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D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Gnoll Shaman by Clark Ocleasa

Gnoll ShamanChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
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Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
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STRDEXCONINTWISCHA
11 (+0)12 (+1)14 (+2)12 (+1)14 (+2)10 (+0)
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Saving Throws Con + 4, Wis +1
Skills Arcana +3, Nature +3, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 13
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Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

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

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Spellcasting. The gnoll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin, hold person

Entangle (1st-Level; Concentration). The gnoll casts a spell, using one of its spell slots, to conjure grasping weeds and vines in a 20-foot square from a point the gnoll can see within 90 feet of it. A creature in the area when the spell is cast must make a DC 12 Strength saving throw or be restrained for 1 minute, or until the spell ends. A creature restrained by the plants can use its action to make a DC 12 Strength check, it freeing itself on a success. Additionally, for the duration of the spell, the area is difficult terrain.

Hold Person (2nd-Level; Concentration). The gnoll casts a spell, using one of its spell slots. The gnoll selects a Humanoid it can see within 60 of it, the target must make a DC 12 Wisdom saving throw or be paralyzed for 1 minute, or until the spell ends. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

Thunderwave (1st-Level). The gnoll casts a spell, using one of its spell slots, to create a wave of thunderous force. Each creature in a 15-foot cube originating from the gnoll must make a DC 12 Constitution saving throw, taking takes 9 (2d8) thunder damage and is pushed 10 feet on a failed save, or half as much damage on a success.



EQUIPMENT
quarterstaff, spell components
 
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dave2008

Legend
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Swordmaster by nibelwolf

Takhisis, the Dark Warrior (WIP)Challenge 15
Medium humanoid (avatar), chaotic evil26,00 Elite XP
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Armor Class 21 (+3 plate armor)
Hit Points 380 ((20d8 + 100)x2; bloodied 190)
Speed 30 ft.
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STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)15 (+2)19 (+4)18 (+4)
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Saving Throws Dex+7, Int +11, Wis +10, Cha +12
Skills Athletics +11, Intimidation +9, Perception +14
Damage Resistances acid, cold, lightning, poison; damage from nonmagical weapon attacks
Damage Immunities fire
Condition Immunities charmed, frigthened, poisoned
Senses truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Proficiency Bonus +5; Maneuver DC 19
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Divine Nature. The warrior can’t be changed into another form against he will, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, the warrior doesn’t require air, food, drink, or sleep.

Elite Recovery. At the end of each of her turns while bloodied, the warrior ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

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

Dark Warrior (Elite Trait, recharges after a Short or Long Rest). When the temptress is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she uses here teleport action to teleport adjacent to another creature and make a vile greatsword attack..

ACTIONS
Multiattack. The warrior can make three melee attacks.

Slam. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage plus 14 (4d6) necrotic damage.

Vile Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage, the target’s hit point maximum is reduced* by an amount equal to the necrotic damage taken, and the target must make a DC 19 Strength saving throw or suffer one of the following effects of the warrior's choice:
  • The target is pushed 15 feet.
  • The target is knocked prone.
  • The target's speed is reduced by 10 feet until the end of its next turn.
*This reduction lasts until the target finishes a long rest . The target dies if its hit point maximum is reduced to 0.

Necrotic Blast. The warrior casts a spell and green bolt streaks from it to a point within 120 feet and explodes in a 20-foot radius ball of green flames, spreading around corners. Each creature in the area makes a DC 17 Dexterity saving throw , taking 28 (8d6) necrotic damage on a failed save or half damage on a success.

Death Strike (1/Day). The warrior makes a greatsword attack on a creature. On a hit, if the creature has less than 100 hit points it is reduced to 0 hit points and dies. If the target has 100 or more hit points, it takes double damage from the attack.

Paralyzing Glare (1/Day). A creature within 90 feet that the warrior and can see it makes a DC 17 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. On a success the creature is frightened of the warrior until the end of the warrior next turn.

BONUS ACTIONS
Teleport.
The temptress magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

REACTIONS
The warrior can take two reaction per round, but only one per turn.

Parry. The warrior adds 5 to its AC against one attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon or shield.

Stunning Rebuke. In response to being hit by a melee attack, the warrior shouts a vile word of power at the attacker, dealing 10 (3d6) necrotic damage and the target is stunned until the end of its next turn.
 
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dave2008

Legend
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Dragonlance: Takhisis by Hedgefog

Takhisis, the Temptress (WIP)Challenge 15
Medium humanoid (avatar), chaotic evil26,00 Elite XP
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Armor Class 18 (Natural Armor)
Hit Points 300 ((20d8 + 60)x2; bloodied 150)
Speed 30 ft., fly 30 ft.
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STRDEXCONINTWISCHA
14 (+2)15 (+2)16 (+3)22 (+6)20 (+5)24 (+7)
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Saving Throws Dex+7, Int +11, Wis +10, Cha +12
Skills Arcana +11, Deception +12, Insight +10, Perception +10, Persuasion +12
Damage Resistances acid, cold, lightning, poison; damage from nonmagical weapon attacks
Damage Immunities fire
Condition Immunities charmed, poisoned
Senses truesight 120 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Proficiency Bonus +5; Maneuver DC 15
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Combat Caster. The temptress has advantage on saving throws to maintain concentration on a spell when she takes damage. In addition, she can use her reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.

Divine Nature. The temptress can’t be changed into another form against her will, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, the temptress doesn’t require air, food, drink, or sleep.

Elite Recovery. At the end of each of its turns while bloodied, the temptress ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

Foresight. When the foresight spell is active, the temptress can’t be surprised and has advantage on ability checks, attack rolls , and saving throws . In addition, other creatures have disadvantage on attack rolls against the temptress.

Innate Spellcasting. The temptress’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The temptress can innately cast the following spells, requiring no material components:

At will. alter self, counterspell, darkness, Detect Magic, dispel magic, fireball, magic missile, shield, suggestion
3/rest each. banishment, dominate person, geas, greater invisibility, hold monster
1/rest each. dominate monster, foresight, imprisonment, mass suggestion, wish

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

Queen of Darkness (Elite Trait, recharges after a Short or Long Rest). When the temptress is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she uses here teleport action.

Temptress. Creatures have disadvantage on saving throws against the temptress's spells and effects that inflict the charmed condition. Creatures with immunity must also make a saving throw against such effects; however, they do so normally.

ACTIONS
Multiattack. The temptress can make two slam attacks or cast two spells. She can replace one attack with a draining kiss.

Slam. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) force damage. If the target is Medium or smaller it must make a DC 15 Strength or Dexterity saving throw or be grappled.

Charm. The temptress targets one humanoid on the same plane of existence within 60 feet, forcing it to make a DC 20 Wisdom saving throw . On a failure, the target is magically charmed for 1 day. The temptress can have up to five targets charmed at a time. The charmed creature obeys the temptress’s commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creature’s saving throw is successful or the effect ends for it, it is immune to the temptress’s Charm for 24 hours.

Draining Kiss. The temptress kisses a willing, charmed, or grappled creature. The target makes a DC 20 Constitution saving throw , taking 35 (6d10) necrotic damage on a failed save or half damage on a success. The target’s hit point maximum is reduced by the same amount until it finishes a long rest, and the temptress regains hit points equal to the same amount. If the target is charmed by the temptress, the charm ends.

Magic Missile (1st-Level; V, S). A trio of glowing darts of magical force unerringly and simultaneously strike up to three targets within 120 feet of the temptress, each dealing 10 (1d4+8) force damage.

Fireball (3rd-Level; V, S). Fire streaks from the temptress to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration). A creature within 60 feet that the temptress can see makes a DC 20 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.

BONUS ACTIONS
Teleport.
The temptress magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

REACTIONS
The temptress can take two reaction per round, but only one per turn.

Counterspell (3rd-Level; S). When a creature the temptress can see within 60 feet casts a spell, she attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the temptress makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails.

Living Shield. When a creature the temptress can see would hit it with an attack, the temptress can command a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the temptress The attack hits the charmed creature instead of the temptress.

Shield (1st-Level; V, S). When the temptress would be hit by an attack or targeted by magic missile, she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
 
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