D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
These dragons look like they'd be terrifying for a party to fight, which is awesome.
That was the goal. I also have to give a shout out to @Stalker0 , they really helped me refine the dragons into the terrify beasts they are now.
I've also spotted a few spelling mistakes in their entries, you used loose when you meant to use lose.
Oh I am sure there a many. I try to clean them up if I notice them, but it is a difficult task.
 

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the Jester

Legend
Thanks!

If you willing to share I am happy to collaborate. Though the vast majority of these are my own creations, I have posted other people works here or linked to them in the Table of Contents (most of the giants are by @Demetrios1453 for example). Regardless, good luck with your conversions!
Thanks! I've got at least hundreds of monsters converted to 5e, both homebrewed and from previous editions, as well as a decent number of Arduin Grimoire monsters converted and some variants, especially where I converted something before WotC released an official version (e.g. now my version of the annis is the "annis grandmother"). If there's anything in particular you're looking for a conversion of, I'll be happy to see if I have got one.
 

dave2008

Legend
Thanks! I've got at least hundreds of monsters converted to 5e, both homebrewed and from previous editions, as well as a decent number of Arduin Grimoire monsters converted and some variants, especially where I converted something before WotC released an official version (e.g. now my version of the annis is the "annis grandmother"). If there's anything in particular you're looking for a conversion of, I'll be happy to see if I have got one.
I'll get back to you as I am not ready to add them yet, but looking at the ToC I could use some:
  • Aberrations
  • Constructs
  • Fey
  • Oozes,
  • Plants
  • Undead
 

the Jester

Legend
I'll get back to you as I am not ready to add them yet, but looking at the ToC I could use some:
  • Aberrations
  • Constructs
  • Fey
  • Oozes,
  • Plants
  • Undead
Are you interested in things from Arduin? It's not open content, but it's cool content. Also, what about homebrewed content? Or would you prefer I stick to conversions of D&D monsters?

A couple more things- my monsters all have an entry for treasure, which you can safely discard, but I'll leave it in for giggles. Also, I think I have only updated one monster to the new stat block format introduced in- I think Candlekeep? Or maybe it was Rime of the Frostmaiden? Anyway, I play to do so as part of my revision project, so maybe I'll do one of each of these first and post them here for you.
 

dave2008

Legend
Are you interested in things from Arduin? It's not open content, but it's cool content. Also, what about homebrewed content? Or would you prefer I stick to conversions of D&D monsters?
Anything is good.
A couple more things- my monsters all have an entry for treasure, which you can safely discard, but I'll leave it in for giggles. Also, I think I have only updated one monster to the new stat block format introduced in- I think Candlekeep? Or maybe it was Rime of the Frostmaiden? Anyway, I play to do so as part of my revision project, so maybe I'll do one of each of these first and post them here for you.
I would keep the treasure. Eventually I want to flesh these out with more information such as lore, treasure, and maybe even sample encounters or tactics.
 

the Jester

Legend
Anything is good.

I would keep the treasure. Eventually I want to flesh these out with more information such as lore, treasure, and maybe even sample encounters or tactics.
Cool. I'm at my gf's house right now while she's out of town, so I'm not sure whether I have the one revision I've done lately here, but I'll try to start posting some contributions here.
 

the Jester

Legend
Okay, here's the one creature I've already revised and updated:

EMERALD SLIME

Source:
Arduin Grimoire.

At first glance, emerald slime is easily mistaken for a patch of green slime. Only its bright color initially distinguishes it from its immobile cousin. However, an emerald slime is extremely dangerous, far more dangerous than ordinary green slime. It is animate and quick-moving, and can climb on walls or ceilings with ease.

Once it animates, an emerald slime appears as a slick wet pool of mobile green goo. The emerald slime is a brilliant green color and is almost iridescent in bright light. An emerald slime is about 10' in diameter and weighs around 100 lbs.

Transformative. Rather than just dissolving its prey with acid, emerald slime actually transforms creatures and objects that it touches into more emerald slime. Horrified victims often realize what they are facing only when new tendrils of emerald slime start emerging from their own bodies to attack them.

Emerald Slime Treasure. Emerald slimes have no treasure, and treasure near them is usually quickly destroyed.

Emerald Slime
Large ooze, unaligned

Armor Class 11
Hit Points 143 (17d10+51)
Speed 40 ft., climb 40 ft.

STR 17 (+3), DEX 13 (+1), CON 16 (+3),
INT 1 (-5), WIS 10 (+0), CHA 6 (-2)


Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind outside this radius), passive Perception 10
Languages -
Challenge 6 (2,300 xp) Proficiency +3


Spider Climb. The emerald slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack.
The slime makes two pseudopod attacks. For each creature infested with emerald slime, the slime makes an additional pseudopod attack, using that creature as the attack's origin.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10+3) acid damage, and the target must make a DC 14 Constitution save. On a failure, the creature is infested with emerald slime. If this attack reduces the target to 0 hit points, it dies and transforms into an additional emerald slime. The infestation ends if the target receives an effect that would remove a disease, if it takes fire damage, or if the emerald slime dies. A creature can be infested by more than one emerald slime, but only once by a given emerald slime.

If an infested creature falls to 0 hit points, it dies and transforms into a new emerald slime. Its body and gear melt away into slime.
 

dave2008

Legend
From @the Jester, we have the Emerald Slime!
1627817093145.png

Flesh Easting Ooze by MattDemino

EMERALD SLIME
Source: Arduin Grimoire.

At first glance, emerald slime is easily mistaken for a patch of green slime. Only its bright color initially distinguishes it from its immobile cousin. However, an emerald slime is extremely dangerous, far more dangerous than ordinary green slime. It is animate and quick-moving, and can climb on walls or ceilings with ease.

Once it animates, an emerald slime appears as a slick wet pool of mobile green goo. The emerald slime is a brilliant green color and is almost iridescent in bright light. An emerald slime is about 10' in diameter and weighs around 100 lbs.

Transformative. Rather than just dissolving its prey with acid, emerald slime actually transforms creatures and objects that it touches into more emerald slime. Horrified victims often realize what they are facing only when new tendrils of emerald slime start emerging from their own bodies to attack them.

LEGENDS AND LORE
With a History or Nature check, characters can learn the following:
  • DC 10 Though it looks very similar to green slime, emerald slime is mobile and aggressively attacks if it is disturbed.
  • DC 15 Similar to green slime, emerald slime is vulnerable to fire.
  • DC 20 Emerald slime is extremely contagious and can spread to its victims on contact.
TREASURE
Emerald slimes have no treasure, and treasure near them is usually quickly destroyed.

Emerald Slime
Large ooze, unaligned
1600956213070.png

Armor Class 11
Hit Points 143 (17d10 + 51; bloodied 71)
Speed 40 ft., climb 40 ft.
1600956208659.png

STRDEXCONINTWISCHA
17 (+3)13 (+1)16 (+3)1 (-5)10 (+0)6 (-2)
1600956209784.png

Vulnerabilities fire
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 6 (2,300 XP) Proficiency Bonus +3
1600956210896.png

Mindless. The emerald slime is immune to mind control effects, and attempts to detect its thoughts or ascertain its emotions.

Spider Climb. The emerald slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spreading Slime. When a creature becomes infested by the emerald slime, see pseudopod, it will grow emerald slime pseudopods at that start of its next turn after being infested. These pseudopods will make a pseudopod attack, as if they are the emerald slime, at the start of each of the creatures turns.

ACTIONS
Multiattack.
The slime makes two pseudopod attacks. For each creature infested with emerald slime, the slime makes an additional pseudopod attack, using that creature as the attack's origin.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10+3) acid damage, and the target must make a DC 14 Constitution save. On a failure, the creature is infested with emerald slime. The infestation ends if the target receives an effect that would remove a disease, if it takes fire damage, or if the emerald slime dies. A creature can be infested by more than one emerald slime, but only once by a given emerald slime.

If an infested creature falls to 0 hit points, it dies and transforms into a new emerald slime at the start of its next turn. Its body and gear melt away into slime.
 
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dave2008

Legend
Okay, here's the one creature I've already revised and updated:

EMERALD SLIME

Source:
Arduin Grimoire.
OK, if it is not an issue with you, I copied your monster in my own post to add art work and my formatting. I also took the opportunity to make a few tweaks.

If you would rather I leave your conversion unchanged, please let me know and I will delete my re-post.
 

dave2008

Legend
1627822646980.png

Unknow by unkown (at least by me)

ACTAEON
Some times called an elk-taur, an Actaeon is 9-foot-tall and combines human and animal elements. They have the torso and arms of a human, but the head, antlers and lower legs of an elk. Brown, elklike hide covers its entire body.

Lone Guardians. A solitary being, the actaeon is a protector and hero among woodland creatures. Because actaeons are bold and rare, other forest folk consider them heroes. Actaeons sometimes work with druids to preserve the safety of the woods, especially to thwart a serious danger.

Forest Traders. Actaeons know the value of coins and jewels and use them to acquire tools, medicine, and sometimes food to help out the struggling denizens of the forest. Actaeons have an eye for treasure; they collect small hoards in secure, well-hidden locations, such as the hollow trunk of a fallen tree or beneath a rock.

LEGENDS AND LORE
With a History or Nature check, characters can learn the following:
  • DC 10 Actaeons act as guardians to woodland creatures in the forest where the reside.
  • DC 15 Actaeons collect treasure and keep it well hidden.
  • DC 20 Actaeons are known to transform their enemies into the forest beast the try to destroy.
TREASURE

Actaeon
Large fey, neutral
1600423317181.png

Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60; bloodied 71)
Speed 60 ft.
1600423318493.png

STRDEXCONINTWISCHA
20 (+5)16 (+3)19 (+4)15 (+2)18 (+4)20 (+5)
1600423323354.png

Savings Throws Dex +7, Wis +8, Cha +9
Skills Acrobatics +7, Athletics +9 Perception +8, Stealth +11
Damage Resistances poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
1600423325236.png

Charge. If the actaeon moves at least 10 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Fey Resistance. The actaeon has advantage on saving throws against being Charmed.

Forest Camouflage. If the actaeon is in a forest, it has advantage on Dexterity (Stealth) checks to Hide and it can do so as a bonus action.

Magic Weapons. The actaeon wields a magical spear. The spear turns into a simple wood staff if the actaeon dies.

ACTIONS
Multiattack.
The actaeon makes three melee attacks.

Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14, (2d8 + 5) piercing damage if wielded two-handed.

Spear. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Antlers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage..

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.


Polymorph Breath (1/Day). The actaeon exhales a cloud of green mist in a 30-foot cone. Each creature in the area must make a DC 16 Wisdom saving throw. On a failed save, the creature magically begins to turn into a forest beast and is stunned. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is polymorphed into a forest beast with a CR of 1/4 or less until freed by a greater restoration spell, or a dispel magic spell cast at 5th level, or other similarly powerful magic.

Forest Summons (1/day). The actaeon can summon one of the following types of creatures: 2d6 satyrs, 1d6 dryads, or 1d4 centaurs.

BONUS ACTIONS
Quick Spear.
The actaeon can make a spear attack on a prone target.

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

Variant: Spellcasting Actaeons
Some Actaeons become imbued with the magic of the forests they protect. Actaeons with this ability can take the following actions on their turn.

Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage and the target must make a DC 17 Strength saving throw or be restrained by grasping vines. The vines last for 1 minute, have 10 hit points, and the target or an adjacent ally, can use an action to make DC 17 Strength check to break the vines, ending the condition for the target on a success.

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

At will: druidcraft, speak with animals
3/day each: entangle, pass without trace, plant growth
1/day each: wall of thorns
 
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