D&D 5E 5e Updates: Monstrous Compendium


log in or register to remove this ad



dave2008

Legend
Corrupted Avatar of Lurue (WIP)
Large monstrosity, chaotic evil
1600427310886.png

Armor Class 17 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 60 ft., fly 60 ft. (hover)
1600427308311.png

STRDEXCONINTWISCHA
20 (+5)14 (+2)17 (+3)11 (+0)17 (+3)16 (+3)
1600427307219.png

Saving Throws Dex +6, Int +4, Wis +7, Cha +7
Skills Perception +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive perception 21
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 10 (3,900 XP)
1600427305545.png

Charge. If the avatar moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 7 (2d8) piercing damage.

Keen Senses. The avatar has advantage on Wisdom (Perception) checks that involve smell or sound.

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

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

ACTIONS
Multiattack. The avatar makes two hooves attacks. The avatar can substitute one horn attack for a hooves attack.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If a target is hit with two hoof attacks it also knocked prone.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) necrotic damage. If the target is humanoid, it must make a DC 15 Wisdom saving throw or be transformed into a wolf under the avatar's control. This transformation last for 1 hour, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the wolf's statistics, but it retains its hit points. The target is limited in actions it can perform by the nature of its wolf form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and it can't activate, use, wield, or otherwise benefit from any of its equipment.

Corrupted Touch (3/Short or Long Rest.) The avatar touches another creature with its horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage and the target is poisoned. The target must make another saving throw at the...

LEGENDARY ACTIONS
The avatar 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. The avatar regains spent legendary actions at the start of its turn.

Move. The unicorn moves up to half its speed.
Teleport (1/Short or Long Rest). The avatar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Kick (Cost 2 Actions). The unicorn make a hooves attack. On a hit the target takes 9 (2d6) additional bludgeoning damage and it must make a DC 16 Strength saving throw or be pushed 10 feet and fall prone.
Necrotic Bolt (Cost 3 Actions). The avatar unleashes a bolt of green energy from its horn in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much damage on a successful one.
 
Last edited:

inthegreylight

Explorer
Lemure Swarm
Gargantuan swarm of medium fiends, lawful evil
View attachment 125876
Armor Class 7
Hit Points 210 (20d20)
Speed 15 ft.
View attachment 125875
STRDEXCONINTWISCHA
10 (+0)5 (-3)11 (+0)1 (-5)11 (+0)3 (-4)
View attachment 125874
Savings Throws Dex +0, Con +3
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned; see Swarm Resistance
Senses darkvision 120 ft., passive perception 10
Languages understands infernal but can't speak
Challenge 4 (1,100 XP)
View attachment 125873
Devil’s Sight. Magical darkness doesn’t impede the swarm’s darkvision.

Grappler. If the swarm uses an action or legendary action and hits a single creature with two first attacks, that target is also grappled. While the target is grappled by the swarm it has disadvantage on its attempts to escape the grapple if it has been hit by a fist attack in the same round prior to creature attempting the escape.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny lemure. If the swarm is reduced to 158 hit points or less change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 106 hit points or less change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 53 hit points or less, choose: 1) replace the swarm with four lemures in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.

Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one fist attack with advantage targeting the triggering creature.

Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

Swarm Vulnerabilities. The takes double damage from any attack that effects any area that is 10 feet by 10 feet or greater.

ACTIONS
Multiattack.
The swarm makes four melee attacks.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 2 (1d4) piercing damage, and 3 (1d6) poison damage.

LEGENDARY ACTIONS
The swarm 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. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 5 feet.
Multiattack. The swarm uses its multiattack action.
Absolutely love the work you've done here, and in your previous Elite/Epic projects.
Is there a formula or template you use for creating swarms of existing monsters? I'm looking to design swarms of mephits that will satisfy the capabilities of conjure minor elementals and other summoning spells without bogging down combat with many separate little creatures. If not, do you have any advice for designing such swarms?
 

dave2008

Legend
Absolutely love the work you've done here, and in your previous Elite/Epic projects.
Is there a formula or template you use for creating swarms of existing monsters? I'm looking to design swarms of mephits that will satisfy the capabilities of conjure minor elementals and other summoning spells without bogging down combat with many separate little creatures. If not, do you have any advice for designing such swarms?
I think you could us any of the swarms here as a template. I would keep the swarm traits:

Swarm.
Swarm Reactions.

Swarm Resistance.
Swarm Tactics.
Swarm Vulnerabilities.


I use the AC, speed , attack bonus, ability scores, and special traits (modified as needed) of the parent creature
To determine the size, HP, number attacks/legendary actions I pick a multiple of (4) of the parent creature. And then use that total to determine the HP, size and attacks.

So for an imp, let use a swarm of 16 imps. The is roughly Large size(if the are close together, I might use Huge to give them so room to maneuver),160 HP, and 16 attacks. Give 1/4 of the attacks to its multiattack action and the same for one use of its legendary actions.

So that would get us

Imp Swarm
Huge swarm of tiny fiends, lawful evil
1600422012789.png

Armor Class 13
Hit Points 155 (22d12 + 12)
Speed 20 ft., fly 40 ft.
1600422013849.png

STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)11 (+0)12 (+1)14 (+2)
1600422016852.png

Skills Deception +7, Insight +6, Persuasion +7, Perception +11, Stealth +5
Damage Resistances cold; bludgeoning piercing and slashing
Damage Immunities fire, poison
Condition Immunities poisoned; see Swarm Resistance
Senses darkvision 120 ft., passive Perception 21
Languages Infernal, Common
Challenge ???
1600422018814.png

Devil’s Sight. Magical darkness doesn’t impede the swarm’s darkvision.

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

Mass Shapechanger (1/day). The swarm can use an action to polymorph into a creature of its size and CR or below. In its new form it has the Str, Dex, Con, traits and abilities of its new form, plus Devil’s sight and Magic Resistance. It can us any action and abilities of its new form, but any actions, checks, or saves that rely on Int, Wis, or Cha use the swarms abilities, not the new forms. Once the new form takes 100 hit points of damage, this effect ends and the swarm reverts back to its original form.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny imp. If the swarm is reduced to 115 hit points or less change its size to Large and it loses one use of its legendary actions. If the swarm is reduced to 77 hit points or less change its size to Medium and it loses an additional use of its legendary actions. If the swarm is reduced to 38 hit points or less, choose: 1) replace the swarm with four imps in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.

Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one sting attack with advantage targeting the triggering creature.

Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

Swarm Vulnerabilities. The swarm takes double damage from any attack that have an area of effect.

ACTIONS
Multiattack.
The swarm makes four sting attacks.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and 3 (1d6) poison damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one..

Invisibility. The imp swarm magically turns invisible until it attacks or until is concentration ends (as if concentrating on a spell). Any equipment worn or carried by an imp in the swarm or the swarm as a whole is invisible with it.

LEGENDARY ACTIONS
The swarm 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. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 5 feet.
Multiattack. The swarm makes four sting attacks.

PS: If you want a larger swarm of imps I also have a gargantuan Imp swarm. If you want less, use reduce everything by 1/4 (so 12 imps = 120 HP, 3 attacks per multiattack, etc.)

I hope that helps!
 


Stalker0

Legend
Worm that Walks
Medium undead, any evil alignment
View attachment 126617
Armor Class 17 (see equipment; 20 with mage armor)
Hit Points 231 (22d8+132)
Speed 30 ft.
View attachment 126618
STRDEXCONINTWISCHA
17 (+3)18 (+4)23 (+6)22 (+6)15 (+2)18 (+4)
View attachment 126619
Savings Throws Str +4, Dex +12, Con +14, Int +14, Wis +10, Cha +12
Skills Arcana +20, History +13, Perception +9, Stealth +11
Damage Resistances cold, poison, psychic; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities necrotic
Condition Immunities charmed, grappled, exhaustion, frightened, paralyzed
Senses truesight 120 ft., passive Perception 19
Languages Common plus up to five other languages
Challenge 23 (50,000 XP)
View attachment 126620
Decompose (1/Day). When the worm that walks is reduced to 0 hit points, it falls into a pile of vermin (worms, maggots, etc., use two swarms of insects) that immediately attempt to escape by slithering through holes or burrowing into the earth. Any items or equipment worn or carried by the worm that walks fall to ground in the area previously occupied by the worm that walks. Unless the swarms are destroyed, the worm that walks reforms from them 24 hours later.

Horrifying Attack. When the worm that walks engulfs a creature, each of the creature’s allies within 60 feet of it, and that can see the attack, must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The saving throw is made with disadvantage if the engulfed creature is reduced to 0 hit points by the attack.

Magic Absorption. If a worm that walks is hit by an attack spell or succeeds on a saving throw from a 3rd level spell or lower it is unaffected by the spell and instead regains (4) 1d8 hit points per level of the spell.

Magic Weapons. The worm that walks’ weapon attacks are considered uncommon magical items for overcoming resistances.

Spellcasting. The worm that walks is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The worm that walks typical has the following wizard spells prepared:

Cantrips (at will): acid splash, chill touch (see "Actions"), mage hand, prestidigitation, vicious mockery
1st level (4 slots): burning hands, detect magic, inflict wounds, mage armor, magic missile, shield
2nd level (3 slots): blur, darkness, detect thoughts, melf’s acid arrow
3rd level (3 slots): counterspell, dispel magic, fireball, haste
4th level (3 slots): blight, banishment, fire shield, evard’s black tentacles
5th level (3 slots): cloudkill, dispel good and evil, geas, scrying
6th level (2 slots): disintegrate, mass suggestion
7th level (2 slots): finger of death, delayed blast fireball
8th level (1 slot): abdi-dalzim’s horrid wilting, power word stun
9th level (1 slot): meteor swarm*

*Note: If the worm that walks doesn't use meteor swarm, it is only a CR 19 threat worth 22,000 XP.


Swarm Form. The worm that walks can move through a space as narrow as 4 inches wide without squeezing.

Turn Resistance. The worm that walks has advantage on saving throws against any effect that turns undead.

Withering Touch. A creature that touches the worm that walks, or hits it with a melee attack within 5 feet of it takes 13 (3d8) necrotic damage and the worm that walks regains an equal amount of hit points.

Unstoppable (3/Short Rest). The worm that walks can use a reaction at the end of its turn or 2 legendary actions to remove one or two conditions or effects it is suffering.

Equipment. A worm that walks typically has several magic items in its possession. The sample here has the following magic items (included in its AC and attacks): bracers of defense and a ring of protection.

ACTIONS
Multiattack.
The worm that walks makes two slam or chill touch attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) necrotic damage.

Chill Touch. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage and the target cannot regain hit points until the start of the worm that walks next turn.

Engulf (Recharge 5-6). The worm that walks can move up to 20 feet and enter the space of a Medium or smaller creature, swallowing it in a mass of vermin. The target must make a DC 21 Constitution saving throw or take 20 (8d4) piercing damage plus 28 (6d8) necrotic damage and be blinded and restrained on a failed save. The affected creature takes 20 (8d4) piercing damage plus 28 (6d8) necrotic damage at the start of each of the worm that walks' turns. The creature can make a DC 21 Dexterity saving throw at the end of each of its turns to shake of the vermin, ending the effect on itself on a success and moving to an unoccupied space adjacent to the worm that walks.

LEGENDARY ACTIONS
Worm that walks can take 2 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 Worm that walks has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. A worm that walks regains spent legendary actions at the start of its turn.

Cantrip. The worm that walks cast a cantrip at 17th level.
Slam. The worm that walks makes a slam attack.
Swarm Movement (Cost 2 Actions). The worm that walks transforms into a swarm of vermin and can move up to twice its speed. During this movement it can move through other creature's spaces and attack rolls targeting it have disadvantage. The first time the worm that walks enters a creature's space, the creature takes 5 piercing damage.
Feed (Costs 2 Actions). A creature engulfed by the worm that walks takes 28 (6d8) necrotic damage and the worm that walks regains half as much hit points.
So I got to try out a version of this creature in a recent boss fight for my party. Here's how it went.

The Setup

1) My party is
9th level Battlemaster
9th level Swashbuckler
9th level Lore Bard
6th level A "Misty Step Living Spell" (6th level rogue stats, but who is incoporeal undead, immune to non-magical damage and whose attack is "teleport two creatures 30 ft at-will, no save). Was a custom creation for the finale of my campaign.
A 6th level Soulknife
A 12th level Telekinesis Specialist (12th level fighter stats, his only attack is telekinesis at-will and a 2d10 force damage "telekinesis cantrip", another custom creation).

2) Buff wise, the Fighter has a 35 HP boost from an 8th level Aid, everyone else has a 10 HP boost from a 3rd level Aid, and the entire party has bless (from a god, but just the bless spell). I gave the Worm Mage Armor to start the fight. The battlemaster has been given some really good armor and shield, so he has an AC 25.

3) Situation: The battlemaster is the key to the endgame, and the enemy abberations know it (I reskinned the monster as an abberation). The party has to protect the Battlemaster at all costs as the party tries to get him to the key area. The party is on a ship, when they are attacked by the Worm and 3 Aboleths. I decided to have the worm occupy the entire ship, basically coming up from the borders as an endless swarm of insects. So the entire party can attack the worm anywhere on the ship....but the worm can get to anyone as well.

4) I did not use the Meteor Swarm version (so CR 19). Overall, by the standard encounter math, this is a 4x deadly encounter.

How it went

1) I rolled terribly on Initiative so the party got to deliver a lot of pain at the beginning. The soulknife was doing psychic damage which was resisted by the worm.

2) I looked at Withering Touch several times through the fight and every time I did I just felt like it was an action and moved on, so I never used it, which of course would have made a big difference. Something about the language just did not jive in my head when I was running the encounter. Does that work on every melee attack....because it means the worm effectively had DR 13 against all non-reach melee attacks, which is incredibly good....and is probably why the monster ultimately didn't fare so well.

3) The worms big opener was the Horrid Wilting, which was solid. I did 51 damage to almost everyone (the living spell being immune as they are counted as undead). The high save DC was probably the best thing about the monster in this particular fight, as it meant a lot of the party actually failed a con save for once.

4) The worm used all of its legendaries to try and slam the battlemaster, but that 25 AC meant I never hit him.

5) The party got wise to the creature's intent, and so the living spell did a readied action to teleport the Battlemaster away from the next attack. The worm tried its engulf, but the teleport saved him.

6) The aboleths were pretty useless in this fight. The whole party passed against the first round of enslaves (because that DC is garbage), the living spell teleported 2 of them into the hull of the ship, and the telekinetic restrained and pushed the other one deep in the water where it couldn't attack. Ultimately they did practically nothing the entire fight. This is my second time using aboleths in this campaign, and I have been extremely disappointed with them in both cases.

7) Ultimately the Worm was killed before it got to go on the 3rd round (my plan was to use cloud kill to try and take down everyone). It went down with a whimper unfortunately, and though its just the first of a few bosses I have planned, I'll have to take it up a notch to really threaten the group. While the horrid wilting was a bit scary, I never saw real concern in my party.

8) Last note, I forgot shield the whole fight. This goes back to some conversations we have had about spell lists....a big spell list like that your DM eyes just glaze over as soon as the actual fight begins. Those key defensive spells need to be called out in the statblock, probably right on the AC note (20 with mage armor, 25 with shield, etc).
 
Last edited:

dave2008

Legend
So I got to try out a version of this creature in a recent boss fight for my party. Here's how it went.
Thank you for sharing! Very interesting. Tough luck on the initiative. If you don't make that it pretty much doom for a solo monster. Question: do you use legendary actions after the first PC attacks? Some DM's wait until after the monster's turn, but technically a legendary monster can use a legendary action right the first PC or monster acts.

Also, you also seem to play with some pretty supped up parties. Do you have play low magic games? Just curious.

One other thing - why use the meteor swarm variant if it couldn't use meteor swarm? At least from how I understood your set up wouldn't using meteor swarm also mean it would hit itself?
8) Last note, I forgot shield the whole fight. This goes back to some conversations we have had about spell lists....a big spell list like that your DM eyes just glaze over as soon as the actual fight begins. Those key defensive spells need to be called out in the statblock, probably right on the AC note (20 with mage armor, 25 with shield, etc).
That is a good idea. If the CR depends on it, I would definitely recommend it.
 

Stalker0

Legend
Thank you for sharing! Very interesting. Tough luck on the initiative. If you don't make that it pretty much doom for a solo monster. Question: do you use legendary actions after the first PC attacks? Some DM's wait until after the monster's turn, but technically a legendary monster can use a legendary action right the first PC or monster acts.

Also, you also seem to play with some pretty supped up parties. Do you have play low magic games? Just curious.

One other thing - why use the meteor swarm variant if it couldn't use meteor swarm? At least from how I understood your set up wouldn't using meteor swarm also mean it would hit itself?

That is a good idea. If the CR depends on it, I would definitely recommend it.
Yeah, initiative is so important on high level fights....perhaps that's a good area to look at monster abilities for future monsters. I know lair actions have auto initiative spots, maybe some boss monsters should as well.

And yes I do use the legendary actions on Turn 1 regardless of initiative. Also this was the CR 19 variant, I said I was not using the meteor swarm.

I do run more low magic campaigns, but my last few campaigns have been in my "living universe", literally my campaigns each affect the next one. The core of this universe is the city of Taranya (which is actually "Sigil" in its most early form, I am playing that the universe is very young by normal standards, so a lot of the standard stuff hasn't happened yet). Taranya is a very high magic city, and the players serve as an expeditionary unit in this campaign (think of Stargate SG-1 if you have ever watched the show).

So for the real key missions like this....I always assume that the player's allies would help them with buffs and magic items, and in this case the bless and aid was due to the death of a god (the entire multiverse is under attack by the Abberations, and the god of civilization Erathis just sacrificed herself to give everyone in the multiverse "bless" and "aid" for the struggle. But at the same time, none of their buffs or items are out of line with facing such high CR creatures, I mean even an 8th level spell is "quaint" in that context. You could probably argue that bless is just such a crazy good buff spell...you are effectively giving 9th level characters the attack and save bonuses of 17th level ones....though without the special abilities and hitpoints.

Lastly, they aren't as suped up as you might think. Based on "standard treasure hordes" that the DMG recommends, a 9th level party has about ~19k in gold (based on the work done here: D&D 5E - Deconstructing 5e: Typical Wealth by Level). That's about 3-4 rare's worth of magic items. Most of my party only has 1 rare and 1-2 uncommons. The battlemaster has 2 rare's, his +2 armor and +2 shield (with his defense style brings him to the 25 AC). Obviously this is a grain of salt approach, but my party is not flowing with magic items or anything, even compared to a "standard baseline".


So at the end of the day, I think the key issue for me was the mishandling of Withering Touch....it is actually THE KEY ability of this monster, but I misunderstood it. That literally would have cut the damage many of my players were doing by half or more....not to mention the extra damage they would have taken. So I think the design is fine, things just need a little cleanup. Like I wouldn't call it Withering Touch....it implied the monster had to....you know....touch something (which is why I thought it must be an action), and it made it even stranger when the notion that the effect still worked when I hit the creature with a weapon....aka no touch occurred but the effect still worked. So I just recommend some language cleanup there, the ability is probably fine for a CR 19 (and frankly necessary to make the monster a threat).
 

Remove ads

Top