra 22 (5d8) psychic damage.

Lance (only when mounted). Melee Weapon Attack. +7 to hit,, reach 10 ft, one target. Hit: 9 (1d12+3) piercing damage. If the target suffers any madness it takes an extra 22 (5d8) psychic damage.

Corrupted servants of the Queen of Air and Darkness, the Widdershins were once mortal creatures - elves, humans, and others - but fell under the dark spell of the Queen. Some were exiled by their fey brethren and found solace among similar outcasts, others foolishly rounded a faerie glen nine times counter-clockwise only to find themselves in the Unseelie Court, and still others were tempted by dark promises, the end result is always the same: the creature's mind is broken, its body transformed by maddening winds, utterly enslaved to the will of the Queen of Air and Darkness. A Widdershins appears as a gaunt pale vaguely elf-like creature with pearly opalescent eyes; clad in fearsome armor astride nightmares, they hunt the planes as their Queen commands. All widdershins suffer a unique form of long-term madness, and as creatures native to Pandemonium, they suffer no exhaustion to its maddening winds.

A widdershins is stricken with a complex form of madness. It can only speak backwards, suffers partial amnesia (they remember only bits of their former lives in dreams), hallucinatory visions (thru which the Queen of Air and Darkness can communicate with them), and a compulsion to do the reverse of what is expected or commanded of them. This compulsion is so strong that it applies even when charmed or following their Queen's commands. Thus, the Queen might acerbically say "go rescue the fair damsel Elowien from the caves" if she wishes for the widdershins to actually imprison and torture Elowien.

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I like the concept! Fits the

I like the concept! Fits the Unseelie Court very well.
Sadly I can't give any qualified comment on the mechanics, though.

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Thanks!

Thanks!

The whole contrarian / subversion roleplaying thing makes them come alive. Mechanically they're pretty simple, having 2 shticks:

First, you don't want to fight them when you're suffering madness, especially not up close.

Second, they "bring a bit of Pandemonium with them." When facing widdershins, the PCs should expect to have their emotions toyed with (antipathy/sympathy), to be sent hurtling backwards by gusts of wind, and to suddenly find themselves fighting on the ceiling.

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Looks good. Downright scary

Looks good. Downright scary in the right context, and intimidating otherwise. The way I'm finding I break down looking at a new monster is to look at the AC, HP, and CR first. Then I look for any resistances, immunities or weaknesses. Then finally I look at their special abilities.

First thoughts on Widdershins: CR 9, so 18 AC is decent, but 78 HP looks low. Magic resistance, so they're hard to hit with spells. Good. And damage resistance from two damage types. Also good. Take half weapon damage from everything other than magic or cold iron? May or may not have a large impact, depending on how the game is being run.

Special abilities: That aura is killer if somebody fails a save. Doubly so if the party is facing more than one. More than makes up for the low HP. The lance charge and the innate spellcasting are just icing.

I'd have to see how they worked in action - if anything, I'd probably tweak the AC up or down a by point or two depending on how quickly a party dispatched them - but my gut feeling is that they're probably right where they need to be.

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Thanks Wicke!

Thanks Wicke!

Wicke wrote:
Special abilities: That aura is killer if somebody fails a save. Doubly so if the party is facing more than one. More than makes up for the low HP. The lance charge and the innate spellcasting are just icing.

Yes, the aura I'm not sure about. I worry that it might be too strong, and I actually haven't found a monster in the MM yet that has a damaging aura as a trait. The closest is a CR 5 fire elemental's Fire Form trait allows it to deal a little damage (1d10) when creature within 5 feet touches it or attacks it with a melee attack OR when it ends its turn in a creature's space.

However, I've not only upped the damage way higher (5d8), but also made it so that it effects ANY hostile creature within 5 feet. My justification for doing this was limiting the hostile creatures the aura affects to only those suffering madness.

In my DPR calculations, I assumed that one PC on one round suffered madness and took damage from the aura.

Also, for it's Multiattack I should probably specify that it only allows 2 longsword attacks. The idea of doing a lance charge, dropping the lance, drawing a sword, and then attacking with the sword might be a bit much for one round.

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You know, you could include a

You know, you could include a "Windy" aura that prevents non-magical ranged attacks from reaching them. Then you could drop the damage and/or the save DC for the aura as balance. That would force the PCs into close range and expose them all the more.

Quickleaf
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Windy aura

Hmm, if I did that it might be best to change the Maddening Aura to and Aura of Maddening Winds.

As a corollary to dropping the save DC and damage, it makes me think that a deaf character should be immune. Stuffing beeswax in your ears was after all a classic way to resist the winds of Pandemonium in Planescape.

delazar
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Last post in April? This won

Last post in April? This won't do!

I hereby solemny swear to post a few Planescape monsters conversions, starting with the monsters in the booklet from the Planescape Boxed Set.

I shall wander the interwebz to find those that are already done, and post them here, and if I shall not find some, I shall convert them myself.

So I have swored... swron... sworn... whatever!

delazar
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Let's start with a little

Let's start with a little link to a document where I'm storing a few monsters

HERE!

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Minion of SetMedium Fiend,

Minion of Set
Medium Fiend, Lawful Evil

Armor Class 18 (plate armor)
Hit Points 38 (7d8+7)
Speed 40 ft

Str 14 (+2) Dex 11 (-) Con 12 (+1) Int 13 (+1) Wis 14 (+2) Cha 13 (+1)

Condition Immunities frightened
Saves Str +4, Con +3
Skills Deception +3, Stealth +2
Senses Passive perception 12
Languages Infernal

CR 3

Magic Resistance. The minion of set has advantage on saves against spells and magical effects.

Animal Form (1/short rest). As a bonus action, the minion of Set can polymorph into a beast, chosen from the following: brown bear (MM 319), constrictor snake (MM 320), crocodile (MM 320), giant hyena (MM 326).

ACTIONS

Longsword. Melee weapon attack: +4 to hit, one target, reach 5ft; Hit: 1d8+2 slashing

Javelin. Ranged weapon attack: +4 to hit, one target, range 30/120; Hit: 1d6+2 slashing

Quote:
Shadow Priest. Out of approximately every 20 minions created, Set finds one of exceptional ability. This individual is elevated to the ranks of Set’s shadow priests – sinister commissars of the deity.

Use the stats above, and ADD the following:

Condition Immunities poisoned
Damage Immunities poison

Spellcasting. The shadow priest is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The shadow priest has the following cleric spells prepared:

Castrips (at-will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, inflict wounds
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): bestow curse, spirit guardians
4th level (1 slots): banishment

Wicke
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I've done a handful of

I've done a handful of additional conversions. I'll put them up here when I get a chance.

delazar
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great!

great!

Wicke
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Here's one I actually ran.

Here's one I actually ran. 12 sheets against a party of 4 2nd level characters. Did some actual damage.

Gohei P'oh
CE tiny construct

AC 14 (natural armor)
HP 13 (5d4)
Movement: 0', fly 50'

Str 7 (-2) Dex 18 (+4) Con 10 (+0) Int 5 (-3) Wis 10 (+0) Cha 15 (+2)

Vulnerabilities: Vulnerable to fire
Immunities: Construct immunities

ACTIONS

Attack bonus: +3 slashing 3 (1d4)

Constrict: +3, reach: touch, one creature. Hit 3(1d4). Target's face is covered, and Gohei being to draw their breath out, dealing an automatic 3(1d4) damage every round. A successful strength check (DC 14) allows the affected character to pull the paper off their face.
CR 1/8 (25 XP)

Source: http://www.lomion.de/cmm/pohgohei.php

delazar
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Cool! I have zero expeience

Cool! I have zero expeience with Kara-tur, but it's on my bucket list.

Question: what are "construct immunities"? Seems 5e doesn't really have a standard set of immunities for each type, so you'll need to spell those out.

Do you also have some Planescape monsters?

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Aleax(target size) construct,

Aleax
(target size) construct, Any alignment

The aleax is an exact copy of its target creature, having the exact same stats (AC, HP, Saves, Skills, etc.) with the following modifications.

Speed as target, Fly 40 ft.

Immune to Enchantment, Illusion, and Necromancy spells.

CR special, see below

Critical Vulnerabilty. When the target scores a critical hit against the aleax, he can roll two more damage die.

Singular Enemy. Although the aleax is visible to all, only its intended victim can harm it. Attacks made by other creatures are rebuffed, dealing no damage and hindering the aleax in no way.

Regeneration. The aleax regains 10 hit points at the start of its turn. The aleax dies if he’s brought to 0 hit points.

Sudden Death. If the aleax kills its intended victim, the victim’s spirit is instantly transported to the aleax’s deity, who gives the fallen character one last chance to barter for its life. The deity can demand a service, a sworn oath, a magic item or other precious item, or some similar sacrifice. If the character does not pay, his spirit is destroyed, and the character cannot be returned to life by any means.

Divine Reward. If the target manages to slay the aleax, he can raise its Intelligence score by one permanently. The rewards comes with a price. Every time the target is faced with a situation similar to the offense that triggered the aleax’s arrival, he must make a DC 15 Wisdom save. On a failure, the target must punish those that have offended the aleax’s god.

Challenge Rating. An aleax is worth xp equal to one third of the targets level. For example, the aleax of a level 5 fighter would be a CR 5 worth only 600 xp)

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Nic'EponaLarge fey, Neutral

Nic'Epona
Large fey, Neutral

AC 15 (natural armor)
Hit points 67 (9d10+18)
Speed 50 ft, Fly 50 ft

STR 16 (+3) DEX 13 (+1) CON 15 (+2)
INT 15 (+2) WIS 12 (+1) CHA 15 (+2)

Senses darkvision 60 ft, Passive perception 13
Skills Perception +3
Saves Wis +3
Damage Immunities Enchantment spells
Damage Resistances bludgeoning, piercing, and slahing damage from nonmagical weapons.
Condition Immunities charmed

Languages Fey, Celestial
Challenge 4

Magic Weapons. The Nic'epona hooves and bite count aas magical weapons.

Magic Resistance. The Nic'epona has advantage on saves against spells and magical effects.

Plane Shift. Once per short rest, the Nic'epona can cast plane shift on itself and its rider.

ACTIONS

Multiattack. The nic'epona can make two attacks with its hooves, and one with its bite.

Hooves. Melee weapon attack: +5 to hit, reach 5 ft, one target; Hit: 8 (1d10+3) bludgeoning damage.

Bite. Melee weapon attack: +5 to hit, reach 5 ft, one target; Hit: 6 (1d6+3) piercing damage

Back kick (recharge 4+). Melee weapon attack: +5 to hit, reach 5 ft, one target; Hit: 19 (3d10+3) bludgeoning damage, and the target must make a DC 13 Constitution save, or be stunned for one round.

Quickleaf
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I updated the monster list in

I updated the monster list in the first post with your guys' great additions! Also included CR values in the listing.

I'll keep this updated as I'm able to.

delazar
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Spirit of the AirLarge

Spirit of the Air
Large elemental, Neutral

AC 17
Hit points 110 (13d10+39)
Speed 40 ft, Fly 50 ft

STR 14 (+2) DEX 20 (+5) CON 16 (+3) INT 10 (-) WIS 11 (-) CHA 11 (-)

Saves Dex +8
Skills Athletics +5, Acrobatics +8
Damage resistance bludgeoning, piercing, and slashing from nonmagical wapons.
Languages Primordial, common

CR 5

Magical weapons. Any weapon wielded by a spirit of the air is considered a magical weapon.

Agile Flyer. While flying, the spirit of the air has advantage on Dexterity checks (this included Initiative rolls).

Wind magic. Once per short rest, a spirit of the air can cast control winds (save DC 13). He does not need to maintain concentration while using this spell.

ACTIONS

Multiattack. The spirit of the air makes two melee attacks, or two ranged attacks.

Greatsword. Melee weapon attack: +5 to hit, one target, range 5 ft; Hit: 4d6+2 slashing damage.

Longbow. Ranged weapon attack: +8 to hit, one target, range 150/600; Hit: 2d8+5 piercing damage

delazar
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VortexSmall elemental,

Vortex
Small elemental, Chaotic Neutral

AC 15
Hit points 10 (3d6)
Speed 30 ft

STR 8 (-1) DEX 16 (+3) CON 10 (-)
INT 4 (-3) WIS 10 (-) CHA 4 (-3)

Senses Darkvision 60 ft, passive Perception 10
Languages none
Challenge 1/2

ACTIONS

Engulf. Melee weapon attack: +5 to hit, one target, reach 5 ft; Hit: 6 (1d6+3) bludgeoning damage. If the target is Large or smaller, it is also grappled (escape DC 13). Until the grapple ends, the target is restrained. At the start of each of the vortex's turns, a grappled target takes 6 (1d6+3) bludgeoning damage.

delazar
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Yugoloth, Lesser,

Yugoloth, Lesser, Marraenoloth
Medium fiend, Neutral Evil

AC 13
Hit Points 49 (11d8)
Speed 40 ft

STR 12 (+1) DEX 13 (+1) CON 10 (-)
INT 16 (+3) WIS 14 (+2) CHA 15 (+2)

Skills Arcana +6, Deception +5
Condition immunities poisoned
Damage immunities acid, fire, poison
Damage vulnerability cold
Senses passive Perception 10
Languages Infernal, Abyssal, Common
Challenge 7 (2,900 xp)

Magic Resistance. This creature has advantage on saving throws against spells and magical effects.

Innate spellcasting. This creature’ innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
At-will: alter self, animate dead, contagion, charm person, fear, phantasmal force, produce flame, teleport.

ACTIONS

Multiattack. This creature can make two melee attacks with his action.

Fangs & Claws. Melee weapon attack: +4 to hit, one target, reach 5 ft; Hit: 8 (2d6+1) slashing damage.

delazar
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Modron, DecatonMedium

Modron, Decaton
Medium construct, Lawful Neutral

Armor Class 17
Hit Points 71 (11d8+22)
Speed 30 ft, Fly 10 ft

STR 16 (+3) DEX 13 (+1) CON 14 (+2)
INT 13 (+1) WIS 16 (+3) CHA 15 (+2)

Skills Perception +7
Senses truesight 120 ft., passive Perception 17
Languages Modron, telepathy 44 miles
Challenge 9

Axiomatic Mind. The modron can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the modron dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate spellcasting. This creature’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At-will: clairvoyance, command, dimension door, teleport, wall of force

Magic Resistance. The modron has advantage on saves against spells and magical effects.

Modron shepherd. All modron within 60 feet of the decaton regain 10 hit points at the start of the decaton turn. This does not apply to the decaton himself.

ACTIONS

Multiattack. The modron makes ten tentacle attacks.

Tentacle. Melee weapon attack: +7 to hit, one target, reach 10ft; Hit: 8 (2d4+3) bludgeoning damage.

Reset (recharge 6). As a bonus action, the decaton can “reset” a non-hierarch modron within 60 feet (not himself). The target modron will recover all lost hit points, and any conditions affecting him will immediately end.

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Modron, NonatonLarge

Modron, Nonaton
Large construct, Lawful Neutral

Armor Class 17
Hit Points 84 (13d10+13)
Speed 40 ft

STR 15 (+2) DEX 14 (+2) CON 13 (+1)
INT 14 (+2) WIS 17 (+3) CHA 16 (+3)

Skills Perception +7
Senses truesight 120 ft., passive Perception 17
Languages Modron, telepathy 63 miles
Challenge 10

Axiomatic Mind. The modron can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the modron dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate spellcasting. This creature’ innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At-will: clairvoyance, command, dimension door, teleport, wall of force, detect thoughts, mirror image, slow, web, detect evil and good, zone of truth.

1/day: power word stun

Magic Resistance. The modron has advantage on saves against spells and magical effects.

Spellcasting. The nonaton is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The decaton has the following clerical spells prepared:

Cantrips (at-will): guidance, light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, detect magic
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, meld into stone, sending
4th level (3 slots): banishment, divination, locate creature
5th level (2 slots): commune, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): plane shift

ACTIONS

Multiattack. The modron makes nine fist attacks.

Fist. Melee weapon attack: +6 to hit, reach 5ft, one target; Hit: 9 (2d6+2) bludgeoning damage.

delazar
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Modron, OctonLarge construct,

Modron, Octon
Large construct, Lawful Neutral

Armor Class 18
Hit Points 119 (14d10+42)
Speed 30 ft, Fly 30 ft

STR 18 (+4) DEX 14 (+2) CON 16 (+3)
INT 15 (+2) WIS 19 (+4) CHA 13 (+1)

Skills Perception +8
Senses truesight 120 ft., passive Perception 18
Damage Immunity psychic
Languages Modron, telepathy 80 miles
Challenge 12

Axiomatic Mind. The modron can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the modron dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Innate spellcasting. This creature’ innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At-will: clairvoyance, command, dimension door, teleport, wall of force, water walk, haste, detect evil and good, telekinesis.

Magic Resistance. The modron has advantage on saves against spells and magical effects.

Spellcasting. The octon is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The decaton has the following clerical spells prepared:

Cantrips (at-will): guidance, light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, detect magic
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, meld into stone, sending
4th level (3 slots): banishment, divination, locate creature
5th level (2 slots): commune, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): plane shift

ACTIONS

Multiattack. The modron makes eight tentacle arm attacks.

Tentacle arm. Melee weapon attack: +8 to hit, one target, reach 5 ft; Hit: 13 (2d8+4) bludgeoning damage.

delazar
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While converting the HIerarch

While converting the HIerarch modrons, I'm starting to wonder if giving them the Spellcasting trait is the way to go. Their spellcasting abilities don't really seem to add anything to their "character"... sure, they may be useful, but I feel they don't tell what being a modron means.

Maybe I should get rid of those, and give them only Innate Spellcasting, and then some kind of special ability / attack related to their task in modron society...

what do you think?

Quickleaf
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@delazar

@delazar

I would go back to the 2e versions: http://www.lomion.de/cmm/modron.php to figure out the essence of each hierarch modron you're converting...

For example, the Decaton...

Quote:
The decatons are the lowest order of officials found in modron society. These creatures appeare as 10-tentacled sphered on stumpy legs. The are the overseers of the physical welfare of the base modrons, the voice of the great power to the working class. One decaton is assigned to each sector of the realm. while the remaining 36 serve on the staffs of the 36 legions of the modron army.
Decatons have spell ability equal to that of a 10th-level cleric, but they lack the ability to turn undead. They also have the following spell-like powers, which apply only to other modrons: cure 1 point of damage for all modrons within 144 feet, cure disease in a 12 foot radius, heal by touch up to 10 modrons per round, and remove paralysis by touch for up to 10 modrons per round. These powers are usable one at a time, at will, once per round. Curiously (as are most things modron), the powers affect all modrons whether the decaton recognizes the rank or not.
The spherical decatons fly by generating a light gas within their bodies, rendering them lighter than air. Generally they only rise into the air in order to get an overview of the situation when commanding modron armies.

Historically, the hierarch modrons have been spellcasters, but your version of the decaton is missing its DEFINING feature - an aura of modron regeneration/healing and condition removal. Confronting a troupe of modrons with a Decaton should be absolutely terrifying. They reassemble like the Borg or nanites, is how I imagined a Decaton influencing them.

If you coupled this ability/aura with Bardic Inspiration, you might not need clerical casting for the buffing/healing at all. You'd just need something to make them pack some kind of a punch in a fight.

delazar
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Yes, I found the cleric

Yes, I found the cleric spells to be redundant with the healing ability, so I chose to give them healing clerical spells.

But on second thought I should have done the opposite, ditch the clerical spells, and give them a "healing trait / special ability".

I think I'll go back to the drawing board and review them all.

delazar
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made some changes to the

made some changes to the decaton, removed the clerical spellcasting, and added Modron Shepherd and Reset

Quickleaf
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I like them! Good additions,

I like them! Good additions, feels much more like a decaton. Probably should clarify that Reset only works on "base modrons", otherwise it's too powerful.

delazar
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Good tip! I added "can reset

Good tip! I added "can reset a non-hierarch modron" to the description. Haven't worked much on this lately, I have been busy completing my 5e Birthright campaign, and starting the next two campaigns... but I'll definitely get back to this!

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Question for folks

With our conversion effort, we've got some nice monsters put together. I'd like to continue our community effort to produce something pretty folks playing 5e can use as a reference.

I recently came across this post on Reddit which has resources to make a faux Monster Manual style pdf: https://www.reddit.com/r/DnD/comments/2x8u77/5e_tried_to_recreate_the_monster_manuals_style/

I haven't got the stat block template / HTML installed on my laptop yet, but I did throw together a mockup Table of Contents:

I'm curious what monsters you all consider essential / iconic to Planescape?
It'd be great if folks who give this some thought screen out monsters already included in the 5e Monster Manual (since we don't want to recreate Magmin and Mariliths, for example). Here's a list of the AD&D monsters (just click Show under the relevant Planescape headers) for reference:
https://en.wikipedia.org/wiki/List_of_Advanced_Dungeons_%26_Dragons_2nd_edition_monsters#TSR_2613_-_Planescape_Monstrous_Compendium_Appendix_II_.281995.29

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Astral Searcher sample

Here's my first stab at a stat block for the "astral searcher" done up pretty in the same style as the 5e MM:

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Question for folks

duplicate post

Quickleaf
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Question for folks

duplicate post

delazar
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Neat!

Neat!