D&D 5E 5e Updates: Monstrous Compendium

Stalker0

Legend
On the Devas:

Steel Rod. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit. 9 (1d6 + 6), or 10 (1d8 +6) when used 2-handed, bludgeoning damage plus 9 (2d8) radiant damage and 13 (3d8) force damage.

Something about the two-handed part in there was very hard to read with all of the other damages, took me several read throughs to understand what was going on. It just a very busy sentence.

The Monadic Deva is my favorite. Its a very strong well rounded package, strong damage or good conditions, that reactive slam is awesome for dealing with characters with multiple attacks, and a pretty solid set of saving throws. I think a group of them could easily make a very solid encounter for 7-10th level characters. Honestly just from my look of it it seems stronger than the Astral Deva as far as the core stats and conditions it imposes.
 

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dave2008

Legend
On the Devas:

Steel Rod. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit. 9 (1d6 + 6), or 10 (1d8 +6) when used 2-handed, bludgeoning damage plus 9 (2d8) radiant damage and 13 (3d8) force damage.

Something about the two-handed part in there was very hard to read with all of the other damages, took me several read throughs to understand what was going on. It just a very busy sentence.
Yes, I probably tried to condense it to much. I will take another look at it.
 

dave2008

Legend
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unknown art & artist (at least by me)

SOLAR COMMANDER
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Solar Commanders are the most powerful of the celestial stewards. They appear as large humans who have beautiful muscular bodies, two pairs of white wings, and brilliant topaz eyes. Their skin and hair take on metallic coloration. A solar's voice is deep and commanding, and impossible to ignore.

Solar Commanders are mighty enough to be deities themselves, but they choose to serve rather than have worshipers. Instead leading the celestial armies of the divine being to whom they owed their allegiance. They are unmovable in their loyalty toward both their divine masters and their alignment. They truly are the epitome of such virtues as devotion, honor, and purity.

Solar Commanders can travel to any of the planes of existence but only when directed to by the powers, and this is a very rare occurrence. Perhaps once in several millennia, they might be called upon to lead armies of other angels in battle against the fiends. More likely, they were sent on missions of great import, yet which most mortals would not find interesting. When not called into service, solar commanders maintained a state of restful contemplation, awaiting the call to the service of good.

Solar Commander
Large celestial, lawful good
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Armor Class 21 (natural armor)
Hit Points 270 (20d10 + 160; bloodied 135)
Speed 50 ft., fly 150 ft.
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STRDEXCONINTWISCHA
25 (+7)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
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Saving Throws Con +15, Int +14, Wis +14, Cha +17
Skills athletics +14, insight +14, intimidation +17, perception +14, persuasion +17
Damage Resistances cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses Truesight 240 ft., passive perception 24
Languages All, telepathy 180 ft.
Challenge 23 (50,000 XP) Proficiency Bonus +7
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Angelic Awareness. The solar cannot be surprised.

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Additionally, its celestial greatsword provides a +3 bonus to hit and damage rolls (included in the attack) and deals an extra 8d6 slashing damage on a critical hit.

Divine Awareness. The solar knows if it hears a lie.

Divine Strikes. When the solar has advantage on an attack and both rolls are a hit, the attack scores a critical hit.

Magic Resistance. The solar has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the deva has disadvantage on the attack roll.

ACTIONS
Multiattack. The solar makes two melee attacks.

Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or suffer one of the following effects of the planetar's choice:
  • The target is pushed 15 feet.
  • The target is knocked prone.
  • The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the solar's next turn.
  • The target cannot take reactions or bonus actions until the end of the solar's next turn.
Slam. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit. 12 (2d4 + 7) bludgeoning damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or be stunned until the end of its next turn.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die. Additionally, if a creature is reduced to 0 hit points by an attack from the slaying longbow, it dies.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Flame Strike. The solar conjures a column of divine fire roars down from the heavens to a point the solar can see within 120 feet of it. Each creature in a 15-foot radius, 60-foot-high cylinder centered on the point must make a DC 25 Dexterity saving throw, taking 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 46 (8d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:

At will: detect evil and good, dispel magic, invisibility (self only)
3/day each: blade barrier, commune, dispel evil and good, raise dead, plane shift, summon celestial
1/day each: control weather, earthquake, fires storm, greater restoration, prismatic spray

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

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

Teleport. The solar uses its teleport action.
Greatsword (Costs 2 Actions). The solar makes two greatsword attacks.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 25 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 60 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
 
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Stalker0

Legend
OK, with this I am done with celestials for a while. Please enjoy the following and let me know what you think:
I also went back and updated the Seraphim (Legendary/Mythic, CR 26)
If you want to spice up the Solar a little bit, you could also say that a creature brought below 0 by the slaying longbow is automatically killed. That gives it the deadliness expected from 20+ CR creatures. One thing I don't like is the variety of DC values. There are 4 different DCs for the creature, very easy to forget which save is what.
 

dave2008

Legend
If you want to spice up the Solar a little bit, you could also say that a creature brought below 0 by the slaying longbow is automatically killed. That gives it the deadliness expected from 20+ CR creatures.
I'm confused, right now if it takes a creature below 100 hp it dies (if it fails a Con save). Are you saying ditch that and say when they get to 0 they die, but with no save?
One thing I don't like is the variety of DC values. There are 4 different DCs for the creature, very easy to forget which save is what.
I cleaned it up some, there are only 2 now. Easy DC 17 and hard DC 25.
 

Stalker0

Legend
I'm confused, right now if it takes a creature below 100 hp it dies (if it fails a Con save). Are you saying ditch that and say when they get to 0 they die, but with no save?
Or just allow both. But if you wanted to keep just one, the kill at 0 is a lot scarier to PCs than the kill at 100. The greatswords do so much damage that 100 hp isn't all that impressive at that level.
 

dave2008

Legend
Or just allow both. But if you wanted to keep just one, the kill at 0 is a lot scarier to PCs than the kill at 100. The greatswords do so much damage that 100 hp isn't all that impressive at that level.
OK, I'm not undestanding something. Why would it be scarier to die at 0 vs dying at 100 hp?
 

Stalker0

Legend
OK, I'm not undestanding something. Why would it be scarier to die at 0 vs dying at 100 hp?
For the die at 0, its no save. If the bow brings you to 0, you die...no con save, no death saves, just done. You used the mechanic on some of the high level dragon breath weapons as an example.
 


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