D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Hephaeston
Huge giant, neutral
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Armor Class 20 (natural armor, 22 with shield)
Hit Points 270 (20d12 + 140; bloodied 135)
Speed 40 ft.
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STRDEXCONINTWISCHA
24 (+7)10 (+0)25 (+7)14 (+2)13 (+1)16 (+3)
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Saving Throws Str +13, Dex +6, Wis +7
Skills Athletics +13, Intimidation +9
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Senses darkvision 120 ft., passive perception 11
Languages Common, Giant, Ignan
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Iron Will. On its initiative count +10, the hephaeston can remove one condition it is suffering, or move half its speed without provoking opportunity attacks, or make a greataxe attack.

Limited Spell Immunity. Unless the hephaeston chooses to be affected, it is immune to spells of 2nd level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. The hephaeston's weapon attacks are magical.

ACTIONS
Multiattack. The hephaeston makes two melee attacks.

Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage or 23 (3d10 + 7) slashing damage when wielded two-handed and the target must make a DC 21 Strength saving throw or be pushed 10 feet, knocked prone, or have one item it is carrying knocked out of its hand, the hephaeston's choice.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and if the target it Medium or smaller it must make a DC 21 Strength saving throw or be grappled.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17) . It can innately cast the following spells, requiring no material components:

At will: telekinesis (iron or steel objects only)
3/day each: heat metal
1/day each: wall of iron*

*the same as the spell Wall of Stone, except the panels are 1 inch thick iron with an 18 AC and 50 hit points.


REACTIONS
Fling. If a creature ends its turn grappled by the hephaeston, the target is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone.
 
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dave2008

Legend
Surtaki.JPG

SURTAKI
The surtaki is a ravenous predator that likes to feed on humanoids and inhabits hilly lowlands and mountain foothills. The creature is the size of a large bull, with a giant serpent's head, tortoise feet, a horse's tail, and venomous quills hidden beneath its thick shaggy green fur.

Surtaki (WIP)
Large monstrosity, chaotic evil
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Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30; bloodied 42)
Speed 30 ft.
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STRDEXCONINTWISCHA
19 (+4)12 (+1)17 (+3)3 (+2)13 (+1)10 (+0)
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Saving Throws Dex +3, Wis +3
Skills perception +3
Damage Resistances cold; piercing
Senses darkvision 90 ft., passive perception 13
Languages --
Challenge 3 (700 XP) Proficiency Bonus +2
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Humanoid Hunter. The surtakin can use a bonus action to make a bite attack against a Humanoid that is prone.

Keen Hearing and Smell. The surtaki has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Multiattack. The surtaki makes two melee attacks, but only one can be a bite attack.

Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) slashing damage and the target must make a DC 14 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit. 17 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.

Quills (Recharge 5-6). The surtaki launches a barrage of quills in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, the target takes 18 (4d8) piercing damage and is diseased. On a success, the creature takes half as much damage and is not diseased. A creature diseased in this way cannot regain hit points and takes 1 hit point of damage at the start of each of its turns and its hit point maximum is reduced by an equal amount. If the disease is cured, the creatures hit point maximum returns after completely a long rest.
 
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dave2008

Legend
DESERT_LEVIATHON.JPG


DESERT LEVIATHAN
The dreaded desert leviathan is a enormous worm-like creature with a massive, gaping maw that can reach up to 500 feet in length. It dwells in the depths of the desert sand and its dull, pale brown color matches its environment. These massive creatures are completely blind and are attracted by the vibrations caused by the movements of their prey.

Desert Leviathan
Elite Gargantuan monstrosity, neutral
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Armor Class 18 (natural armor)
Hit Points 1,540 ((44d20 + 308)x2; bloodied 770)
Speed see Consuming Maw
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STRDEXCONINTWISCHA
30 (+10)8 (-1)25 (+7)1 (-5)10 (+0)10 (+0)
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Saving Throws Dex +8, Wis +9
Skills Athletics +19
Damage Immunities poison, psychic
Condition Immunities frightened, poisoned, prone
Senses tremorsense 1000 ft., passive perception 10
Languages --
Challenge 30 (310,000 elite XP) Proficiency Bonus +9
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Colossal. The leviathan's space that is 40 feet by 500 feet. It has advantage on check and saving throws to be pushed, pulled, or grappled by creature's without the Colossal trait.

Dune Tremors. When the leviathan moves, see Consuming Maw, the ground within 50 feet of it is violently rent. The area becomes difficult terrain and any creature in the area must make a DC 27 Dexterity check or be knocked prone and loose Concentration. Structures in this area take 50 bludgeoning damage.

Limited Magic Immunity. The leviathan is immune to any magical effect or portion of a spell that does not inflict damage.

Magic Weapons. The leviathan's weapon attacks are magical.

Mythic Worm (Elite Trait, recharges after a short or long rest). If the leviathan is bloodied, all conditions and effects it is suffering end for it, it can use its elite actions, and it immediately uses its Acidic Vomit elite action.

Siege Monster. The leviathan deals double damage to objects and structures.

Thick Skin. All damage inflicted on the leviathan is reduced by 10.

ACTIONS
Consuming Maw. The leviathan moves in a line that is 40 feet wide and up to 60 feet long (up to 40 feet if it is burrowing through sand). Each creature in the line must make a DC 27 Dexterity saving throw. On a failure, the target takes 145 (30d8 + 10) piercing damage and if it doesn't have the Colossal trait it is swallowed by the leviathan. If a creature is not swallowed, it is pushed to an unoccupied space adjacent to the leviathan. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 45 (10d8) acid damage at the start of each of the leviathan's turns. If this damage reduced a target to 0 hit points, it is dissolved.

If the leviathan takes 60 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 120 feet of movement, exiting prone.

BONUS ACTIONS
Lunge (Recharge 4-6).
The leviathan can increase the length of its Consuming Maw by 60 feet.

ELITE ACTIONS
If the leviathan's elite trait is active, it can use the option below as a standard action for 1 hour after using Mythic Worm.

Acidic Vomit (4-6). The leviathan regurgitates the contents of is stomach in a line 50 feet wide by 250 feet long. Regurgitate items, creatures, and each creature in the area must make a DC 27 Dexterity saving throw, taking 45 (10d8) acid damage plus 45 (10d8) bludgeoning damage on a failed save or half as much damage on a success. Additionally, an undissolved contents of the leviathan's stomach fall prone in a random space with the area of the line.
 
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Stalker0

Legend
Colossal Stone Juggernaut

Challenge
20 (25,000 XP)
Alright take 2!

1) In general I think this is a good blend of your initial design and some of my thoughts.
2) The way restricted movement is written right now, it doesn't technically do anything (the line of the action already restricts it, and it can take its movement in anyway it wishes by current rules).
3) You interchange Path of Destruction and Path of Devastation.
 

dave2008

Legend
Alright take 2!

1) In general I think this is a good blend of your initial design and some of my thoughts.
Great!
2) The way restricted movement is written right now, it doesn't technically do anything (the line of the action already restricts it, and it can take its movement in anyway it wishes by current rules).
Yep, this trait is no longer needed - removed.
3) You interchange Path of Destruction and Path of Devastation.
It is all Devastation now baby!
 


Dax Doomslayer

Adventurer
OK, these are my final monsters from the Creature Catalogue for a while. I give you:
Hi Dave,
I love this thread. Question - for the Desert Leviathan, you need to change the ??? to a number in the Mythic Worm description. Also, if this creature is 'Mythic' should it get some Mythic attacks like most do or is it just that it regains hit points and clears all statuses?
 

dave2008

Legend
Hi Dave,
I love this thread.
Thanks!
Question - for the Desert Leviathan, you need to change the ??? to a number in the Mythic Worm description.
Fixed!
Also, if this creature is 'Mythic' should it get some Mythic attacks like most do or is it just that it regains hit points and clears all statuses?
Typically yes. I am stretching the concept of a "mythic' monster a bit. Basically I decided that this a big dumb worm that does on thing really well - it swallow everything in its path. I don't think legendary / mythic actions will help it do that better. So in this case, the mythic trait is to give it more hit points and wipe clean any effects it is suffering.

EDIT: You may inspired to me to add a mythic action. I will sleep on it and take a look at in the morning.
 
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