D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
So I'm not quite sure what is going on here. Are you saying for example that you expect Azalin to cast a 9th level version of globe of invul? and then thunderwave at 8th level?
Asterisks go after the word they are amending / foot noting /whatever you call it (at least in my mind). So it should be disintegrate and fireball (forgot to add fireball) and then ray of frost. All the ones I spelled out in the actions. Shield is there to let you know its use is included in the CR.

And yes, the intent is the CR assumes you are casting Fireball/disintegrate at 9th, then 8th, and then 7th level. That is why I gave those damages.
 

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dave2008

Legend
The issue is that the ** is after the ,

That makes it look weird grammar wise.
Actually, I think that is correct. I know it would go after an ending punctuation mark, but to be honest I could not find the answer regarding commas. However, I did ask my English major partner and she said it should go after the comma. So that is what I went with.

EDIT: I did a little more research and found this:

"...the U.S. Government Printing Office Style Manual, the asterisk goes before the dash, but after every other punctuation mark."

So I guess the U.S. Government agrees with me!
 

dave2008

Legend
Project Darklords is complete! I have created stats for all of the Darklords (and then some) of the 17 Domains of Dread described in Chapter 3 of Van Richten's Guide to Ravenloft. These are all based on the suggested stat blocks in Chaper 3, but I could help giving them the Elite (LevelUp's version of Mythic) treatment and customizing them a but. Let me know what you think!
 

I may be in need of a powerful lich soon, so I checked out Azalin. A question:

Hit Points 270 (18d8 + 54) x 2; bloodied 135)
I don't understand this line. So he has 540 hp in reality (270 x 2 for being elite), he gets bloodied and activates his elite trait at 135 hp damage, meaning he can use his elite traits for 405 hp and not for 130 hp?

Hit. 15 (4d4 + 5) acid damage and an additional 5 (4d4) acid damage at the end of its next turn
Some sort of erratta needed.

I really don't know anything about the Darklords, having only played the original Ravenloft (and planning on plying Curse of Stradh one day), so can't really comment.
 

dave2008

Legend
I don't understand this line. So he has 540 hp in reality (270 x 2 for being elite), he gets bloodied and activates his elite trait at 135 hp damage, meaning he can use his elite traits for 405 hp and not for 130 hp?
No, I made a mistake and forgot a parenthesis. The Elite trait is like the Mythic trait, just worded a bit differently and using the 'bloodied' mechanic instead of recharging at 0 HP. So his hit points should have read:

Hit Points 270 ((18d8 + 54) x 2; bloodied 135)

Meaning he has 270 hit points max, and his Elite Trait (Darklord) comes into effect when he is reduced to 135 hit points. Once his elite trait is active, he can use them for 1 hr and they recharge on a Short or Long rest. It doesn't matter how many hit points he has. So if he regenerates to be over 135 hit points, he can still use his elite actions.

"If Azalin's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord."

Some sort of erratta needed.
Yes it should be 5 (2d4) acid damage. I have corrected both now.
I really don't know anything about the Darklords, having only played the original Ravenloft (and planning on plying Curse of Stradh one day), so can't really comment.
Nor do I, other than what I have picked up on these forums and a few wikis I just have VRGtR to go on. I have Curse of Strahd, but I have never run it or really look through it in detail.
 

dave2008

Legend
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Dungeons and Dragons Acererak by AhYou

AcererakChallenge 25
Medium undead, neutral evil75,000 XP / 150,000 mythic XP
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Armor Class 21 (Natural Armor)
Hit Points 285 (30d8 + 150; bloodied 142)
Speed 30 ft.
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STRDEXCONINTWISCHA
13 (+1)16 (+3)20 (+5)27 (+8)21 (+5)20 (+5)
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Saving Throws Dex +11, Con +13, Int +16, Wis +13
Skills Arcana +24, History +24, Insight +13, Perception +13, Religion +16
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 23
Languages Abyssal, Common, Infernal, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Proficiency Bonus +8; Maneuver DC 19
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Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead.

Lord of the Tomb (Mythic Trait, recharges after a Rest). If Acererak is reduced to 0 hit points in one of his Tombs, he doesn't die or fall unconscious. Instead, all conditions and effects he is suffering end for him, all of his abilities and spell slots recharge, he regains 285 hit points, and he can use his Mythic Actions.

Mind Blank (1 Spell Slot).* Acererak cast this spell on himself prior combat. He is immune to psychic damage, any effect that would sense his emotions or read his thoughts, divination spells, and the charmed condition.

Rejuvenation. If Acererak's body is destroyed, but not his phylactery, he gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance. Acererak has advantage on saving throws against any effect that turns undead.

ACTIONS
Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 21Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage when used with two hands.

Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 24 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.

Spellcasting. Acererak is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Acererak has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, ray of sickness, shield,*
2nd level (at will): arcane lock, knick, invisibility
3rd level (at will): counterspell, dispel magic, fireball,* lightning bolt
4th level (3 slots): blight, ice storm, phantasmal killer
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate,*
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank*
9th level (2 slots): power word kill, time stop

*See Actions, Acererak's CR assumes he attacks with these spells, cast at the highest possible level when noted.


Disintegrate (1 spell slot).* Acererak conjures a bolt of green light that streaks to a target he can see within 60 feet of him. The target must make a DC 24 Dexterity saving throw, taking 75 (10d6 + 40) forced damage, see below, on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated. If Acererak cast this spell at a higher level, increase the damage:
  • 9th level slot: 106 (19d6 + 40) force damage.
  • 8th level slot: 96 (16d6 + 40) force damage
  • 7th level slot: 85 (13d6 + 40) force damage
Fireball.* A bright streak flashes to a point Acererak chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28(8d6) fire damage on a failed save, or half as much damage on a successful one. If Azalin cast this spell at a higher level, increase the damage:

Lightning Bolt.* A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Acererak in a direction he chooses. Each creature in the line must make a DC 24 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

REACTIONS
Counterspell.
Acererak interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.

Shield. If Acererak would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

LEGENDARY ACTIONS
Acererak can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Acererak regains spent legendary actions at the start of her turn

At-Will Spell. Acererak cast on of his at-will spells. Often, fireball or lightning bolt (see actions).
Paralyzing Touch (Costs 2 Actions). Acererak uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened and suffer one level of exhaustion for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of Acererak must make a DC 21Constitution saving throw against this magic, taking 70 (20d6)necrotic damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Acererak's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Lord or the Tomb.

Teleport. Acererak teleports to an unoccupied space he can see within 60 feet of him.
Life Drain (Costs 2 Actions). Acererak selects on creatre he can see within 60 feet of him. The creature must make a DC 24 Constitution saving throw or take 28 (8d6) necrotic damage. . The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Acererak regains hit points equal to 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.
Drain Phylcatery (Cost 3 actions). Until the end of Acererak's next turn, he gains a +2 bonus to his AC, he can cast an at will spell as a bonus action, and all of his spells do maximum damage. If Acererak is reduced to 0 hit points before the end of his next turn, he dies.

EQUIPMENT
Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
 
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