Planejammer Forever! – Creatures of the Planes

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A Book of Monsters? A good choice!  Zam’dul is happy to bestow such a tome upon you.  The cost is effective too, for you invest in knowledge!  Even with such knowledge, be quite careful.  The planes themselves are very unforgiving and care not for visitors. – Zam’dul, planar merchant.

As you might have guessed, I love the multiverse created by AD&D 2nd Edition and tend to have a bias in favor of it in some capacity.  By all means, you are correct….  Not that there’s anything wrong with my favoritism, of course!  Anyway, I wanted to convert over a few more creatures featured in Spelljammer and Planescape before I hop over to other things.  That said, there are a fair number of D&D-adjacent things outside of both of those settings that would be fun to tackle.  So, I’ll probably consider some of that too.

In the meantime, I wanted to bring back some other favorite creatures of mine.  As always a healthy mix of aberrations, constructs, undead and the like.  Don’t worry, no fiends this time.

Author’s Note: I’ve covered the whole Planar theme for a while.  I might do a few more things before I switch gears.  Personally, I’m feeling a return to either Gothic or something else entirely soon.  Who knows?  I certainly don’t!  I just pull ideas either out of my brain or out of my bum and go from there.  If I actually had a plan, I’d probably have a production studio by now…

 

 

Autognome

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Uncanny little things, modeled after gnomish tinkerers.  Another reason people tend to be bothered by gnomes.  None the less, they’ve proved useful for exploring places otherwise hostile to normal life.  Pulleys, gears and a pinch of artifice pushes these strange little things forward.  They’re often programmed to follow simple tasks, but being gnome creations means that they are prone to going rogue.  Once this happens, they often look into just about any task unrelated to their designed purpose.

Plane of Origin: Prime Material – Krynn – Tinker Gnomes, or Minoi, hail from a realm called Krynn, known to many as “Dragonlance”.  In many regards, they don’t fit in with the norm of the world.  Many just want to indulge in creating all sorts of wondrous devices.  As such, they took their experiments to Wildspace.  The Autognome is one such creation.

Construct.  The autognome does not need to eat, drink, breath or sleep.

Small construct, neutral good

Armor Class 17 (plated armor)

Hit Points 65 (10d6 + 30)

Speed 25

STR 14 (+2) DEX 12 (+1) CON 16 (+3) INT 13 (+1) WIS 15 (+2) CHA 9 (-1)

Damage Immunities poison

Condition Immunities paralyzed, poisoned

Senses Darkvision 120 ft., passive Perception ##

Languages understands Gnomish and Common

Challenge 2 (450 XP)

Improved Magical Resistance, Somewhat. The Autognome has advantage on all saving throws against spells and magical effect.  Furthmore, attack based spells are rolled at disadvantage.

Program Bug.  Gnomish tinkering is prone to have issues, the autognome is no exception.  When the autognome is hit by an attack, it must succeed a DC 10 Constitution saving throw.  Upon failure, roll a d12 to indicate the following result:

  • 1-2 – Autognome becomes a rogue (if already a rogue, use #10)
  • 3 – Autognome attacks itself for 1d4 rounds
  • 4-5 – Head or limb falls off (20% chance for each appendage)
  • 6-7 – As 4-5, but the autognome spends one round reattaching the lost limb
  • 8-9 – Autognome’s orders change. Roll 1d6:
    • 1. Self-destruct sequence starts. Autognome explodes in 1d4 rounds unless doused with water
    • 2. Autognome gives its report
    • 3. Autognome asks to record report, and remains stationary until the PC stops talking
    • 4. Autognome begins talking backwards
    • 5. Nearest PC is recognized as a baby
    • 6. Nearest PC is recognized as a gnome; autognome follows PC around
  • 10 – Autognome shuts down for 1d10 hours
  • 11 – Autognome explodes (3d10 damage in a 20 ft. radius, DC 13 Dexterity save vs. half damage.
  • 12 – The autognome will try to sample from the nearest target, effectively attacking them.

Scoop Protocol, Activate.  The Autognome uses an action to ready a scoop, for sampling various matter for study.  However, the scoop can double as a defensive weapon.

ACTIONS

Metal Fist.  Melee Weapon Attack: +4 to hit, reach 5ft., one target:  7 (1d10 + 2) bludgeoning damage.

Scoop.  Melee Weapon Attack: +4 to hit, reach 5ft., one target:  8 (1d12 + 2) bludgeoning damage.

 

 

Bionoid

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Insectoid humanoids with the ability to shift between their true state and a combat form.  A mixture of shifting chitinous plates and psionic potential, they are fully functional bio-weapons.  Their origins are murky, outside of the Unhuman Wars that plagued known space and beyond for years.  Many were beings intentionally converted into these living weapons.  However, it comes with a weakness.  In their combat form, a gem eye is visible.  Should it be removed, they suffer a painful demise, decomposing rapidly after death too.  Besides normal breeding, the bionoids create fake eggs to attract hosts to help create new ones.

Plane of Origin: Wildspace/Secret Enclave – The Unhuman Wars were an awful tragedy, the extreme hubris and hatred of the Imperial Navy of the Elves taken form.  One of the most hideous and terrifying things to come of it were the Bionoids.  While a number were artificial, many were elves willingly converted into living machines of war for their empire.  Ultimately, they lost purpose after the Unhuman War and were exiled.  Many drift aimlessly, trying to undo the atrocities committed by elven kind, all while trying to find some place that they can call their own.

Medium monstrosity, neutral good

Armor Class 23 (natural armor)

Hit Points 119 (14d8 + 56)

Speed 40 ft.

STR 21 (+5) DEX 18 (+4) CON 19 (+4) INT 10 (+0) WIS 17 (+3) CHA 13 (+1)

Skills Perception +7

Senses Darkvision 120 ft., passive Pereception 17

Languages understands Common and Elven

Challenge 9 (5,000 XP)

Halberd Expert.  The Bionoid may use its bonus action to attack with a halberd, if it has already make an attack with it already for that round.

Weakness.  If the gem in the center of their head is destroyed or removed, the bionoid dies immediately.

ACTIONS

Multiattack.  The Bionoid may make two heel spur and two arm thrust attacks per round, or three attacks with its halberd.

Halberd.  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 11 (1d12 + 5) slashing damage.  The target must make a DC 17 Dexterity saving throw or take an additional 3 (1d6) slashing damage.

Heel Spur.  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 14 (2d8 + 5) piercing damage.

Arm Thrust.  Melee Weapon Attack: +9 to hit, reach 5 ft., one target.  Hit: 14 (2d8 + 45) bludgeoning damage.

Chest Blast (1/day).  The Bionoid opens a cavity in its chest, firing a magical fiery aura from it.  All creatures within a 30 ft. cone must make a DC 17 Dexterity saving throw or take 36 (8d8) fire damage.  In addition, the Bionoid takes 1 level of exhaustion and 5 (2d4) piercing damage.  It cannot resist or avoid this damage.

 

 

Firelich

The result of a lichdom ritual gone horribly wrong.  When powerful mages ready for embracing undeath, they undergo the rites of the lich.  However, this can backfire within wildspace, terribly.  When this does, especially in the Phlogiston, the mage’s body explodes into a brilliant radiant blast.  These spells for lich preparation have instead turned them into massive screaming fireballs of pure energy and undeath.  They hurl like comets throughout the void, existing in rage and agony through their embarrassing mistake.

Plane of Origin: Wildspace/Phlogiston – Whether they intended to be this way or not, the Firelich is very much a creature of the phlogiston itself.  Having burned away much of its own form and essence, the proto-lich has reformed thanks to the raw fiery energy of the cosmic ley line.  The massive flaming head roars as it soars along, looking for Spelljammers to collide with.  It has a vain hope that the collision itself or the resources on the spelljammer will extinguish the flames and grant it peace.  It intentionally calculates distance and force needed alongside the ship of the vessel it collides with.  Despite these strange actions, there is an intelligent basis behind them.

Undead.  The firelich does not need to eat, breath, sleep or drink.

Large undead (phlogiston), any evil

Armor Class 15 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 0 ft., fly 60 ft.

STR 19 (+4) DEX 17 (+3) CON 19 (+4) INT 20 (+5) WIS 14 (+2) CHA 16 (+3)

Saving Throws Constitution +7, Intelligence +9, Wisdom +10, Charisma +7

Skills Athletics +8, Arcana +13, History +13, Perception +10

Damage Resistances cold, lightning, necrotic

Damage Immunities fire, poison; bludgeoning, piercing and slashing from non-magical weapons.

Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 20

Languages whatever it knew as a lich

Challenge 12 (8,400 XP)

Legendary Resistance (3/day).  If the firelich fails a saving throw, it may choose to succeed instead.

Aura of Pain.  The Firelich exists in misery, it wants an impact strong enough to end its horrible state.  Any creatures that begin their turn or enter within 15 ft. of the firelich must make a DC 16 Constitution saving throw or take 9 (2d8) fire damage and 9 (2d8) psychic damage.

Breaking Speed.  As long as an enemy is within sight of the firelich, it may use its bonus action to take the dash action.

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

Flame Wall.  When the Firelich collides with a vessel, such as a ship, it must make a DC 16 Dexterity saving throw.  Upon failure, the ship takes an extra 11 (2d10) bludgeoning damage from the collision.  If the failure is by 5 or more, it is targeted by a Wall of Fire spell centered on the collision point, damaging the ship as well.  The spell counts as being concentrated, even if the Firelich takes damage.  Flammable objects not on one’s person catch on fire.

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

ACTIONS

Flame Burst.  Ranged Spell Attack: +9 to hit, range 60 ft./120 ft., one target.  Hit:  26 (6d6 + 5) fire damage.  In addition, all creatures within 5 ft. of the target must make a DC 16 Dexterity saving throw or take 11 (3d6) fire damage.

Burning Slam.  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit: 26 (4d10 + 4) bludgeoning damage plus 16 (3d10) fire damage.  The target must make a DC 16 Strength saving throw or be pushed back up to 15 ft. and knocked prone.

 

 

 

Psurlon

Psurlon

A modern archnemesis to the Githyanki, the Psurlon is an astral traveling race that uses its internal psionics to establish its own fortresses.  They hunger for endless knowledge and psychic power, while consuming the “inferior” in their way.  Their twisted worm-like forms bring to mind creatures like the Neogi or the Mind Flayer.  However, they aren’t related to them at all.  In fact, they come from a distant world that is long since gone.  Their ultimate goal is mental unification, to make them among the strongest creatures in reality.  However, they are patient and will make deals if it furthers their ends.

Plane of Origin: Prime Material – ???/Astral Plane – Once a humanoid race that experimented on and altered itself through psionic potential, they weren’t satisfied with their results.  They wanted more, ultimate power, true unification.  The power needed to make such a ritual work destroyed their world and sucked them into the Astral Plane.  Since then, they have built up forces and astral enclaves to prepare for the glorious day of ascension.  Until then, the psurlon will pursue any form of relevant knowledge and use whoever they have to in order to achieve their goals.   Through Astral manipulation, they’ve set their sights on the mostly closed off realm of Athas.

Medium aberration, lawful evil

Armor Class 16 (mage armor)

Hit Points 98 (15d8 + 30)

Speed 30 ft., hover 30 ft. (up to 5 ft. off the ground)

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

Saving Throws Wisdom +5

Skills Arcana +7

Damage Resistances psychic

Damage immunities bludgeoning, piercing and slashing weapons from non-magical weapons

Condition Immunities blinded, charmed, deafened, frightened, paralyzed

Senses Blindsight 60 ft., passive Perception 12

Languages Common, Telepathy 120 ft.

Challenge 8 (3,900 XP)

Innate Spellcasting (Psionics).  The Psurlon is capable of incredible psychic powers, using Intelligence (+7, DC 15) as its casting stat.  The Psurlon knows the following abilities:

  • At-will: enhance ability, mage armor, magic missile, shield
  • 3/day: dimension door, dominate beast, dominate person, telepathic bond
  • 1/day each: astral projection, dominate monster

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

ACTIONS

Multiattack.  The Psurlon may attack with both its claws twice and bite once per turn.

Claws.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 10 (3d4 + 3) slashing damage.

Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 12 (2d8 + 3) piercing damage.

 

 

Variant Psurlon: Psurlon Adept

Stronger versions of their own.  Those within this rank have more potent powers and deadlier attacks.  They act as leaders and supervisors for various strange deeds.

The Adept shares the states of the Psurlon, with the following changes:

  • Intelligence: Increase to 22 (+6)
  • Spell DC: 17; Spell Attack +9 to hit
  • Claws.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 13 (3d6 + 3) slashing damage.
  • Bite.  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 16 (3d8 + 3) piercing damage.
  • Challenge 9 (5,000 XP)

 

Variant Psurlon: Giant Psurlon

Horrific creations of the cataclysm that birthed their kind.  They absorbed an immense amount of energy, mutating them further and enhancing them.  The rest of Psurlon kind fear them.  They are thankfully rare in their current age.

The Giant Psurlon shares the stats of the Psurlon and the Adept variant, with the following changes:

  • Change Armor Class 17 (Natural Armor)
  • Change Hit Points to 120 (16d10 + 32)
  • Challenge 11 (7,200 XP)

 

 

 

Shocker

Shocker

Creatures built up of raw elemental lightning.  While many are content with floating around their home plane with no real direction, some choose to explore all known reality.  Some inspire to infuse lightning into various things, in hopes of seeing what would happen.  Others take up a mischievous streak with their abilities.  No matter, they are as lively and rambunctious as the element that created them.  By nature, their inquisitive nature often causes trouble, as most creatures are not inherently resistant to electricity, save for various planars.

Plane of Origin: Quasielemental Plane of Lightning – A land of bouncing, rolling and flailing lightning.  This is a place of pure blinding brilliance, cascades of incredible energy streaks fly across the endless space.  The Shocker is one such resident.  Many are contend with the endless show of lights, while others desire to travel and encounter creatures made of Material instead.  They are quite naive though, not understanding what might prove to be hurtful by accident.

 

Contented One

A small orb that sometimes shapes into a quasi-humanoid form.

Small elemental (lightning), chaotic neutral

Armor Class 12

Hit Points 21 (6d6)

Speed 0 ft., Fly 30 ft.

STR 4 (-3) DEX 14 (+2) CON 11 (+0) INT 10 (+0) WIS 13 (+1) CHA 12 (+1)

Damage Resistances cold, fire; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 60ft., passive Perception 11

Languages Primordial

Challenge 1/2 (100 XP)

Conductivity.  While attacking a creature that is wearing metal armor, the Shocker rolls its attack with advantage.

ACTIONS

Lightning Touch.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 7 (2d4 + 2) lightning damage.

Shocking Beam.  Ranged Weapon Attack: +4 to hit, range 30 ft., one target.  Hit: 7 (2d4 + 2) lightning damage.

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Sojourner

Like some yellow and blue glowing armor, that barely resembles a humanoid.  These uncanny creatures are the Sojourner forms that branch out to explore the planes.

Medium elemental (lightning), chaotic neutral

Armor Class 13

Hit Points 59 (13d8 + 26)

Speed 40 ft., Fly 40 ft.

STR 12 (+1) DEX 17 (+3) CON 14 (+2) INT 14 (+2) WIS 18 (+4) CHA 11 (+0)

Damage Resistances cold, fire; bludgeoning, piercing and slashing from non-magical weapons

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 60ft., passive Perception 14

Languages Common, Primordial

Challenge 5 (1,800 XP)

Conductivity.  While attacking a creature that is wearing metal armor, the Shocker rolls its attack with advantage.

Innate Spellcasting.  The Shocker is capable of magical feats, using Wisdom (DC 15, +7 to hit) as its casting stat.  It knows the following:

  • 1/day: chain lightning

ACTIONS

Multiattack.  The Shocker may attack three times per round.

Lightning Touch.  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 10 (3d4 + 3) lightning damage.

Shocking Beam.  Ranged Weapon Attack: +6 to hit, range 30 ft., one target.  Hit: 10 (3d4 + 3) lightning damage.

 

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IMAGE CREDIT: Thomas Baxa and Mark Nelson – Autognome; Thomas Baxa and Mark Nelson – Bionoid; Kurt State – Fantasy Space Planets;  Ron Pollard – Firelich; Brian Despain – Psurlon; Brian Despain – Shocker

 

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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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