D&D 5E 5e Updates: Monstrous Compendium

Stalker0

Legend
The intent would be the damage portion of a spell still inflicts damage. Do you think there is a simple way to make that more clear.

I think that is a good idea. Also, since this is in a desert, fissures probably don't make a lot of sense. I will revise it.

Yep. Simple, but effective.

Do you mean the items/creatures that are regurgitated?

Not a bad idea. I will think about it.
Yes I mean the creatures that are regurgitated take the pain as well
 

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dave2008

Legend
OK, I know I said I was going to work on some Norse inspire monsters. However, I realized today that I had not yet converted all of the monsters from the Epic Level Handbook that I had made for my epic updates. That, coupled with my analysis about the lack of high level monsters I have made, has inspired me to convert all of the remain monsters from the Epic Level Handbook. Here is the planned list list:

MonsterTypeProposed CR
AnaximConstruct (titan)21
AtropalUndead (titan)24
ChichimecMonstrosity (titan)20
Dream LarvaAberration (titan)25
HecatoncheiresMonstrosity (titan)32, Mythic
InfernalFiend (titan)23
PhaethonElemental30
PhaneMonstrosity20
BehemothMonstrosityvaries
BrachyurusMonstrosity18
Colossus, FleshConstruct19, Mythic
Colossus, IronConstruct26, Mythic
Colossus, StoneConstruct22, Mythic
Devastation BeetleMonstrosity20, Mythic
Devastation CentipedeMonstrosity15, Mythic
Devastation ScorpionMonstrosity17, Mythic
Devastation SpiderMonstrosity16, Mythic
Gibbering OrbAberration21
GloomHumanoid20
Ha-NagaMonstrosity18
HagunemnonAberration23
HuneferUndead20
LavawrightUndead18
Living VaultConstruct26
Mu-SporePlant17
Neh-ThalgguAberration21
PrismasaurusMonstrosity22
Ruin SwarmBeast18
Shadow of the VoidUndead21
Shape of FireUndead21
SirrushFey19
Sirrush, 3-HeadedFey22
Slaad, BlackAberration20
Slaad, WhiteAberration17
TayellahMonstrosity19
ThorciasidAberration18
Umbral BlotConstruct25
UvuudaumAberration22
VermiurgeAberration19
WinterwightUndead18
XixecalElemental29
 
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dave2008

Legend
anaxim_by_mesozord_d4y7447-fullview.jpg

Anaxim by Mesozord

Anaxim
Large construct (titan), unaligned
1600806818236.png

Armor Class 22 (Natural Armor)
Hit Points 300 (24d10+ 168; bloodied 150)
Speed 50 ft., fly 120 ft.
1600806820068.png

STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)3 (-4)12 (+1)2 (-5)
1600806821005.png

Saving Throws Dex +11, Con +14
Skills perception +8
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive perception 18
Languages understands the languages of its creator but can't speak
Challenge 21 (33,000 XP) Proficiency Bonus +7
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Immutable Form. The anaxim is immune to any spell or effect that would alter its form.

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

Magic Weapons. The anaxim’s weapon attacks are magical.

Pseudo-Consciousness. The anaxim is completely immune to effects that would affect its mind in any way.

Reactive. The anaxim can take two reactions, but it can only use one per turn.

ACTIONS
Multiattack.
The anaxim makes three attacks, any combination of slash, smash, stab, and hook.

Slash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 18 (4d8) fire damage.

Smash. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone.

Stab. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 14 (4d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.

Hooks. Ranged Weapon Attack: +14 to hit, range 40 ft., one target. Hit: 35 (6d6 + 14) piercing damage and the target must make a DC 22 Strength saving throw or be grappled and pulled up to 40 feet toward the anaxim.

Sonic Blast (Recharge 5-6). The anaxim emits a powerful sonic blast in a 60-foot cone. Each target in the area must make a DC 22 Constitution saving throw, taking 88 (16d10) thunder damage and be deafened for 1 minute on a failure, or half as much damage on a success.

BONUS ACTIONS
Vicious Smash.
The anaxim can make a Smash attack against a prone target.

REACTIONS
Counterstrike.
When a creature enters the anaxim’s reach, the anaxim can make a melee attack against that creature.

Rend. If a target ends its turn grappled by the anaxim, the anaxim can make a slash, smash, or stab attack against that target.
 
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FitzTheRuke

Legend
The Anaxim looks awesome, but can I ask why the Smash attack does soooo much less damage than the other attacks? (I don't think that an off-hand chance that the target goes prone is "worth" a full 14-21 damage, is it? Especially when you include that the other attacks also have useful riders (some I would argue, quite a bit more useful than knocking a target prone.)
 

dave2008

Legend
The Anaxim looks awesome, but can I ask why the Smash attack does soooo much less damage than the other attacks? (I don't think that an off-hand chance that the target goes prone is "worth" a full 14-21 damage, is it? Especially when you include that the other attacks also have useful riders (some I would argue, quite a bit more useful than knocking a target prone.)
First, I pretty much copied this from my Epic Updates thread, without a thorough review (I did check the CR). So it is definitely older work. However, it can use a bonus action to make a smash attack on a prone target, so it almost like 2 attacks with one hit. That is probably why the I made the damage lower. It is really closer to 40 avg damage, not 20.
 

FitzTheRuke

Legend
Ah yes, I see that now. It is weak if the save is made, but awesome if it isn't. (And brutal in combination with other ways of getting knocked prone). I like it.
 

dave2008

Legend
atropal_by_mesozord_d4uyjjl-fullview.jpg

Atropal by Mesozod

Atropal, Greater
Gargantuan undead (titan), any evil alignment
1598896179798.png

Armor Class 20 (natural armor)
Hit Points 462 (25d20 + 216; bloodied 231)
Speed 0 ft., fly 60 ft. (hover)
1598896181433.png

STRDEXCONINTWISCHA
25 (+7)12 (+1)26 (+8)25 (+7)20 (+5)25 (+7)
1598896182723.png

Saving Throws Dex +8, Con +15, Wis +12, Cha +14
Skills Arcana +14, Deception +14, Insight +12, Perception +12
Damage Resistances piercing
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, paralyzed, poisoned, prone
Senses darkvision 240 ft., truesight 120 ft., passive perception 22
Languages understands Celestial but utters only obscene nonsense, telepathy 120 ft.
Challenge 24 (62,000 XP) Proficiency Bonus +7
1598896186606.png

Deific Resistance. If the atropal fails a saving throw, it can spend a legendary action to re-roll the save with advantage.

Immutable Form. The atropal is immune to any spell or effect that would alter its form.

Limited Magic Immunity. The atropal is immune to cantrips and has advantage on saving throws against spells and other magical effects of 6th level or lower and any creature that makes a spell attack of 6th level or lower against the atropal has disadvantage on the attack roll.

Magic Weapons. The atropal’s weapon attacks are considered magical weapons for overcoming resistances.

Marshal Undead. Unless the atropal is incapacitated, it and undead creatures of its choice within 90 feet of it have advantage on saving throws against features that turn undead.

Negative Energy Aura. Creatures within 60 feet of the atropal can’t regain hit points, and any creature that starts its turn within 60 feet of the atropal takes 21 (6d6) necrotic damage. In addition, creatures with less than 50 hit points that start their turn in the aura must make a DC 20 Constitution saving throw or die.

A creature that dies because of this aura rises, if the atropal wishes, at the start of the atropal’s next turn as a Specter under the control of the atropal

ACTIONS
Multiattack. The atropal makes two attacks: any combination of Touch and Ray of Cold attacks.

Touch Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 35 (10d6) necrotic damage and the target must make a DC 22 Constitution saving throw or suffer one level of exhaustion.

Ray of Cold. Ranged Spell Attack: +14 to hit, range 180 ft., one target. Hit: 36 (8d8) cold damage and the target must make a DC 22 Constitution saving throw or be paralyzed until the end of the atropal’s next turn.

Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must make a DC 22 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the atropal regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Innate Spellcasting. The atropal’s spell casting ability is Intelligence (spell save DC 22, +14 to hit with attack spells). Atropal can innately cast the following spells, requiring no material components:

At-will: animate dead, create undead, dispel magic
3/day each: finger of death, greater invisibility, plane shift, teleport
1/day each: project image, (un)holy aura, weird

Summon Wraiths (Recharge 5-6). The atropal summons 1d4 wraiths, which materializes within 60 feet of it in unoccupied spaces it can see. The wraiths obey the atropal’s commands and can’t be controlled by any other creature. A wraith vanishes when it drops to 0 hit points, the atropal dies, or the atropal dismishes it with a bonus action.

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

Attack. The atropal makes a Touch or Ray of Cold attack.
Teleport. Atropal teleports to an unoccupied space it can see within 180 feet of it.
Spellcasting (Costs 2 Actions). The atropal casts a spell.
Life Drain (Costs 3 Actions). The atropal makes a Life Drain attack.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 240 feet of the atropal that can hear the wail must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion.
 
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dave2008

Legend
Chichimec
Medium Monstrosity (titan), neutral evil
1598896179798.png

Armor Class 21 (natural armor)
Hit Points 252 (24d8 + 144d; bloodied 126)
Speed 5 ft., fly 120 ft. (hover)
1598896181433.png

STRDEXCONINTWISCHA
20 (+5)23 (+6)22 (+6)12 (+1)14 (+2)25 (+7)
1598896182723.png

Saving Throws Dex +12, Int +7, Wis +8, Cha +13
Skills Acrobatics +18, arcana +7, Insight +8, Perception +8
Damage Resistances cold, fire; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning, necrotic
Condition Immunities charmed, exhaustion, petrified
Senses blindsight 500 ft., truesight 120 ft., passive perception 18
Languages Auran, Celestial, telepathy 1,000 ft.
Challenge 20 (25,000 XP) Proficiency Bonus +6
1598896186606.png

Brute. A melee weapon deals one extra die of its damage when the chichimec hits with it (included in the attack).

Immutable Form. The chichimec is immune to any spell or effect that would alter its form.

Limited Magic Immunity. The chichimec is immune to cantrips and has advantage on saving throws against spells and other magical effects of 4th level or lower and any creature that makes a spell attack of 4th level or lower against the chichimec has disadvantage on the attack roll.

Magic Weapons. The chichimec’s weapon attacks are considered magical weapons for overcoming resistances.

Regeneration. The chichimec regains 20 hit points at the start of its turn.

ACTIONS
Multiattack. The chichimec makes eight wing buffet and one tail attack.

Wing Buffet. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target takes 12 (2d6 + 5) bludgeoning damage.

Tail. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 21 Constitution or be poisoned for 1 hour. A creature poisoned in this way has disadvantage on Wisdom saving throws and checks.

Wail (Recharge 6). The chichimec emits a soul-chilling scream. Each creature that can hear within 120 feet of it, must make a DC 21 Wisdom saving throw. The effects of the scream vary depending on the distance the target is from the Chichimec as follows:
  • Within 30 feet: On a failure the creature is reduced to 0 hit points and takes 3 levels of exhaustion, or, if it is already at or below 0 hit points, it dies. On a successful save the creature takes 65 (10d12) necrotic damage.
  • From 31-60 feet: On a failure the creature takes 65 (10d12) necrotic damage, is paralyzed for 1d4 rounds, and takes 2 levels of exhaustion. On a successful save the creature takes half as much damage.
  • From 61- 120 feet: On a failure the creature is paralyzed for 1d4 rounds and takes one level of exhaustion.
Flying Charge (Recharge 4-6). The chichimec moves up to its speed and can enter another creature’s space during the move. The first time it enters a creature’s space during the move it can make three wing buffet attacks targeting that creature. The chichimec does not provoke opportunity attacks during this movement.

Innate Spellcasting. The Chichimec’s spell casting ability is Charisma (spell save DC 21, +13 to hit with attack spells). The Chichimec can innately cast the following spells, requiring no components:

At-will: darkness, lightning bolt, telekinesis
1/day each: call lightning, chain lightning, control weather, greater invisibility

Summon Elemental (3/Day). The chichimec summons an elder air elemental.

BONUS ACTIONS
Epic Speed.
The chichimec can take the Dash or Disengage actions.

REACTIONS
Deific Resistance (3/day).
If the chichimec fails a saving throw, it succeeds instead.
 
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I noticed that the CR 10 Movanic Deva adds 5 to its AC with Parry. With the official monsters Parry always adds the creature's proficiency bonus (which would be 4 in this case).

Was this a mistake, or an intentional departure from normal procedure?
 

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