D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Throne Archon by Seraph777

Throne
Large celestial (archon), lawful good
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Armor Class 20 (+2 plate armor)
Hit Points 247 (21d10 + 126; bloodied 123)
Speed 40 ft., fly 120 ft.
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STRDEXCONINTWISCHA
25 (+7)21 (+5)22 (+6)20 (+5)22 (+6)24 (+7)
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Savings Throws Con +12, Wis +12, Cha +13
Skills Insight +11, Perception +12, Persuasion +13, Religion +12
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 17 (36,000 XP) Proficiency Bonus +6
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Aura of Menace. The first time an enemy of the archon comes within 50 feet of it or starts its turn in that radius, it must make a DC 20 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

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

Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.

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

Greatsword. The archon’s greatsword acts as a vorpal sword while in the archon’s possession. In addition, the archon can use a bonus action to instantly summon its sword back to its hand.

ACTIONS
Multiattack.
The archon makes two melee attacks or three light ray attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage plus 18 (4d8) radiant damage.

Light Ray. Ranged Spell Attack. +12 to hit, range 180 ft., one target. Hit. 14 (4d6) radiant damage.

Penitentiary Gaze. The archon targets one non-lawful good creature it can see within 120 feet of it. If the target can see the archon, the target must succeed on a DC 20 Wisdom saving throw. On a failed save the creature is consumed with remorse and is paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns. On a success the effect ends for it and it gains one level of exhaustion.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 120 feet of it. The bolt continues to jump to additional targets within 60 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 20 Dexterity saving throw, taking 45 (8d10) lightning damage on a failure or half as much damage on a success; or it regains 45 (8d10) hit points, the archon’s choice.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 20, +12 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good, dispel magic
3/day: banishment, cure wounds (6th level), greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, bless, resurrection

Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have a melee weapon or shield.

LEGENDARY ACTIONS
The archon 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. If the archon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The archon regains spent legendary actions at the start of its turn.

Spellcasting. The archon casts an at will spell.
Teleport. The archon uses its Teleport action.
Light Ray (Cost 2 Actions). The archon makes a Light Ray attack.
 
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dave2008

Legend
Throne General
Elite Large celestial (archon), lawful good
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Armor Class 21 (+3 plate armor)
Hit Points 447 ((21d10 + 126)x2; bloodied 200)
Speed 40 ft., fly 120 ft.
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STRDEXCONINTWISCHA
25 (+7)21 (+5)22 (+6)23 (+6)22 (+6)25 (+7)
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Savings Throws Con +12, Int +12, Wis +12, Cha +13
Skills Insight +11, Perception +12, Persuasion +13, Religion +12
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 17 (18,000 elite XP) Proficiency Bonus +6
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Aura of Menace. The first time an enemy of the archon comes within 50 feet of it or starts its turn in that radius, it must make a DC 20 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Blessing of Celestia (Elite Trait, recharges after a short or long rest). If the archon is bloodied, all conditions and effects the archon is suffering end for it, all of its abilities recharge, and it can use elite actions.

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

Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.

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

Greatsword. The archon’s greatsword acts as a vorpal sword while in the archon’s possession. In addition, the archon can use a bonus action to instantly summon its sword back to its hand.

ACTIONS
Multiattack.
The archon makes two melee attacks or three light ray attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage plus 18 (4d8) radiant damage.

Light Ray. Ranged Spell Attack. +12 to hit, range 180 ft., one target. Hit. 14 (4d6) radiant damage.

Penitentiary Gaze. The archon targets one non-lawful good creature it can see within 120 feet of it. If the target can see the archon, the target must succeed on a DC 20 Wisdom saving throw. On a failed save the creature is consumed with remorse and is paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns. On a success the effect ends for it and it gains one level of exhaustion.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 120 feet of it. The bolt continues to jump to additional targets within 60 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 20 Dexterity saving throw, taking 45 (8d10) lightning damage on a failure or half as much damage on a success; or it regains 45 (8d10) hit points, the archon’s choice.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 20, +12 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good, dispel magic
3/day: banishment, cure wounds (6th level), greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, bless, resurrection

Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have a melee weapon or shield.

LEGENDARY ACTIONS
The archon 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. If the archon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The archon regains spent legendary actions at the start of its turn.

Spellcasting. The archon casts an at will spell.
Teleport. The archon uses its Teleport action.
Light Ray (Cost 2 Actions). The archon makes a Light Ray attack.

ELITE ACTIONS
If the archon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Blessing of Celestia.

Commanding Strike. The archon directs one of its allies that it can see and that can see or hear it to make an attack. If the ally can use its reaction to make one weapon attack, adding 10 (3d6) radiant damage on a hit.
Evasive Maneuver. The archon commands one ally that can see or hear the archon into a more advantageous position. The creature can use its reaction to move up to half its speed without provoking opportunity attacks and it has advantage on its next attack.
Greatsword (Costs 2 Actions). The archon makes a greatsword attack.
 
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Stalker0

Legend
OK, I will take another crack at it. I guess it makes sense to me as I let my spell casters spend spell slots and make arcana checks to do magical things outside their spell list.

EDIT: I've revised to include a heat option.
Looks good! I like the ice bolt change as well.

Also FYI, I took a look at savage's bonus. If you assume a PC AC of 19 at that level (aka plate +1), that's a crit chance of 25% to give you context.
 

dave2008

Legend
Looks good! I like the ice bolt change as well.

Also FYI, I took a look at savage's bonus. If you assume a PC AC of 19 at that level (aka plate +1), that's a crit chance of 25% to give you context.
Thanks - I assume you mean a 25% chance when the dragon has advantage?
 


Stalker0

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.

Also something I just realized, have you been adding in the Dragon's frightful presence into CR calculations? I just realized I have not been, and its actually one of the specific creature abilities with HP adjustments.
 

dave2008

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.
I'm getting:
Defensive CR 14
Offensive CR 15, however I just checked my spreadsheet and I was only calculating 1 claw attack instead of two. With that added back in I am getting an offensive CR of 17+. So I will need to get that fixed - damn spreadsheet!
Also something I just realized, have you been adding in the Dragon's frightful presence into CR calculations? I just realized I have not been, and its actually one of the specific creature abilities with HP adjustments.
Generally I do not. The DMG says: "Increase effective HP by 25% if monsters face PCs of level 10 or lower" I generally assume dragons with Frightful Presence are taking on PCs of 11th level or higher, but that is questionable for some of the lower CR adult dragons.
 

Stalker0

Legend
Generally I do not. The DMG says: "Increase effective HP by 25% if monsters face PCs of level 10 or lower" I generally assume dragons with Frightful Presence are taking on PCs of 11th level or higher, but that is questionable for some of the lower CR adult dragons.
Oh right!

I think that's fine for CR 14+, while I absolutely think you might have a lower level party than 10th fight them, that is intentionally billed as a major challenge. So I think its fine.
 

dave2008

Legend
CR check on the white dragon. I'm getting a Defensive CR 14 (including the 4 saves), and an offensive CR 16 with breath + multi + multi. That is not factoring in any bonus crit damage from savage.
I had to get rid of the "brutal" trait completely and make a few other changes to get the CR back in line, but it is working now.
 


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