Iuz the old 5e conversion.

MonsterEnvy

Adventurer
I converted Iuz the old, Demigod of pain and oppression to 5e. So I want to share my work. I marked him down at CR 25 but I have not actually gone through the DMG steps of determining what his actual CR is, so 25 is a place holder for now.

Iuz the old.jpg
Iuz the Old
Medium (Huge) Fiend, chaotic evil
Armor Class 17 (+3 cloak) or 21 (Plate, +3 cloak)
Hit Points 378 (36d12+144)
Speed 40 ft., fly 60 ft.
STRDEXCONINTWISCHA
21 (+5)18 (+4)18 (+4)18 (+4)20 (+5)18 (+4)
Saving Throws Str +13, Dex +12, Con +12, Int +12, Wis +13, Cha +12
Skills Athletics 13, Arcana 12, Deception 12, Insight 12, Intimidation 12, Perception 13, Religion 12, Stealth 12
Damage Resistances cold, fire, lightning, acid, necrotic
Damage Immunities poison; bludgeoning piercing and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, poisoned
Senses Truesight 120 ft; passive Perception 23
Languages Abyssal, Common, Orc
Challenge 25 (75,000 xp)

Traits
Cloak of Protection +3: Iuz gains a +3 bonus to AC and saving throws while he wears this cloak.

Discorporation: When Iuz drops to 0 hit points, or dies his essence travels to his soul gem in layer 222 of the Abyss and can’t take physical form for a time. If the gem has been destroyed, his essence goes to his domain on Oerth on the material plane instead unless he was slain there in which case he truly dies.

Innate Spellcasting Iuz’s innate spellcasting ability is Charisma (spell save DC 19, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: finger of death, invisibility, phantasmal force, protection from good and evil, teleport, wall of force.
2/day: dispel evil and good, dispel magic, raise dead
1/day: anti-magic field, gate, harm, wish, symbol.

Magic Weapons: Iuz’s attacks count as magical weapons.

Legendary Resistance (3/day): If Iuz fails a saving throw he can choose to succeed instead.

Limited Magic Immunity: Iuz is immune to spells of 6th level or lower unless he wishes to be affected. He has advantage on saving throws against all other spells and magical effects.

Shapechanger: Iuz can appear as a medium sized old man or as a large or huge demonic cambion in golden and black plate armor. In his old man form, Iuz can use his spittle and claws. In his cambion form he can use his +3 huge greatsword and plate armor. Other statistics other than size remain the same no matter his form.

Spellcasting Iuz is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +13 to hit with spell attacks). Iuz has the following Cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, spare the dying, thaumaturgy
1st level (4 slots): bane, cure wounds, false life, ray of sickness
2nd level (3 slots): augury, blindness/deafness, lesser restoration, ray of enfeeblement,
3rd level (3 slots): animate dead, bestow curse, dispel magic, sending, tongues, vampiric touch
4th level (3 slots): banishment, blight, death ward, freedom of movement
5th level (2 slots): antilife shell, cloudkill, contagion, insect plague, mass cure wounds, planer binding, scrying
6th level (1 slot): create undead, heal, planer ally
7th level (1 slot): resurrection, plane shift
8th level (1 slot): control weather

Actions
Multiattack: Iuz attacks twice with his claws and once with his spittle in old man form or twice with his greatsword in cambion form.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (1d4+5) slashing damage. If Iuz hits with both claws and his target is a medium seized creature with a neck, he grapples and restrains his target and starts to strangle them. (Escape dc 21) A creature being strangled counts as being suffocated and can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying. Iuz can’t use his claws again until the grapple ends.

Spittle (1/round). Ranged Weapon Attack: +12 to hit, range 10 ft., one creature .Hit: The target is aged 1d6 years. Furthermore, the body part struck becomes numb and is useless for 1d4+ 1 rounds (roll 1d12: 1=head, 2/3=right arm, 4/5=left arm, 6/7=right leg, 8/9=left leg, 10/12=torso.) A torso hit makes a character collapse prone in pain, remaining conscious but unable to perform actions. A hit to the head brings unconsciousness. Has no effect on constructs, elementals, oozes and undead.

+3 Greatsword (Cambion form only). Melee Weapon Attack: +16 to hit, reach 10 ft., one target: Hit: [6d6+8] slashing damage.

Legendary Actions
Iuz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Iuz regains spent legendary actions at the start of his turn.
Attack. Iuz makes one of his attacks. If Spittle has been used earlier in the round it can’t be used again this round.
Move. Iuz moves up to half his speed.
Spellcasting (Costs 2 Actions). Iuz uses one of his spells taking up a slot or use as normal
 
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Thakazum

Explorer
Any chance you could post his new stats? I actually have need of this conversion but don't have the demon lords to compare him to.
 

MechaTarrasque

Adventurer
I like the two forms and discorporation (fondly remembered from 4e).

I would be inclined to simplify the casting. I suggest making his casting stat wisdom (regardless of the spell), and stick with the at will, once a day and 2/day set up. If you feel the need for more spells, put some in the legendary actions, maybe something like

Cast one of these spells (1 Legendary action)
Cast one of these spells (2 Legendary actions)
Cast one of these spells (3 Legendary actions)

I would keep the 1 action to cast offense and defense spells in the Legendary actions and any longer casting time type spells (like planar binding) or ribbon type spells (like thaumaturgy or augury) in the at will/1 per day/2 per day. That will maximize his offense, letting him get both melee and spells in one turn.

I would probably limit him to 3 Legendary Resistances given that he already immune to a bunch of magic, conditions, etc.
 

MonsterEnvy

Adventurer
I would probably limit him to 3 Legendary Resistances given that he already immune to a bunch of magic, conditions, etc.
For the redo of his stats I did. I already did this


EDIT updated his stats.

Any criticism or ways to improve him are welcome. Currently he is more or less a conversion of his 1e/2e stats.
 
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Rhineglade

Explorer
Love it! Anything from Greyhawk is OK with me! Good job on the conversion. I'd love to hear your thoughts as to why you chose the specific spells you did. Nothing wrong with them. Just curious.
 

MonsterEnvy

Adventurer
Love it! Anything from Greyhawk is OK with me! Good job on the conversion. I'd love to hear your thoughts as to why you chose the specific spells you did. Nothing wrong with them. Just curious.
More or less the same ones he had in his 1e/2e statblock. Plus his death domain spells.
 

Pauln6

Explorer
Excellent contribution. The only thing I would change is his strength. In 1e 21 was frost giant strength so it might be an idea to up his strength to something comparable in 5e.
 

dave2008

Legend
Very Cool MonsterEnvy. I did a quick check with the DMG and I came up with CR of 22 (defensive 21 and attack 23). Please note that I didn't check that against the spells you selected it based on using the greatsword 5 times (highest to hit and damage).

Also, would you mind if a used this over on my epic monster updates thread? I would revise him to follow my guidelines, but provide credit to you as the originator (if you want).
 

MonsterEnvy

Adventurer
Very Cool MonsterEnvy. I did a quick check with the DMG and I came up with CR of 22 (defensive 21 and attack 23). Please note that I didn't check that against the spells you selected it based on using the greatsword 5 times (highest to hit and damage).

Also, would you mind if a used this over on my epic monster updates thread? I would revise him to follow my guidelines, but provide credit to you as the originator (if you want).
I have no problem with Iuz being over there.
 

Coroc

Hero
Make his weapon vorpal or wounding eventually, but other than that I might steal it for my campaign.
But maybe Iuz should really be CR30, I mean he is a demigod who can grant spells to a priesthood, since using older editions lore demigods do not have avatars, you should make him stronger,
ah but I forgot, he is technically a demigod but counts as a lesser god ranking wise on Oerth since Oerth counts as his homeplane.

I use this last bit in my campaign to justify why intermediate gods cannot cancel Iuz actions (they are not on their homeplane but Iuz is)
 

fearsomepirate

Explorer
Rule of thumb: a monster typically does enough damage in one round to knock out a medium-to-low-hp hero with level equal to the monster's CR. So if you have a CR 25 monster, he should do about 25 dice of damage in a round. Make that three greatsword attacks, or two sword attacks and a spell.
 
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