Friends and Foes of the Multiverse – Planar Monsters

Planescape map by monorok

“Across countless planes and dimensions lie incredible creatures.  Such beings may be as mundane as one’s neighbor or far too alien to fully comprehend, perhaps even somewhere in between.  Different realities hold different possibilities… including different possibilities for existence as a whole.  I, your humble xenonaught, shall explore and chronicle the vast reaches of this known realm and beyond!” – Garvin Gorb, Fire-Blooded Genasi Sorcerer, Planar Researcher for the Great Library of Sigil

Throughout the D&D multiverse, there are a plethora of powerful monsters and strange foes.  In some instances, their desires and goals can be met easily, gaining a trusted ally in an alien realm.  Many wield powers never before seen by a denizen of the prime material plane, while others seem like familiar variants of the all too familiar.  Here is a list of a few examples of fantastical planar monsters and NPCs encountered on various worlds, planes and the like.

Author’s Note:  So, I’m getting back into the swing of things, slowly but surely.  Or at least, as best as I can during retail holiday season, as day jobs help pay the bills.  Anyway, I kinda dropped my horror content out of the blue.  Usually, I keep that ball rolling well into December, but I kind of dropped it this year.  Likewise, my patreon needs more updates than what I’ve been giving.  Anyway, I’ve been finding either older books or reprints on DM’s Guild lately and it has made me quite nostalgic.  While I can’t recapture those days with older editions, I figure I can transport some of my favorite things to the current edition.  I hope everyone enjoys this as much as I do.

 

 

 

Swarm of Cranium Rats Variant: Psyker Swarm

The swarm gains the following:

Mind Blast (Recharge 5 – 6).  Ranged Spell Attack: +5 to hit, range 60ft./120ft., one target.  Hit: 11 (2d10) psychic damage.  Hit targets must also make a DC 13 Constitution saving throw or be incapacitated and have speed reduced to 0ft. until the end of their next turn.

  • Author’s Note: You gotta have the Mind Blast!  It’s one of the reasons why I don’t really like the VGtM version, myself.  One big spell goes off and then it’s stomping time from the party… Where’s the fun in that?

 

 

Greater Swarm of Cranium Rats Variant

Related image

Cranium rats are said to be especially deadly in numbers.  This is especially true when the numbers swell to large proportions.  The chattering masses can unleash powerful psychic magic upon all sorts of foes, unleashing destruction wherever they go!  Some say that whatever hivemind that controls them becomes stronger with such high numbers.

Large swarm of Tiny beasts, lawful evil

Armor Class 14 (psychic barrier)

Hit Points 55 (12d8)

Speed 30 ft.

STR 11 (+0) DEX 16 (+3)  CON 10 (+0)  INT 18 (+4) WIS 12 (+1) CHA 15 (+2)

Skills Perception +4

Damage Resistances bludgeoning, piercing, and slashing damage

Damage Immunities bludgeoning, piercing and slashing damage from non-magical weapons

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 30 ft., passive Perception 14

Languages telepathy 60 ft.

Challenge 8 (3,900 XP)

Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.

Innate Spellcasting (Psionics). The swarm’s innate spellcasting ability is Intelligence (spell save DC 15). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::

  • At will: command, comprehend languages, detect thoughts, magic missile
  • 3/day: confusion, hold monster, synaptic static
  • 1/day each: dominate monster, telepathy

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

Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

ACTIONS

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.

Mind Blast (Recharge 4 – 6).  Ranged Spell Attack: +7 to hit, range 60ft./120ft., one target.  Hit: 22 (4d10) psychic damage.  Hit targets must also make a DC 15 Constitution saving throw or be stunned until the end of their next turn.

Psychic Lightning (Recharge 5 or 6).  Ranged Spell Attack: DC 15 Dexterity saving throw, range 80ft., up to three targets that are no more than 10ft. away from each other.  Failure: 22 (5d8) lightning damage.  Success: Half damage.

  • Author’s Note: I wasn’t really happy with the Volo’s Guide take on them.  So, here’s a big cluster of them proving that Cranium Rats should be a force to be reckoned with in high numbers!

 

 

Mercane

https://i.pinimg.com/474x/cb/4d/21/cb4d21c532fee2afbd27e36f9972e311--art-memes-jammer.jpg

Tall and somewhat humanoid, this blue being wears flowing robes which compliment its eccentric movements.  It is wearing many expensive garments and fine gems.  Despite looking so tall and wealthy, they prefer to avoid direct conflict and are rarely adept to combat.  As such, they’re often seen around various bodyguards.

Large monstrosity, lawful neutral

Armor Class 15 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 30ft.

STR 13 (+1) DEX 14 (+2) CON 16 (+3) INT 19 (+4) WIS 18 (+4) CHA 17 (+3)

Saving Throws Dexterity +5, Constitution +6, Charisma +6

Skills Arcana +7, Deception +9, History +10, Insight +7, Investigation+7, Persuasion +9, Religion +7

Senses passive Perception 14

Languages All, Telepathy 60ft.

Challenge 4 (1,100 XP)

Appraisal Expert.  The Mercane may roll Intelligence, Wisdom or Charisma checks to appraisal or sales with doubled proficiency.

Innate Spellcasting.  The Mercane are well known for their mystical talents.  They use Intelligence as their casting stat (DC 15, +7 to hit) and know the following:

  • At-will: Misty Step, Shield
  • 3/Day each: Dimension Door, Invisibility (self only)
  • 1/Day: Leomund’s Secret Chest

Magical Resistance.  The Mercane has advantage on saving throws against magical effects and spells.

Racial Empathy.  The Mercane have a minor telepathic boon.  They’re capable of sensing the pain of another Mercane within 5 miles distance.  On top of that, a successful Investigation check allows the Mercane to identify any culprit.

ACTIONS

Ornate Magical Staff.  Melee Weapon Attack: +5 to hit, reach 10ft., one target.  Hit: 6 (1d8 + 2) bludgeoning damage.  The target must also make a DC 13 Dexterity saving throw.  Failure results in the target falling prone as well.

 

Per

The Per Guardian

Literally, a glowing and spiritual paragon of the holy power.  Celestial souls of great warriors who fought for divine and just causes.

Ever Battle Ready.  The Per are well equipped for battle.  In fact, they’ll often use their knowledge of foes and tactics to size up an opponent.  After all, Per are not stupid warriors themselves.

Magical Weapons.  The Per’s sword functions as a +2 magical weapon, detailed below.

Medium celestial, lawful neutral or lawful good

Armor Class 20 (celestial armor)

Hit Points 145 (17d8 + 68)

Speed 30ft.

STR 22 (+6) DEX 19 (+4) CON 19 (+4) INT 17 (+3) WIS 19 (+4) CHA 20 (+5)

Saving Throws Dexterity +9, Intelligence +8, Wisdom +9

Skills Acrobatics +14, Athletics +16, Religion +8, Insight +9, Perception +9

Damage Resistances cold, fire, necrotic

Damage Immunities radiant; bludgeoning, piercing and slashing damage from non-magical weapons.

Condition Immunities charmed, exhaustion, frightened

Senses Darkvision 120ft., Truesight 120ft., passive Perception 19

Languages All, Telepathy 120ft.

Challenge 16 (15,000 XP)

Angelic Weapons.  The per’s weapon attacks are magical. When the per hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Ever Vigilant.  As the guards of upper planar realms, the per must always be alert.  They can never be surprised and have advantage checks to detect hiding creatures.  Furthermore, they will never retreat from battle and will always fight to protect what they believe in.

Innate Spellcasting.  The per is capable of various divine miracles, using Charisma (DC 18, +10 to hit) as its casting stat.  The per can use the following spells:

  • At-will: charm person, detect evil and good, detect magic, light
  • 1/day each: blade barrier, detect thoughts, heal, mirror image

Magic Resistance.  The per has advantage on saving throws against spells and other magical effects.

Regeneration.  The per regains 5 hit points at the start of its turn.

ACTIONS

Multiattack.  The per makes two attacks.

Holy Frosttongue.  Melee Weapon Attack: +13 to hit, reach 5ft.  Hit: 19 (2d10 + 8) slashing damage plus 7 (2d6) cold damage and 14 (4d6) radiant damage.  (Frosttongue works as a Flametongue sword, but deals cold damage and creates a blue glow instead.)

 

 

Tricha

Image result for cursed towny female planescape torment

This often docile bird-like creature is typically found in the Outlands, where it darts around frequently in search of shrubs and berries.  If provoked, it will try to trample its foe.
(From Planescape Torment!)

Medium beast, unaligned

Armor Class 13 (natural armor)

Hit Points 17 (3d8 + 3)

Speed 40 ft.

STR 12 (+1) DEX 10 (+0) CON 13 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

Skills Intimidation +0, Perception +3

Senses Darkvision 60ft., passive Perception 13

Languages –

Challenge 1/4 (50 XP)

Outlands Blood.  The Tricha has a unique quirk that makes it slightly resistant to magical energies.  It is considered proficient against all saves against spells and magical effects.

ACTIONS

Beak.  Melee Weapon Attack: +3 to hit, reach 5ft., one target.  Hit: 5 (1d8 + 1) piercing damage.

Trample.  Melee Weapon Attack: +3 to hit, reach 5ft., one target.  Hit: 5 (1d8 + 1) bludgeoning damage.

 

 

IMAGE CREDITS: Planescape map – Monorok, Cranium Rats, Arcane, Per – Tony Di’Terlizzi, Trachi – Black Isles Studios/Obsidian Entertainment

Planescape and Spelljammer are properties of TSR/Wizards of the Coast.  Made by Doctor Necrotic, for Doctor Necrotic media.  All rights reserved.

Author: Doctor Necrotic

Hobbyist, amateur writer/screenwriter, wannabe-philosopher, music fan, history lover, cinemaphile, gamer, reviewer, and more. I'm a 30 year old hodgepodge of jobs and interests. My current projects on WordPress creating a wide variety of content for various tabletop roleplaying games, even showcasing published content here as well. When I have the time, I also create editorials and reviews spanning various bits of popular culture. I hope you take a moment to check my content out and maybe tell me what you think.

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