Planashar

Small construct (magical, technological, robot), lawful evil

Armor Class 19 (two dimensional)
Hit Points 332 (39d6 + 195)
Speed 60 ft.

STR DEX CON INT WIS CHA
9 (-1) 20 (+5) 20 (+5) 20 (+5) 12 (+1) 9 (-1)

Saving Throws Dex +11, Con +11, Wis +7, Cha +6
Skills Arcana +11, Stealth +11
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t skymetal (adamantine)
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages Common, up to 11 others
Challenge 17 (18,000 XP)

SPECIAL TRAITS

  • Electrical Weakness. The planashar has disadvantage on saving throws against lightning damage. If the planashar rolls a natural 1 on the save it is stunned until the end of its next turn.
  • Fire Absorption. Whenever the planashar is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
  • Immutable Form. The planashar is immune to any spell or effect that would alter its form.
  • Magic Resistance. The planashar has advantage on saving throws against spells and other magical effects.
  • Sudden Severance. If a planashar’s simulacrum is destroyed, the planashar takes 105 (10d20) damage and is stunned until the end of its next turn. This damage cannot reduce the planashar to 0 hit points.
  • Two Dimensional. The planashar can occupy squares occupied by other creatures, and its movement doesn’t provoke attacks of opportunity. It gains a +4 bonus to AC against ranged attacks.

ACTIONS

  • Multiattack. The planashar uses Simulacrum and then uses one of its other available actions.
  • Destruction Protocol. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage.
  • Control Machines (3/day). As the spell dominate monster, but targets only constructs (spell save DC 19).
  • Telekinesis (3/day). As the spell of the same name.
  • Mass Rewire Flesh (1/day). Each non-construct creature within 30 feet of the planashar must make a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • Simulacrum. A planashar can construct a simulacrum from the remains of a technological construct (or one it has previously defeated). This simulacrum is a construct of CR 14 or below. The simulacrum takes its own actions, at the planashar’s direction, and acts right after the planashar’s initiative. The planashar can control only one simulacrum at a time and can’t create a new one while a simulacrum is already active.

BONUS ACTIONS

  • Rewire Flesh. As the inflict wounds spell (spell attack +11)
  • Holographic Image (3/day). As the project image spell (spell save DC 19).
  • Rapid Repair (3/day). As a 3 rd level cure wounds spell that can repair constructs.
  • Discharge (1/day). The planashar chooses one target it can see within 100 feet. The target must make a DC 19 Constitutions saving throw or all technological items are suppressed, specifically:
    • Any creature with the technological or robot subtype shutdown for 1 minute gaining the stunned condition. The target may repeat the saving throw at the end of its turn to reactivate.
    • Any items that use charges, have all remaining charges lost.
    • If a technological item does not use charges, it is suppressed for 1 minute instead.
    • If a target meets more than one of these conditions, each condition is checked individually. For example, an android carrying technological wonderous items would risk being shutdown and all its wonderous items being suppressed for 1 minute.

REACTIONS

  • Convergence Protocol. If a non-construct creature is reduced to 0 hit points within 30 feet of the planashar, the planashar can attempt to trap that creature in a telekinetic stasis field. The creature must succeed at a DC 19 Constitution saving throw or be telekinetically flattened into a two-dimensional form that the planashar immediately assimilates, leaving no trace of the creature’s body behind in the three-dimensional world.

ABOUT

Planashars belong to a militaristic and aggressive civilization of two-dimensional constructs. Calling themselves Those Who Converge, planashars have discovered a way to return to the Material Plane. They focus on following through with the First Ones’ alleged plans to “save” the galaxy by uniting two- and three-dimensional realities into one and, in the process, destroy anacites once and for all.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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