Planescape conversions?


4th Edition


Has anyone seen any 2e planescape adventures converted to 5e?


Not yet, but it needs to happen!


1 person marked this as a favorite.

Dang. Looks like I'll have to start.

Dark Archive

bookrat wrote:
Has anyone seen any 2e planescape adventures converted to 5e?

I'm running a 5E Planescape campaign right now, in fact. Is there anything in particular you need stat-wise?

RPG Superstar 2012 Top 32

All of it! :-D

How did you handle factions? Backgrounds? DMG faction rules? Something really cool I didn't think of?


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I found this great resource that converted planescape races and factions (they're backgrounds!), as well as added new archetypes. This was done last year, so before the genasi came up in PotA.

Link!

Meanwhile, I'm working on converting The Great Modron March. Just finished chapter 1.


William Bryan wrote:
bookrat wrote:
Has anyone seen any 2e planescape adventures converted to 5e?
I'm running a 5E Planescape campaign right now, in fact. Is there anything in particular you need stat-wise?

Got any higher ranking Modrons than in the MM?

Dark Archive

bookrat wrote:
William Bryan wrote:
bookrat wrote:
Has anyone seen any 2e planescape adventures converted to 5e?
I'm running a 5E Planescape campaign right now, in fact. Is there anything in particular you need stat-wise?
Got any higher ranking Modrons than in the MM?

Well, there's Trictacalus the modron judge.....I may have left a few things out, but nothing that can't be improvised upon. As far as other high up modrons, I chose not to convert them because realistically they're a set piece. If the PCs ever get close to some of the high up March modrons and chose to assault them in any way, said PC wouldn't last a round.

Trictacalus (modified modron decaton)
AC 17
hp 50 (8d8+8)
Condition Immunities exhaustion
OFFENSE
Speed 30 ft, Fly 30 ft
Melee tentacle +4, 1d6+2 bludgeoning damage
Special Attacks
Multiattack. A decaton makes 10 tentacle attacks.
Spells Known
command and remove paralysis
STATISTICS
Str 15 Dex 15 Con 12 Int 12 Wis 12 Cha 14
Skills perception +5
Languages Modron, Celestial, Infernal, Planar Tradespeak
SPECIAL ABILITIES
Disintegration. If the Decaton dies, its body disintegrates into an oily
liquid, leaving behind its weapons and anything else it was carrying.

Dark Archive

1 person marked this as a favorite.
bookrat wrote:

I found this great resource that converted planescape races and factions (they're backgrounds!), as well as added new archetypes. This was done last year, so before the genasi came up in PotA.

Link!

Meanwhile, I'm working on converting The Great Modron March. Just finished chapter 1.

That's exactly what I've been using as a resource and it's worked very well for me and my group so far.

We just finished the Modron March putting the PCs at 10th level. Next.....DEAD GODS. I've wanted to run this adventure for almost 2 decades!


My plan is to do a conversion guide for The Great Modron March (must own the campaign already), and convert over any 2e mechanics to 5e. Then publish it for free on the GM's Guild. Anything you have that you'd be willing to share would be great.

RPG Superstar 2012 Top 32

Octodrones MUST have a way to STOP things! ;-)

Honestly, I'm not a huge modron fan, but I really like a lot of the other LN creatures.

Dark Archive

This is all that I have. Much of the meat of the adventures was intuitive for me, thus it didn't get written down. Anything with an "A" beside it means "Advantage". Sorry if this isn't very clear. I wrote it so that I could understand it :D

The Great Modron March

Chap 3: Ambushed!
Yeth Hound
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft. Fly 50 ft.
STR 17 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 6 (-2)
WIS 13 (+1) Perception +5
CHA 8 (- 1)
Senses darkvision 60ft., passive Perception 15
Languages Infernal (cannot speak)
Challenge 3 (700 XP)
Weakness: Silver (needs silver to hit), Daylight (in daylight
Yeth Hounds have Disadvantage to everything.
Keen Hearing and Smell. The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll
against a creature if at least one of the hound's allies is within 5
feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.
Hit: 7 (1d8 + 3) piercing damage.
Bay (Recharge 5-6}. Those who hear the Yeth Hound must
succeed on a DC 11 Wisdom saving throw against this magic
or become frightened until the end of the next turn. If the target
fails the saving throw by 5 or more, it is also
paralyzed for the same duration . A target that succeeds on the
saving throw is immune to the hound’s baying for the next 24 hours.

KNIGHT
Medium humanoid (any race), Neutral Evil
Senses passive perception 10
AC 16 (ring mail, shield)
hp 45 (6d8+18)
Saves CON +4, WIS +2, FEAR A
OFFENSE
Speed 30 ft
Melee Longsword: +5 to hit, reach 5 ft., one
target. Hit: (1d8 + 3) slashing damage. 2 attacks
Ranged Heavy Crossbow: +2 to hit, range
100/400 ft., one target. Hit: (ld10) piercing damage.
Special Attacks
Multiattack. The knight makes two melee attacks.
STATISTICS
Str 16 Dex 10 Con 16 Int 11 Wis 11 Cha 12
Challenge 3
Languages planar tradespeak
Combat Gear
SPECIAL ABILITIES
Brave. The knight has advantage on saving throws against
being frightened.
Second Wind: bonus action to heal 1d10+2

Guards (pg 348 of the MM)

Tacharim Workers (commoner, pg 346 of the MM)

ALCHEMIST
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30ft.
STR
L10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ACTIONS
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: (1d4) slashing damage.
TACTICS: The alchemists are noncombatant cowards. They will try hurling a random alchemical liquid in a vial out of fear but will quickly surrender.
1-Acid
2-Alchemists Fire
3-Empty Vial
4-Holy Water
5-Oil
6-Ink

Denerak Grundarien
COMMONER
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 40ft.
STR
20 (+5)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1 (100 XP)
ACTIONS
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: (1d8+5) bludgeoning damage.

Yissa Nyclar (female bariaur / commoner alchemist / Unaligned)
Str 12 Dex 10 Con 13 Int 14 Wis 11 Cha 13
Skills Arcana +4, History +4
Languages

Sethetis (male human / Cleric [Set] 7/Dustman / NE)
AC 17/19 with shield (Dex, half plate, shield)
hp 57 (9d8+9) 24
Saves WIS +6, CHA +5
Condition Immunities poisoned
Damage Resistances poison
OFFENSE
Speed 30 ft
Melee Dagger: +6 to hit, reach 5 ft., one
target. Hit: (1d4 + 3) piercing damage. 2 attacks
Special Attacks
W r a t h o f t h e St o r m
You can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a DEX saving throw.
The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
You can use this feature 4/long rest.
C h a n n e l D i v i n i t y : D e s t r u c t iv e W r a t h
You can use your Channel Divinity
to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can
use your Channel Divinity to deal maximum damage,
instead of rolling.
T h u n d e r b o l t St r ik e
When you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 feet
away from you.
Spells Known (DC 15, +7 to hit) 11
4th—control water, freedom of movement, ice storm, locate creature
3rd—call lightning, clairvoyance, dispel magic, glyph of warding, sleet storm,
2nd—gust of wind, shatter, hold person, silence, spiritual weapon
1st—fog cloud, thunderwave, command, detect poison and disease, sanctuary,
Cantrips—mending, spare the dying, thaumaturgy
TACTICS
STATISTICS
Str 9 Dex 16 Con 12 Int 13 Wis 18 Cha 14
Skills Insight +6, Persuasion +5, Medicine +6, Religion +4
Languages planar tradespeak, snake
Combat Gear chain mail, shield, dagger,
SPECIAL ABILITIES
Channel Divinity: 2/rest

Kr’Klckl (fire grue) USE AZER STATS PG 23

Chapter 5: Modron Madness

Modronoid Xaldra
Senses Darkvision 60ft, passive perception 9
AC 9 (Dex)
hp 93 (11d8+44)
Saves A vs fear-based affects
Damage Immunities lightning, poison; bludgeoning, piercing,
and slashing from non magical weapons that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
OFFENSE
Speed 30 ft
Melee Slam: +6 to hit, reach 5 ft., one target.
Hit: (2d8 + 3) bludgeoning damage.
Special Attacks
Multiattack. The modronoid makes two slam attacks.
STATISTICS
Str 17 Dex 9 Con 18 Int 8 Wis 8 Cha 5
SPECIAL ABILITIES
Aversion of Metal Alteration. If the modronoid takes any damage from altering
its metal state, it has disadvantage on attack rolls and ability checks until
the end of its next turn.
Immutable Form. The modronoid is immune to any spell or effect
that would alter its form.
Lightning Absorption. Whenever the modronoid is subjected to
lightning damage, it takes no damage and instead regains a
number of hit points equal to the lightning damage dealt.
Magic Resistance. The modronoid has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The modronoid’s weapon attacks are magical.

Brigands (use Thug in MM pg 350

Ildurn Grimm (male half-elf/Rogue 5/Bleak Cabal/CN)
Senses Darkvision 60 ft, passive perception 15
AC 16 (leather, Dex, Feat)
hp 53 (10d8)
Saves DEX +6, INT +5
OFFENSE
Speed 30 ft, Climb 30 ft
Melee ShortSwords: +7 to hit, reach 5 ft., one target.
Hit: (1d6 + 3) slashing damage. 2 attacks plus 1 bonus attack
Ranged Light Crossbow: +6 to hit, range 80/320, one target.
Hit: (1d8 + 3) piercing damage.
Special Attacks
Sneak Attack +3d6
Cunning Action You can take a
bonus action on each of your turns in combat
in order to take the Dash, Disengage,
or Hide action. Additionally, you can make a Dexterity
(Sleight of Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use an
Object action.
Pack Tactics. The thug has advantage on an attack roll against
a creature if at least one of the thug's allies is within 5 feet of
the creature and the ally isn't incapacitated.
STATISTICS
Str 12 Dex 17 Con 10 Int 14 Wis 14 Cha 15
Skills acrobatics +6, athletics +4, history +8, intimidate +5, perception +5, sleight of hand +6, stealth +9
Feats Duel Wielder You master fighting with two weapons, gaining the
following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons whenbb
you would normally be able to draw or stow only one.
Languages planar tradespeak,
Combat Gear leather armor +1, two short swords +1, potion of healing
SPECIAL ABILITIES
Expertise
Rogue Archetype: Thief
Uncanny Dodge When an attacker that you can see
hits you with an attack, you can use your reaction to
halve the attack’s damage against you.

Valeran Stonefist (male human/Wizard 9/SoS/CN)
As per the Mage in the MM pg 347 with the following exceptions
Senses passive perception 9
AC 17 (with Mage Armor)
Saves WIS +2
Damage Resist via spell
OFFENSE
Speed 30 ft
Melee Staff: +6 to hit, reach 5 ft., one target.
Hit: (1d8 + 2) bludgeoning damage plus extra force damage
Special Attacks
Spells Known DC 14, +6
1(1)5th—legend lore
1(3)4th—polymorph(C)
1(3)3rd—counterspell(R), gaseous form(C), hypnotic pattern(C), protection from energy(C)
(3)2nd— detect thoughts(C), hold person(C), lightning bolt
11(3)1st—grease, mage armor, shield(R)
Cantrips—friends(C), shocking grasp, mending, ray of frost
STATISTICS
Wis 9 Cha 12
Languages planar tradespeak, slaadi, tanar’ri, fey
Combat Gear staff of striking (10 charges/expend 1 charge[up to 3] for d6 force damage), eyes of minute seeing, helm of comprehending languages, bracers of defense
SPECIAL ABILITIES

Chap 6: Law in Chaos

Torrenth (female githyanki assassin, LE)
as per “Assassin” in the MM pg 344 except for the following…
Psionics
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only), tongues
1/day each: plane shift, telekinesis
Spells
1-4th—Conjure Minor Elemental
3-3rd—Fear, Lightning Bolt, Gaseous Form
3-2nd—Hold Person, Invisibility, Web
4-1st—burning hands, charm person, magic missile, Fog Cloud
Cantrips—True Strike, Minor Illusion, Light, Firebolt
Equipment: Astral short sword +2

Chap 7: The Modron Judge

Sarex Fighter = Veteran in MM pg 351

Sarex Wizard = Mage in MM pg 348

Sarex Cleric = Priest in MM pg 349
—Anshar (Black Sphere)
—Talos (3 lightning bolts)
—Ho Masubi (a fiery inferno)
—Loki (red and black boots [actually wearing the black jackal symbol])

Sarex Rogue = Veteran in MM pg 351 with the following exceptions
AC: 13, Sneak Attack +3d6 damage

Trictacalus (modified modron decaton)
AC 17
hp 50 (8d8+8)
Condition Immunities exhaustion
OFFENSE
Speed 30 ft, Fly 30 ft
Melee tentacle +4, 1d6+2 bludgeoning damage
Special Attacks
Multiattack. A decaton makes 10 tentacle attacks.
Spells Known
command and remove paralysis
STATISTICS
Str 15 Dex 15 Con 12 Int 12 Wis 12 Cha 14
Skills perception +5
Languages Modron, Celestial, Infernal, Planar Tradespeak
SPECIAL ABILITIES
Disintegration. If the Decaton dies, its body disintegrates into an oily
liquid, leaving behind its weapons and anything else it was carrying.

Tharick Bleakshadow (male human, Sorcerer 12, Xaositect, CN)
use ARCHMAGE stats, MM pg 343
AC 13 (16 with Mage Armor)
Damage Immunities Psycic,
Condition Immunities Charmed,

Hrava (shadow fiend)
use Shadow Demon, MM pg 65

Chap 8: Camp Followers

Taraere Illsmiser (female tiefling, Wiz (conjurer)12, NE)
Senses Darkvision 60 ft., passive perception 11
AC 15 (dex, bracers, ring)
hp 63 (12d6+12) 14
Saves STR +0, DEX +3, CON +6, INT +9, WIS +6, CHA +1
Damage Resistance fire
OFFENSE
Speed 30 ft, Climb 30 ft
Melee Dagger: +8 to hit plus bless, reach 5 ft., one target.
Hit: (1d4 + 4) piercing damage
Spells Known DC 16, +8, 16 spells
(1)6th—Conjure Powerful Entity
(2)5th—dominate person, telekinesis, wall of force
(3)4th—banishment, confusion, polymorph
(3)3rd—fireball, haste
(3)2nd—continual light, ray of enfeeblement,
see invisibility
(4)1st—comprehend languages, chromatic orb
magic missile, read magic,
Cantrips—acid splash, blade ward, friends, message
shocking grasp, ray of frost
Infernal Legacy. You know the thaumaturgy cantrip.
Once you reach 3rd level, you can cast the hellish
rebuke spell once per day as a 2nd-level spell. Once you
reach 5th level, you can also cast the darkness spell
once per day. Charisma is your spellcasting ability for
these spells.
STATISTICS
Str 9 Dex 15 Con 12 Int 18 Wis 12 Cha 10
Skills arcana +8, history +8, investigation +8, persuasion +4
Feats Spell Sniper
Languages abyssal, planar tradespeak, infernal, elvish, fey
Combat Gear amulet of life protection, bag of holding, bracers of defense, Abyssal dagger +2, ring of protection, slippers of spider climbing
SPECIAL ABILITIES

Amulet of Life Protection
(Source: Dungeon Masters Guide, 2nd Edition): This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.
Spell Sniper
• When you cast a spell that requires you to make an
attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and
three-quarters cover.
You learn one cantrip that requires an attack roll. (already chosen)

Vrock (MM pg 65)

Armanites (use Barlgura stats, MM pg 57)

Glabrezu (MM pg 59)

Arcanaloth (MM pg 314)

Chap 9: Sidetracked

Aach (female human rogue 14/Revolutionary League[former]/CE)
Senses Blindsense 10 feet, Passive Perception 15
AC 16
hp 115 (14d8+42)
Saves DEX +9evasion, INT +7
OFFENSE
Speed 30 feet, Climb 30 feet
Melee Longsword. +11 to hit, reach 5 ft., one target.
Hit: (1d8 + 6) piercing damage
Ranged Hand Crossbow. +9 to hit, range 30/120 feet, one target.
Hit: (1d6 + 4) piercing damage
Special Attacks
Sneak Attack. +7d6
Cunning Action. Dash, Disengage, Hide, or Sleight of Hand as
a bonus action.
STATISTICS
Str 13 Dex 18 Con 16 Int 14 Wis 10 Cha 15
Skills (all proficient skills roll at a ’10’ minimum) acrobatics +9,
deception +12, insight +10, perception +5, sleight of hand +14,
stealth +9 A
Tools Thieves’ Tools (+14)
Background Criminal
Languages Planar Tradespeak,
Combat Gear Carcerian longsword +2, leather armor +2, potion of
invisibility, potion of extra healing, Wand of Binding (7 charges)
SPECIAL ABILITIES
Rogue Archetype: Thief.
Uncanny Dodge. Use your reaction to half damage vs one attack.
Use Magic Device. You ignore all class, race, and level
requirements on the use of magic items.
Wand of Binding, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It
regains 1d6 + 1 expended charges daily at dawn. If you
expend the wand's last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an
action to expend some of its charges to cast one of the
following spells (save DC 17): hold monster (5 charges)
or hold person (2 charges).
Assisted Escape. While holding the wand, you
can use your reaction to expend 1 charge and gain
advantage on a saving throw you make to avoid being
paralyzed or restrained, or you can expend 1 charge
and gain advantage on any check you make to escape
a grapple.

Red Abishai
Senses
AC
hp
Saves
Damage Immunities
Condition Immunities
Resist
Vulnerabilities
OFFENSE
Speed
Melee
Ranged
Special Attacks
Spells Known
TACTICS
STATISTICS
Str 16 Dex 15 Con 15 Int 9 Wis 11 Cha
Skills
Tools
Background
Languages
Combat Gear
SPECIAL ABILITIES

Black Abishai
Large Fiend (devil), Lawful Evil
Armor Class: 13
Hit Points: (8d10+16) 64
Speed: 30 Ft. (60 ft while flying)
*************************************************************************** *************************
Ability Scores: Str: 16 (+3), Dex: 15 (+2), Con: 15 (+2), Int: 9(-1), Wis: 11 (0), Cha 11 (0)
*************************************************************************** *************************
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
*************************************************************************** ***************************
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.
*************************************************************************** ****************************
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.

Senses
AC
hp
Saves
Damage Immunities
Condition Immunities
Resist
Vulnerabilities
OFFENSE
Speed
Melee
Ranged
Special Attacks
Spells Known
TACTICS
STATISTICS
Str Dex Con Int Wis Cha
Skills
Tools
Background
Languages
Combat Gear
SPECIAL ABILITIES

Chap 10: The Flower Infernal
Stealth and magic is really the only way into the Flower. Spells like silence and invisibility go along way to getting the PCs into a VERY well guarded fortress.
The Skill Tree is as follows: WIS (survival), DEX (stealth), and WIS (perception) checks with a base DC of 15/11/14.
[avoid natural hazards {landslides, firepits, hot areas, etc}, get past the sentries, and spot traps]
1st consequence: 2d6 fire, 2d6 bludgeoning, and a bane to the next roll. 2nd consequence: Being spotted. 3rd consequence: Trip alarm wires, force PCs to roll another stealth check this time with a D.

Finding their way through the flower requires a DC 12 WIS (survival) check every time they continue on to another place. Success indicates they roll 2d8 and take the preferred number. Failure indicates rolling only 1d8.

Inhabitants 250 humanoids (175 guards, 50 knights, plus Stonefist, Blackarm, and various employed commoners)
UPPER LEVEL (places of note)
Drawbridges. Only 4 exist and in succession. Portcullises also block the way just beyond the petal drawbridges.

EXPERIMENT ROOMS l
20% chance that Valeran wanders these halls during the day.

1-STABLES

2-MODRONOID BARRACKS

3-LIFE SUPPORT

4-SURGERIES

5-INFIRMARY

6-BARRACKS

7-ARMORIES
Exactly what you’d think it’d be. The larger armory contains the mechanisms that raise and lower the petals’ portcullises.

8-STAIRS GOING DOWN

LOWER LEVEL

1-Prison
Tairish Crasad (Greer’s uncle) is being kept here and has been recently converted to modronoid status. They may be able to gain some info out of him with a DC 18 CHA (persuasion) check. Gives the PCs the following info…
—the location of the raising/lowering mechanism is in the central seed pod. The controls are sensitive to light and heat. Too much heat may destroy the whole flower.
—…begs the PCs to kill him. Makes a lot of noise and draws the guards.

2-Forge

3, 4-Knights’ Quarters
50 knights are here at a time and can be ready in waves of 10 knights per 5 rounds.

5-Administration
Ops room. Jink (in various coinage and gems) total more than 10,000 gp.

6, 7-Mess Hall

8,9-Repair

10-Storage

CENTRAL POD

anteroom

Valran’s chambers

Doran’s chambers

guard post

library

central pod

KNIGHT
Medium humanoid (any race), Neutral Evil
Senses passive perception 11
AC 18 (chainmail, shield), or ELITE 19 (splint, shield)
hp 45 (6d8+18)
Saves CON +4, WIS +3, FEAR A
OFFENSE
Speed 30 ft
Melee Longsword: +5 to hit, reach 5 ft., one
target. Hit: (1d8 + 3) slashing damage. 2 attacks
Ranged Heavy Crossbow: +2 to hit, range
100/400 ft., one target. Hit: (ld10) piercing damage.
Special Attacks
Multiattack. The knight makes two melee attacks.
STATISTICS
Str 16 Dex 10 Con 16 Int 11 Wis 12 Cha 12
Languages planar tradespeak
SPECIAL ABILITIES
Brave. The knight has advantage on saving throws against
being frightened.
Second Wind: bonus action to heal 1d10+2

Valeran Stonefist (modron decaton/Wizard 9 to 13/NE)
Senses True Sight 60 feet, Passive Perception 14
AC 17 (attacker hit with 2d8 cold damage)
Saves STR +7, WIS +4,
hp 65/65contingency (19d8+19) 95
Damage Resist
Condition Immunities exhaustion
OFFENSE
Speed 30 ft, Fly 30 ft
Tentacle +7, 1d6+3 bludgeoning damage
Staff: +10 to hit, reach 5 ft., one target.
Hit: (1d8 + 6) bludgeoning damage plus extra force damage
Special Attacks
Multiattack. A decaton makes 9 tentacle attacks and one attack with the Staff of Striking.
Contingency (MisleadC). When lowered to half HPs, this takes effect.
Spells Known
command and remove paralysis
Spells Known DC 16, +8
1(1)7th—Prismatic Spray
1(1)6th—Chain Lightning, Circle of Death
(2)5th—Creation, legend lore, ScryingC
11(3)4th—fire shield, ice storm, polymorphC
1(3)3rd—counterspellR, gaseous formC, protection from energyC
1(3)2nd— hold person(C), lightning bolt
1(4)1st—grease, shieldR
Cantrips—friendsC, shocking grasp, mending, ray of frost
STATISTICS
Str 16 Dex 15 Con 12 Int 18 Wis 10 Cha 12
Skills perception +4
Languages Modron, planar tradespeak, slaadi, tanar’ri, fey
SPECIAL ABILITIES
Disintegration. If the Decaton dies, its body disintegrates into an oily
liquid, leaving behind its weapons and anything else it was carrying.
Combat Gear staff of striking (10 charges/expend 1 charge[up to 3] for d6 force damage), eyes of minute seeing (altered to fit a decaton), helm of comprehending languages (altered to fit a decaton) What you all are executing is a great loss on a celestial level. The One and the Prime.

Doran Blackarm
Medium humanoid (human), Neutral Evil
Senses passive perception 10
AC 18 (plate)
hp 172 (6d8+18)
Saves CON +6, WIS +2, FEAR A
OFFENSE
Speed 40 ft
Melee Maul: +8 to hit (plus bless), reach 5 ft., one
target. Hit: (2d6 + 5) slashing damage. 3 attacks
Ranged Heavy Crossbow: +3 to hit, range
100/400 ft., one target. Hit: (ld10) piercing damage.
Special Attacks
Multiattack. The knight makes three melee attacks.
STATISTICS
Str 18 Dex 10 Con 16 Int 13 Wis 9 Cha 15
Skills athletics +4 (jumping is at an A), deception +5, intimidation +5,
Languages planar tradespeak
Combat Gear +1 Maul (forged in Gehenna),
SPECIAL ABILITIES
Brave. The knight has advantage on saving throws against
being frightened.
Leadership (Recharges after a Short or Long Rest). For 1
minute, Doran can utter a special command or warning
whenever a non hostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creature can add
a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time.
This effect ends if the knight is incapacitated.
Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker.
Second Wind: bonus action to heal 1d10+16

Sethetis (male human / Cleric [Set] 7/Dustman / NE)
AC 17/19 with shield (Dex, half plate, shield)
hp 57 (9d8+9) 24
Saves WIS +6, CHA +5
Condition Immunities poisoned
Damage Resistances poison
OFFENSE
Speed 30 ft
Melee Dagger: +6 to hit, reach 5 ft., one
target. Hit: (1d4 + 3) piercing damage. 2 attacks
Special Attacks
W r a t h o f t h e St o r m
You can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a DEX saving throw.
The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
You can use this feature 4/long rest.
C h a n n e l D i v i n i t y : D e s t r u c t iv e W r a t h
You can use your Channel Divinity
to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can
use your Channel Divinity to deal maximum damage,
instead of rolling.
T h u n d e r b o l t St r ik e
When you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 feet
away from you.
Spells Known (DC 15, +7 to hit) 11
(1)4th—control waterC, freedom of movement, ice storm
(3)3rd—call lightningC, clairvoyanceC, dispel magic,
glyph of warding, sleet stormC,
(3)2nd—gust of windC, shatter, hold person, silenceC, spiritual weaponB
(4)1st—fog cloudC, thunderwave, command, detect poison and diseaseC,
healing wordB, shield of faithB
Cantrips—mending, spare the dying, thaumaturgy
STATISTICS
Str 9 Dex 16 Con 12 Int 13 Wis 18 Cha 14
Skills Insight +6, Persuasion +5, Medicine +6, Religion +4
Languages planar tradespeak, snake
Combat Gear chain mail, shield, dagger,
SPECIAL ABILITIES
Channel Divinity: 2/rest

Chap 11: The Last Leg

Rigus Soldiers

Rigus Captain

Goblin guards (higher AC and twice as many HPs)

Regrilias, goblin priest of Maglubiyet (goblin boss stats with 88 HPs and priest spells as per pg 349

Steelbiters use hobgoblin captain stats pg 187.

Winter Wolves MM pg 341

Duergar MM pg 123

Achaierai (use Chuul stats, MM pg 41 with the following changes….
LEG AC 20
Bite: +6 to hit, reach 5 ft., one
target. Hit: (2d8 + 4) bludgeoning damage.
2 Talons: +6 to hit, reach 5 ft., one
target. Hit: (1d8 + 4) slashing damage.
Toxic Smoke. If a leg comes off, smoke comes pouring out in a 10x10 centered on the achaierai. A CON 13 save must be made or suffer from confusion for 1 hour.

8, Rogue Modron (use quadrone stats, MM pg 227 with double HPs)

Undead Hobgoblins (use zombie stats with the following changes: AC 14, and sword (1d8+1 slashing)

Bladelings
AC 14 (Dex, natural)
hp 46
Saves STR +5, CON +3
Resist acid and cold, and non adamantine slashing weapons
OFFENSE
Speed 25 feet
Melee Claws: +5 to hit, reach 5 ft ., one target.
Hit: (2d4 + 3) piercing damage. 2 attacks
Special Attacks
Barbed Hide. At the start of each of its turns, Hoacher
deals 1d10 piercing damage to any creature grappling it. This effect is nullified
if Hoacher has benefited from his razor storm that day.
Razor Storm: (Recharge: 5-6) A bladeling can burst forth a barrage of blades from his body targeting everyone in a 10 foot burst. This attack does 4d6 damage on a failed save (DC 13 DEX save), half damage on a successful save.
STATISTICS
Str 16 Dex 14 Con 12 Int 8 Wis 12 Cha 9
Skills athletics +5, intimidation +5, survival +3
Languages bladeling

Craggis intelligent blade with animated armor.
+2 long sword, INT16 WIS 12 CHA 12, LANGUAGES planar tradespeak, goblin, bladeling, and orc.
Blindsense out to 60 feet.
Lawful Evil
Spell-like Abilities: 3/day: animate object, ventriloquism; 1/day: haste 76

Warlord Craggis
Senses blindsense 60 feet
AC 18 20
hp 100 (12d8+36)
Saves DEX -1A, WIS +3, CHA +4
Damage Immunities force, necrotic, poison
Condition Immunities blinded, deafened, frightened,
paralyzed, poisoned, stunned
Resist bludgeoning, piercing, and slashing from nonmagical
weapons that aren’t adamantine
Vulnerabilities being disarmed
OFFENSE
Speed 30 feet 60 feet
Melee Longsword: +9 to hit, reach 5 ft., one
target. Hit: (2d10 + 6) slashing damage
Special Attacks
Multiattack. 2 attacks plus haste.
Leadership (Recharges after a Short or Long Rest). For 1
minute, Craggis can utter a special command or warning
whenever a nonhostile creature that it can see within 30 feet
of it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand Craggis.
A creature can benefit from only one Leadership die
at a time. This effect ends if Craggis is incapacitated.
Parry. Craggis adds 3 to its AC against one melee attack
that would hit it. To do so, Craggis must see the attacker
and be wielding a melee weapon.
Spells Known
Spell-like Abilities: 3/day: animate object, ventriloquism; 1/day: haste
TACTICS
STATISTICS
Str 19 Dex 9 Con 18 Int 16 Wis 12 Cha 13
Skills persuasion +4
Languages planar tradespeak, goblin, bladeling, and orc
Combat Gear
SPECIAL ABILITIES


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That's fantastic! Thank you!

Dark Archive

bookrat wrote:
That's fantastic! Thank you!

Slowly converting Dead Gods as well. Let me know if/when you need that too.


Pathfinder Rulebook Subscriber

I haven't converted any adventures, but I have done the elementals (and added a few extra). Lesser, Normal, Greater, and Myrmidon (PotA) versions. I have been slacking on the Elder versions. Probably not exactly what you were looking for.


Chapter 10, Valran Stonefist - what do the C's and R's mean after the spells? What does it mean that he is the one and true primus? I'm not seeing that reference in the chapter.


Ok, The Great Modron March conversion guide is complete. Although it could probably use an editor. But hey, I want to put it up for free, and the content is solid.

Any advice for putting it up on the GM guild? I've never put anything on there before.

RPG Superstar 2012 Top 32

Advice for putting stuff up on the GM guild might be worthy of its own thread.

EDIT:

LINK

Dark Archive

bookrat wrote:

Chapter 10, Valran Stonefist - what do the C's and R's mean after the spells? What does it mean that he is the one and true primus? I'm not seeing that reference in the chapter.

"C" means Concentration spells. "R" means Reaction spells. Sorry. I highlight those in color to better help me run things in game.


1 person marked this as a favorite.

I actually figured it out after I published the Modron March conversion. Lol.

Thanks for all your help, William. I'm working on Dead Gods now. Almost done with chapter 3. It's going quicker than Modron March - or it would be if Id stop working on other things at the same time. :)


Does anyone have a hard copy of dead gods that they'd be willing to either sell or scan a hand full of pages to fill in what I'm missing in my copy?

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