D&D 5E 5e EPIC MONSTER UPDATES

dave2008

Legend
INTRODUCTION:
It was brought to my attention that this thread doesn't have a proper introduction (thanks CapnZapp), and I must say I agree. I didn't give it much thought initially because this was really just a personal project for myself and perhaps a few others. I had a similar thread at the old WotC forums for 4e epic monsters and it got very little attention,I assumed this would be more of the same. Well, maybe it's 5e or the move to EnWorld (or both), but this thread has gotten a lot more attention, so it is time to get a little more serious. This update to the OP is my attempt to introduce this little project of mine to the broader community.

WHY UPDATE EPIC MONSTERS?:
There are multiple reasons I have chosen to write-up epic monsters. Primarily because ever since the 1e Monster Manual and Deities and Demigods and the Immortals Handbook of BECMI, I have been fascinated with Demon Lords, Archdevils, Dragons, Gods and epic monsters of all sorts. They are a big reason why over the past 30 years I have been a PC for about 2 and DM for 28! From the beginning I wanted to be Demogorgon or Tiamat or Thor, etc. I don't typically run published adventures, but I bought RoT, PotA, & OotA to get my hands on the "official" epic villains inside. It is sickness really. Though I appreciated WotC efforts, I want more epic goodies and, frankly, I like my epic threats a little more threatening. Also, as it looks like WotC as no intention of providing 5e stats for the greater gods, I started to make my own. This started with 4e and I quickly made the switch to 5e.

WHAT'S WRONG WITH THE "OFFICIAL" MONSTERS?:
If you peruse my epic updates you will notice that there is a significant power difference between an "official" CR 30 Tiamat and my CR 30 avatar of Tiamat. The reason for these changes, as hinted above, is that I feel the WotC epic monsters are a little lacking. In 4e it could be rather trivial to defeat epic threats, so much so WotC even revised the guidelines 2x (and still didn't get it right IMO). I had hoped this wouldn't be the case with 5e, but all evidence points to the fact that some bit of optimizing can make the big bad look a bit sad. Thus, I decided to update all epic monsters (CR 20+) with beefed up stat blocks. I could have simply increased the CR of each monster, to make them tougher; however, my goal is to make CR 21+ monsters feel more epic. And, oddly the CR feels about right, but the challenge of that CR does not. Just raising the CR of each monster is treating the symptoms and not the problem, IMO. Thus, I created a revised Monsters by CR table to bring the CR of epic creatures in-line with how I felt they should be. Here is my revised epic monster design table, with the notes below explain why I changed the things I changed.

5e Epic Monsters by CR table:
EpicMonstersbyCR-calc_EpicBonus.jpg
Notes regarding the 5e Epic Monsters by CR table:
  • Useing the Table: Refer to the 5e DMG pages 273-278 "Creating Monsters" for the guidelines to use this Chart. However, there is one difference between using the table in the DMG and this table. The "Effective Hit Points..." table on pg 278 of the DMG has the last row in the table as 17 or more. I revised that row to be 17-25 and adding a row 26 or more which indicates no hit point modifier for creatures above CR 25. Any creature above CR 25 or anyone fighting a creature above CR 25 should expect it to have multiple resistances and immunities. Also, I'm not sure this is mention in the DMG, but as currently designed you do not add regeneration that is part of a legendary action (this is assumed to be equal in CR value to the damage of a legendary action which should be included in the CR). One thing to consider regarding regeneration is that it is very easy to neutralize (chill touch cantrip) if your monster doesn't have immunity to cantrips or somethign similar. If your monster doesn't have a good method to counter chill touch then don't calculate the regeneration in the effectie HP (PS. I need to make that revision to some of the monsters posted here).
  • Prof. Bonus: I have capped this at +10. My thought is there is a limit to how proficient one can be at a task, but you can still get better through having higher ability scores. It was also an attempt to maintain some degree of BA.
  • Epic Bonus: This a new column on the table and indicates the overall inherent magic of epic creatures. The bonus is added to the attack, AC, damage, and save DC of a monster (included in the numbers on the chart). The epic bonus also determines how "magical" a monster's attacks and defenses are. Thus, a monser with a +3 epic bonus gains a +3 to its AC, Attack Bonus, Save DC, and damage to each attack. In addition, its attacks are treated as +3 magical weapons and it has resistance to attacks of +3 or less magic. However, this bonus does not stack with magic weapons or armor. The monster gets the higher of the two. If a monster with a +3 epic bonus has a +4 weapon it gains +4 to attack and damage not +7. The Epic bonus was added to give epic monsters a bit of a bump over the "official" monsters as the WotC monster AC, saves, and damage tend to be to low to provide a real threat to high level PCs.
  • Armor Class: These are expected values (not hard coded) the same as the DMG, but extended out to CR 50. When calculating from scratch you add the epic bonus along with appropriate armor and Dex bonus. In addition this table has higher AC values than the WotC table (which tops out at 19). The reason for this change is that optimized PCs can easily hit such a low CR. We can't have PCs just whacking away at our epic baddies. So, by raising the expected AC we increase their durability, and it allows the HP to be higher for the same CR without having to adjust the HP portion of the table.
  • Hit Points: No change, just extended out to CR 50 (EDIT: I plan to modify the hit point progression in a future update as it has come to my attention that HP doesn't keep up with PC power).
  • Attack Bonus: These are expected values (not hard coded) the same as the DMG, but extended out to CR 50. When calculating from scratch you add the epic bonus along with proficiency and ability and weapon bonuses. Similar to AC, I raised the rate of increase for attack bonus. The reason for this was primarily to allow an epic monster to do more damage per round for a given CR. However, there is also the added benefit that the higher attack bonus dampens optimized PCs ability to avoid damage to some extent. High level characters have many options to buff themselves and increased attack bonus helps overcome some of these.
  • Damage / Round: The same concept as the DMG, but I have increased the total DPR per CR to make Epic monsters more threatening when compared to the monsters produced by WotC. In addition, as a guideline I recommend keeping at-will single attack damage capped at 4xCR with special attacks (recharge or daily) capped at 7-8xCR. This is the BIG change in my table. These monsters hit a lot harder than their WotC counterparts. This was my primary method of providing a challenge to optimized PCs. The revised AC, attack bouns, and Save DC, are all more than just buffs, the allow the epic monsters in this thread to maximize their DPR. High level PCs have lots of hit points and lots of methods to recover HP or avoid taking damage. I believe the best way to make them feel challenged is to hit them harder. This method allows the PCs to feel the danger without drastically increasing the length of the battle like increasing HP would.
  • Save DC: These are expected values (not hard coded) the same as the DMG, but extended out to CR 50. When calculating from scratch you add the epic bonus along with proficiency and ability. Like the attack bonus, the save DC was increased to help overcome high level PCs abilities to protect themselves and to preserve the maximum DPR possible as noted Damage / Round above.
  • XP: Same, just extended out to CR 50

HOW DO I USE THESE MONSTERS?:
That is a hard one. These monsters are clearly more powerful than the "official" monsters of the same CR. For example, the Ancient Red Dragon presented in this thread is labeled as CR 24. just like the WotC version. However, if you use the DMG guidelines (vs. my guidelines above) for my version of the Red Dragon, its calculated CR would be 29. Clearly much tougher. However, because the rate of change is different between the two tables I can't just say that these monsters are 5 ranks above equivalent CR monsters in the MM, nor would I want to. As stated previously I am trying to fix the CR problem, not participate in it.

That being said, if your group is fine with the standard monsters you should be careful using the beasts in this thread. Try them out and see how your PCs do. You will have to be the judge of your PCs handle these Epic threats. Generally I feel a typical lvl 20 group could handle a monster up to CR 25, but your group my very. If, for example, your group has a bit of optimization going, then these are probably safe to use up to and including CR 30 or there about. Unfortunately, because each group is optimized differently I can't say for certain how this applies to your specific group, but the hope was to make epic level monsters usable with the guidelines in the DMG. If the guidelines say it should be deadly, then t should be deadly;)

Ultimately these Epic Monsters will be designed to be used with a suite of Epic Character options to allow players to truly challenge the gods and even become ones themselves. I have another thread to explore epic characters (link provided below), but it is in its infancy at this time. As that project grows up I will update this post with epic encounter guidelines. The goal is to eventually provide guidelines on how epic characters interact with epic monsters. I am less worried about lvl 20 and below with this project. My first thought on epic encounter design would be for an epic character to equal to an epic monster of the same level/CR, and for that to be the base line for balancing encounters. More to come as it develops!


THESE ARE DRAFTS:
Please realize that everything posted here to date is a draft, a WIP. There are typos, mistakes, and changes in design philosophy that need to be updated and corrected eventually. I will gladly revise and edit as needed, based on comments, suggestions, etc. In addition, after all the drafts are complete I intend to review, edit, and finalize them as well. Also, I have two regular contributors to this project and would love to have more. If you are interested send me a PM with your email and I will send you the templates and spreadsheet I use to make these epic threats.

The following 11 posts have the stats for various epic threats. Completed monster drafts, and categories with completed monsters in the TOC below, are delineated by having their names in bold red text.

Keywords:
I am creating keywords for various categories (such as greater god, lesser god, etc.) that define a set of attributes and traits shared by entities of the category. Each creature with the key word has all the attributes described by the key word unless noted otherwise. The post below are generally organized by keyword, with the defining characteristics of that keyword described at the top of the each post.

This is the bestiary companion to my 5e Epic Character Update thread: Homebrew - (5e) IMMORTAL RULES

TABLE OF CONTENTS:

PAGE 1
GREATER GODS:
Tiamat(CR 48)
Tharizdun (CR 31 - 37 - 44)
Bahamut(CR 43)
Moradin(CR 40)
Bane(CR 39)
Corellon Larethian(CR 39)
Gruumsh(CR 38)
Ioun(CR 38)
Maglubiyet(CR 37)
Pelor(CR 37)
Erathis(CR 36)
Garl Glittergold(CR 36)
Myrkul(CR 36)
Yondalla(CR 36)
Zehir(CR 36)

INTERMEDIATE GODS:
Alduin(CR 36)
Avandra(CR 35)
Kord(CR 35)
Melora(CR 35)
Lolth(CR 34)
The Raven Queen(CR 34)
Sehanine(CR 34)
Vecna(CR 34)
Torog(CR 33)

LESSER GODS:
Tiamat - Avatar(CR 31)
Waukeen(CR 30)
Bane (Avatar)(CR 29)
Semuanya(CR 29)
Sekolah(CR 28)
Kurtulmak(CR 27)
Hruggek(CR 27)
Dibella(CR 26)
Thasmudyan(CR 26)
Zenithar(CR 26)

DEMIGODS & CELESTIALS:
Demigods
Iuz the Old(CR 25)
Vaprak(CR 25)
Laogzed(CR 23)
Blibdoolpoolp(CR 22)

]The Hebdomad
Zaphkiel(CR 31)
Sealtiel(CR 30)
Raziel(CR 29)
Domiel(CR 28)
Pistis Sophia(CR 28)
Bachiel(CR 27)
Erathaol(CR 26)

The Court of Stars
Morwel(CR 31)
Waukeen(CR 30)
Sekolah(CR 28)

]The Companions
Prince Talisid(CR 31)
Bharrai(CR 30)
Kahrash(CR 29)
Sathia(CR 29)
Vharra(CR 29)
Manath(CR 28)

Celestials
Empyrean(CR 25)
Solar(CR 23)
Aire(CR 280

PRIMORDIALS:
Ahat-Hir(CR 55)
Dendar(CR 45)
Primus(CR 45)
Maul-Tar(CR 40)
Balcoth(CR 36)
Solkara(CR 35)
Timesus(CR 34)
The Lady of Pain(CR 33)
Piranoth(CR 32)
Lakkar(CR 30)
Maegera(CR 30)

ARCH-FIENDS (Chaotic Evil)
Demon Princes:
Demogorgon(CR 35)
Orcus(CR 33)
Graz'zt(CR 33)
Dagon(CR 32)
Fraz urb'luu(CR 32)
Miska the Wolf Spider(CR 32)
Obox-Ob(CR 32)
Pazuzu(CR 32)
The Queen of Chaos(CR 31)

Demon Lords:
Arendagrost(CR 30)
Pale Night(CR 29)
Baphomet(CR 28)
Malcanthet(CR 28)
Yeenoghu(CR 28)
Bjorganal(CR 27)
Kostchtchie(CR 27)
Sess'innek(CR 27)
Juiblex(CR 26)
Zuggtomy(CR 26)
Balor Lord(CR 22)
Balor(CR 20)

ARCH-FIENDS (Neutral Evil)

ARCH-FIENDS (Lawful Evil)
Arch-Devils:
Asmodeus(CR 34)
Mephistopheles(CR 32)
Baalzebul(CR 31)
Dispater(CR 29)
Geryon(CR 29)
Belial(CR 27)
Glaysa(CR 27)
Levistus(CR 27)
Mammon(CR 27)
Moloch(CR 27)
Fernia(CR 26)
Zariel(CR 25)

Dukes-of-Hell:
Hutijin(CR 24)
Amon(CR 23)
Bael(CR 23)
Bel(CR 23)
Titivilus(CR 21)
Pit Fiend(CR 20)

PAGE 2
GIANTS:
HUMANOIDS:

Elminster(CR 21)
Iggwilv(CR 15-24)
Eclavdra(CR 20)
Merlin(CR 20)
King Arthur(CR 17)
Mordenkainen(CR 16)
Morgan Le Fay(CR 13)

ABERRATIONS:
Azathoth(CR 21-53)
Bolothamogg (CR 38)
Emrakul(CR 37)
Ityak-Ortheel(CR 36)
Shub-Niggurath(CR 36)
Cthulhu(CR 34)
Ulamog(CR 33)
Kozilek(CR 32)
Eldrazi Swarm(CR 23)
Gibbering Orb(CR 23)
Beholder Hive Mother(CR 21)
Eldest(CR 20)

ABOMINATIONS:
Hecatoncheires(CR 36)
Xixecal(CR 30)
Phaethon(CR 30)
Astral Dreadnought(CR 24)
Atropal(CR 24)
Dream Larva(CR 22)
Infernal(CR 22)
Phane(CR 21)
Chichimec(CR 20)

CONSTRUCTS:
Godforged Colossus(CR 38)
Baak(CR 35)
Iron Colossus(CR 33)
Umbral Blot(CR 30)
Stone Colossus(CR 28)
Flesh Colossus(CR 23)
Adamantine Golem(CR 21)
Anaxim(CR 20)

DRAGONS:
Great Dragons:
Great Wyrm Gold Dragon(CR 32)
Great Wyrm Red Dragon(CR 32)
Great Wyrm Blue Dragon(CR 31)
Great Wyrn Silver Dragon(CR 31)
Great Wyrm Bronze Dragon(CR 30)
Great Wyrm Green Dragon(CR 30)
Great Wyrm Black Dragon(CR 29)
Great Wyrm Copper Dragon(CR 29)
Great Wyrm Brass Dragon(CR 28)
Great Wyrm White Dragon(CR 28)
Wyrm Gold Dragon(CR 28)
Wyrm Red Dragon(CR 28)
Wyrm Blue Dragon(CR 27)
Wyrn Silver Dragon(CR 27)
Wyrm Bronze Dragon(CR 26)
Wyrm Green Dragon(CR 26)
Wyrm Black Dragon(CR 25)
Wyrm Copper Dragon(CR 25)
Wyrm Brass Dragon(CR 24)
Wyrm White Dragon(CR 24)
Ancient Dragons
Ancient Gold Dragon(CR 24)
Ancient Red Dragon(CR 24)
Ancient Blue Dragon(CR 23)
Ancient Dragon Turtle(CR 23)
Ancient Silver Dragon(CR 23)
Ancient Bronze Dragon(CR 22)
Ancient Green Dragon(CR 22)
Ancient Black Dragon(CR 21)
Ancient Copper Dragon(CR 21)
Ancient Brass Dragon(CR 20)
Ancient White Dragon(CR 20)
Dragon Hall of Fame:
Shen(CR 35)
Ashardalon(CR 33)
Nicol Bolas(CR 33)
Havarian(CR 28)
Aremag(CR 27)
Iymrith(CR 27)
Cyan Bloodbane(CR 19)

ELEMENTALS:
Ogremoch(CR 25)
Cryonax(CR 24)
Imix(CR 24)
Olyhydra(CR 23)
Yan-C-Bin(CR 23)
Primal Air Elemental(CR 22)
Primal Earth Elemental(CR 22)
Primal Fire Elemental(CR 22)
Primal Water Elemental(CR 22)

FEY:
Titania(CR 31)
Emmantiensien(CR 30)
Oberon(CR 30)
Queen of Air & Darkness(CR 30)
Damh(CR 29)
Eachthighern(CR 29)
Prince of Frost(CR 29)
Skerrit(CR 28)
Baba Yaga(CR 27)
Koliada(CR 26)
Nathair Sgiathach(CR 26)
Verenestra(CR 27)
Cerunnos(CR 25)
Cat Lord(CR 19 + CR 23)
3-headed Sirrush(CR 24)
Hyrsam(CR 23)
Squelaiche(CR 24)
Caoimhin(CR 22)
Mournwind / Velayn(CR 21)
Soulsorrow / Loralae(CR 21)
Hoary Hunter(CR 20)
Sirrush(CR 20)
Fionnghuala(CR 18)

MONSTROSITIES:
Devastation Swarm (Centipede)(CR 57)
Protean - Astral(CR 45)
Draeden - Greater(CR 37)
Tarrasque(CR 31)
Draeden - Lesser(CR 29)
Devastation Beetle(CR 28)
Genius Loci(CR 26)
Kraken(CR 25)
Devastation Scorpion(CR 24)
Devastation Spider(CR 23)
Devastation Centipede(CR 22)
Protean - Giant(CR 23)
Repeater(CR 22)
Vermiurge(CR 22)
Brachyurus(CR 22)
Tayellah(CR 21)
Ruin Swarm(CR 20)
Prismasaurus(CR 19)

PLANTS:
Rillifane Rallathil(CR 31)
Ancient Treant(CR 23)
Mu Spore(CR 21)
Elder Treant(CR 16)

UNDEAD:
Kyuss(CR 31)
Dragotha(CR 25)
Shadow of the Void(CR 24)
Hunefer(CR 23)
Dodkong(CR 22)
Dracolich (Ancient Red Dragon)(CR 22)
Worm that Walks(CR 22)
Acererak(CR 21)
Lich(CR 21)
Winterwight(CR 21)
Strahd(CR 17)

Here is google-drive download of a compiled PDF version of the these Epic Monsters: 5e Epic Monster Updates

Please note, that the PDF will not be as current as the items posted in this thread.
 
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dave2008

Legend
GREATER GODS:

Greater God Traits:
Greater Gods generally have all of the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +5 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is +1 magical or less.
Condition Immunities charmed, deafened, frightened, petrified, poisoned, exhaustion

Discorporation. When a greater god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Divine Might. A greater god's attacks and effects ignore the resistances and immunities of creatures CR 25 and below. A greater god's attacks and effects targeting creatures of CR 26-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Divine Reflexes. If a greater god succeeds on a saving throw against an area of effect, it may spend its reaction and move outside the area, suffering no damage, conditions, etc. from the effect. The god must have enough move distance to get out side the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect.

Innate Spellcasting. Refer to individual entries for a greater god’s spell casting ability, their save DC, and attack bonus. Greater gods can innately cast the following spells at 8th level or higher, requiring no material components:

At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, mordenkainen's private sanctum, resurrection, symbol, telepathy
1/day each: astral projection, gate, mass heal (1000 hit points), true resurrection, wish

Legendary Resistance (5/Day).
If a greater god fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless a greater god wishes to be affected, it is immune to spells of 7th level or lower, and it is resistant to and has advantage on all other spells and magical effects.

Magic Weapons. A greater god’s weapon attacks are treated as +5 magical weapons.

Regeneration. Greater gods regain 50 hit points at the start of their turn.

Tiamat (CR 48):
by dave2008
Tiamat-LowRes.jpg
Tiamat-GreaterGod-Update4 Page-01.jpg
Tiamat-GreaterGod-Update4 Page-02.jpg
Tiamat-GreaterGod-Update4 Page-03.jpg

Tharizdun (CR 31 - 37 - 44):
by dave2008
Tharizdun-Update2_Page_1.jpg
Tharizdun-Update2_Page_2.jpg
Tharizdun-Update3_Page_3.jpg
Bahamut (CR 43):
by dave2008
Bahamut-Update2 Page-01.jpg
Bahamut-Update2 Page-02.jpg
Moradin (CR 40):
by dave2008
Moradin_Update.jpg
Bane (CR 39):
by dave2008
Bane_Update.jpg
Corellon Larethian (CR 39):
by dave2008
Corellon-Update.jpg
Gruumsh (CR 38):
by dave2008
Gruumsh-Update.jpg
Ioun (CR 38):
by dave2008
Ioun_Update_Page_1.jpg
Ioun_Update_Page_2.jpg
Maglubiyet (CR 37):
by dave2008
Maglubiyet_Update.jpg
Pelor (CR 37):
by dave2008
Pelor-Update2.jpg
Erathis (CR 36):
by dave2008
Erathis_Update.jpg
Garl Glitergold (CR 36):
by dave2008
attachment.php

GarlGlittergold_Update_Page_1.jpg
GarlGlittergold_Update_Page_2.jpg
Myrkul (CR 36)
by Yourzombiecat (w/ edits by dave2008)
Myrkul_Update_Page_1.jpg
Myrkul_Update_Page_2.jpg
Yondalla (CR 36):
by dave2008
Yondalla_Update_Page_1.jpg
Yondalla_Update_Page_2.jpg
Zehir (CR 36):
by MechaTarrasque, edited by dave2008
Zehir-Update2.jpg
 
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dave2008

Legend
INTERMEDIATE GODS:

Intermediate God Traits:

Intermediate Gods generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +4 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, frightened, petrified, exhaustion

Discorporation. When an intermediate god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.


Divine Might. An intermediate god's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An intermediate god's attacks and effects targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Innate Spellcasting. Refer to individual entries for a intermediate god’s spell casting ability, their save DC, and attack bonus. Intermediate gods can innately cast the following spells at 7th level or higher, requiring no material components:

At will: comprehend languages, contact outer plane, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, shield of faith, telekinesis, teleport
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, mordenkainen's private sanctum, resurrection, symbol, telepathy
1/day each: astral projection, gate, true resurrection, wish


Legendary Resistance (4/Day). If an intermediate god fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless an intermediate god wishes to be affected, it is immune to spells of 6th level or lower, and it is resistant to and has advantage on all other spells and magical effects.

Magic Weapons. An Intermediate god’s weapon attacks are treated as +4 magical weapons.

Regeneration. Intermediate gods regain 40 hit points at the start of their turn.

Alduin (CR 36)
by Rubies (w/ edits by dave2008)
Alduin_Update2.jpg

Avandra (CR 35):
by szymanski808
Avandra-Update2.jpg

Kord (CR 35):
by szymanski808
Kord-Update2.jpg

Melora (CR 35):
by szymanski808
Melora-Update2.jpg

Lolth (CR 34):
by szymanski808 and dave2008
Lolth-Update2.jpg

The Raven Queen (CR 34):
by dave2008
RavenQueen-Update2.jpg

Sehanine (CR 34):
by dave2008
Sehanine-Update_Page_1.jpgSehanine-Update_Page_2.jpgSehanine-Update_Page_2.jpg
Sehanine-Update_Page_2.jpg

Vecna (CR 34):
by szymanski808
Vecna-Update2.jpg

Torog (CR 34):
by dave2008
Torog-Update.jpg
 
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dave2008

Legend
LESSER GODS:
Lesser God Traits:
Lesser Gods generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +3 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, petrified, exhaustion

Discorporation. When an intermediate god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Divine Might. A lesser god's attacks and effects ignore the resistances and immunities of creatures CR 15 and below. A lesser god's attacks and effects targeting creatures of CR 16-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Innate Spellcasting. Refer to individual entries for a lesser god’s spell casting ability, their save DC, and attack bonus. Lesser gods can innately cast the following spells at 6th level or higher, requiring no material components:

At will: comprehend languages, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, remove curse, scrying, sending, shield, telekinesis
3/day each: arcane gate, creation, divine word, etherealness, fordiddance, (un)holy aura, symbol, telepathy, teleport
1/day each: astral projection, gate, wish

Legendary Resistance (3/Day).
If an lesser god fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless an lesser god wishes to be affected, it is immune to spells of 5th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
Magic Weapons. A lesser god’s weapon attacks are treated as +3 magical weapons.
Regeneration. lesser gods regain 30 hit points at the start of their turn.
Tiamat - Avatar (CR 31):
by dave2008
Tiamat-Avatar-Update_Page_1.jpg
Tiamat-Avatar-Update_Page_2.jpg

Waukeen (CR 30):
by dave2008
Waukeen-Update.jpg

Bane - Avatar (CR 29):
by dave2008
BaneAvatar_Update.jpg

Semuanya (CR 29):
by dave2008
Semuanya_Update_Page_1.jpg
Semuanya_Update_Page_2.jpg

Sekolah (CR 28):
by dave2008
Sekolah-Update2.jpg


Kurtulmak (CR 27):
by dave2008
Kurtulmak_Update.jpg

Hruggek (CR 27):
by dave2008
Hruggek_Update.jpg

Dibella (CR 26)
by @Rubies (w/ edits by dave2008)
Dibella_Update.jpg

Thasmudyan (CR 26):
by dave2008
Thasmudyan_Update.jpg

Zenithar (CR 26)
by @Rubies (w/ edits by dave2008)
Zenithar_Update.jpg
 
Last edited:

dave2008

Legend
DEMIGODS & CELESTIALS:

Demigods
Iuz the Old (CR 25)
by MonsterEnvy (edited by dave2008 to conform to the Epic Monster guidelines in the OP)
Note: Iuz was copied and edit with permission from MonsterEnvy, his original can be found here:Homebrew - Iuz the old 5e conversion.
Iuz-Update.jpg

Vaprak (CR 25):
by dave2008
Vaprak-Update.jpg

Laogzed (CR 23):
by dave2008

Blibdoolpoolp (CR 22):
by dave2008
Blibdoolpoolp-Update.jpg

The Hebdomad:
The Hebdomad generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magical
Damage Immunities lightning; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities petrified

Aura of Menance. The first time an enemy comes within 60 feet of a hebdomad or starts its turn in that radius, it must make a Wisdom check (see individual hebdomad for DC) or become frightened of the hebdomad for 1 minute. The enemy may make an additional saving throw whenever it takes damage, ending the effect on a success. Attack roles against a frightened enemy have advantage
Banishment. When an hebdomad drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Celestial Weapons: A hebdomad's weapon attacks are treated as +2 magical weapons. In addition, when a hebdomad hits with any weapon attack, the weapon does an extra 6d6 radiant damage, included in the attack.
Innate Spellcasting. Refer to individual entries for a hebdomad’s spell casting ability, their save DC, and attack bonus. A hebdomad can innately cast the following spells at 5th level or higher, requiring no material components:

At will: aid, banishment, continual flame, cure wounds, detect evil and good, dispel magic
3/day each: bless, greater restoration, protection from evil and good, teleport
1/day each: banishing smite, blade barrier, resurrection

Legendary Resistance (3/Day).
If a hebdomad fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless a hebdomad wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.
Magic Weapons. A hebdomad’s weapon attacks are treated as +2 magical weapons.
Turn Undead. A hebdomad can use its action to turn/destroy undead like the cleric class feature, affecting all undead within 120 feet of the hebdomad and destroying undead of CR 7 or lower. Unless the undead is CR21 or greater, the hebdomad has advantage on the attempt.

ACTIONS:
Celestial Lightning (recharge 5-6). The hebdomad casts a spell and lightning arcs from it to a target within 180 feet. The bolt continues to jump to additional targets within 80 feet of each previous target, making up to 4 four jumps (a total of 5 targets) or until there is no target within range. Each target can on be struck once and must make a DC 20 Dexterity saving throw, taking 44 (8d10) lightning damage on a failure or half as much damage on a success; or, the hebdomad’s choice, it regains 44 (8d10) hit points (no save required).

Zaphkiel (CR 31):
by MechaTarrasque
Zaphkiel-Update.jpg
Sealtiel (CR 30):
by MechaTarrasque
Sealtiel-Update2.jpg
Raziel (CR 29):
by MechaTarrasque
Raziel-Update2.jpg
Domiel (CR 28):
by MechaTarrasque
Domiel-Update.jpg
Pistis Sophia (CR 28):
by MechaTarrasque
Pistis_Sophia-Update.jpg
Bachiel (CR 27):
by MechaTarrasque
Bachiel-Update2.jpg
Erathaol (CR 27):
by MechaTarrasque
Erathaol-Update2.jpg

Court of Stars
The Court of Stars generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magical
Damage Immunities lightning; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities petrified

Banishment. When a member of the Court drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Innate Spellcasting. Refer to individual entries for a Court member’s spell casting ability, their save DC, and attack bonus. A member of the Court can innately cast the following spells at 5th level or higher, requiring no material components:

At will: banishment, cure wounds, dancing lights, detect evil and good, dispel magic
3/day each: bless, greater restoration, protection from evil and good, teleport
1/day each: dream, chain lightning, eyebite (eyes glow, bonus action to cast and use each round), phantasmal force

Legendary Resistance (3/Day).
If a Court member fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless a Court member wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.
Magic Weapons. A Court member's weapon attacks are treated as +2 magical weapons.
Song of Rest. The Court member can use the bard song of rest ability as though a 17th level bard.
Turn the Faithless. A Court member can use its action to turn fiends and fey like the paladin oath of the ancients subclass feature, affecting all fiends and any fey within 120 feet of the Court member who the member choses to affect. Unless a target is CR21 or greater, the Court member has advantage on the attempt.

ACTIONS:
Summon (1/day). If the Court member is on, in, or near a body of water, the member can summon (100% change of success) 1d12 noviere eladrin.


Morwel (CR 31)
by MechaTarrasque
Morwel-Update.jpg
Faerinaal (CR 30)
by MechaTarrasque
Faerinaal-Update.jpg
Gwynharwyf (CR 29)
by MechaTarrasque
Gwynharwyf-Update.jpg

Prince Talisid and his Companions
Prince Talisid and his Companions generally have the abilities and traits in the list below. These abilities and traits are assumed to be a part of the following stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magical
Damage Immunities lightning; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities petrified

Animal Diplomat. The Companion can speak to and understand beasts as though it always had speak with animals cast upon it. The Companion can usually get a small favor from any nonevil beast, although the companion is reluctant to request anything that will put them in danger. Beasts, even if charmed, make attacks against guardinals with disadvantage.
Banishment. When a member of the Companions drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
Innate Spellcasting. Refer to individual entries for a Companion member’s spell casting ability, their save DC, and attack bonus. A Companion can innately cast the following spells at 5th level or higher, requiring no material components:

At will: detect evil and good, disguise self, magic missile (9th level)
3/day each: guardian of faith, protection from evil and good, teleport
1/day each: hold monster (9th level), spirit guardians (9th level), true resurrection

Legendary Resistance (3/Day).
If a Companion fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless a Companion wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.
Limited Magic Immunity. Unless a Companion wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.
Magic Weapons. A Companion’s weapon attacks are treated as +2 magical weapons.
Turn the Unholy. A Companion can use its action to turn fiends and undead like the paladin oath of the devotion subclass feature, affecting all fiends and undead within 120 feet of the Court member who the member choses to affect. Unless a target is CR21 or greater, the Court member has advantage on the attempt.

ACTIONS:
Healing Touch (4/day). This restores 39 (8d8+3) hit points and frees the target from any curse, disease, poison, blindness, or deafness. Each Companion has a different touch it can use in place of the healing touch.


Talisid (CR 31):
by MechaTarrasque
Talisid-Update.jpg
Bharrai (CR 30)
by MechaTarrasque
Bharrai-Update.jpg
Kaharash (CR 29)
by MechaTarrasque
Kharash-Update.jpg
Sathia (CR 29)
by MechaTarrasque
Sathia-Update.jpg
Vhara (CR 29)
by MechaTarrasque
Vhara-Update.jpg
Manath (CR 28)
by MechaTarrasque
Manath-Update.jpg

Celestials
Empyrean (CR 25):
by dave2008 (updated by Atroper)
Empyrean-Update3.jpg
attachment.php

attachment.php

Solar (CR 23):
by dave2008
Solar-Update2.jpg

Aire (CR 20):
by dave2008
Aire is the celestial companion and steed of the Intermediate God Avandra
Aire.jpg
 
Last edited:

dave2008

Legend
PRIMORDIALS:

Primorodial Traits:
Primordials are titans of vast size that cannot be described by the typical size categories and stat block. Because of this, mechanically they are described by breaking them in to various parts with a stat block for each part. Each part has its own CR and is treated as unique creature, as described below in colossal parts, and theindividual parts range in power from lesser gods, to greater gods and beyond. The CR value listed in the heading for each primordial is the average CR value of all the primordial's parts. However, the XP listed in the general stat block for each primordial is the total XP of all parts and this should be used for encounter building.

Though each primordial is a unique entity of elemental chaos, generally they all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all primordial stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.


Damage Resistances bludgeoning, piercing, and slashing from a +5 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened

Colossal. Primordial’s size exceeds the normal definition of gargantuan, they control a space ranging from 100’ x 100’ to more than a 1000’ x 1000’. Any huge or smaller creature can enter a primordial’s space and any such creature is considered to be adjacent to the primordial. The exact space of the primordial and size of creature that can enter its space will be provided in the individual stat block.

...Colossal Attacks (optional rule): Some primordials are so large that their physical attacks are best described as areas of effect with the target(s) getting a saving throw. These areas are so large that the attack can't truly "miss" under the normal parameters of the standard attack and defense resolution system. Thus the target takes half damage on a miss. However, if the target has any unused move speed (their move action and/or legendary actions) the target may use it reaction and spend its move speed. If this movement takes the target outside of the area of effect of the attack, it takes no damage on a successful save.

Colossal Parts.
Primordial’s enormous forms are treated as multiple parts with sub-stat blocks. Each part acts on its own initiative and has its own AC, HP, CR, actions, and traits; in addition to the traits listed for the primordial in general. However, primordials can only make use of one reaction, bonus action, and move action per round, though the move action may be split up among multiple turns (each part having its own turn). When a parts is reduced to 0 hit points it is considered disabled, refer to each part’s traits to determine the effect of disabling each part. If a specific number of parts are disabled, see individual stat block, a primordial is forced into its Primordial Slumber.

Innate Spellcasting. Refer to individual entries for a primodrial’s spell casting ability, their save DC, and attack bonus. Primordials can innately cast the following spells at 7th level or higher, requiring no material components:

At will:
3/day each:
1/day each:


Legendary Resistance (5/Day). If a primordial fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless a primordial wishes to be affected, it is immune to spells of 6th level or lower, and has advantage on all other spells and magical effects.

Magic Weapons. A primordial’s weapon attacks are treated as +5 artifacts (included in their attacks).

Primordial Might. A primordial's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. A primordial's attacks and effects targeting creatures of a CR lower than its own ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).


Primordial Slumber. When a specific number of parts (see specific stat block) are disabled at the same time, a primordial is banished. If the primordial is on one of the elemental planes when it is banished its essence returns it is elemental domain and slumbers for a time. If the primordial is on a plane other than an elemental one when it is banished, its fleeing essence can be restrained with a wish cast within 1 round of the banishment, and then destroyed with a second wish cast within 1d10 rounds of being restrained.

Regeneration. A primordial's part regains 30 hit points at the start of its turn, see colossal parts.

Siege Monster. A primordial deals double damage to objects, structures, and gargantuan or larger creatures.

Ahat-Hir (CR 55):
by dave2008
another_ahat_hir_by_hypergojira-d5gurj4.jpg
Ahat-Hir_Update2_Page_1.jpg
Ahat-Hir_Update2_Page_2.jpg
Dendar (CR 45):
by dave2008
Dendar-image.jpg
Dendar_Update_Page_1.jpg
Dendar_Update_Page_2.jpg
Primus (CR 45)
by dave2008
This version of Primus was at least partially inspired by the work of Vecna_is_My_Co-Pilot (Reddit) and Chris Ramsley's "Planar Bestiary" available on the DM's Guild
PrimusImage-01.JPG
Primus_Update Page-01.jpg
Primus_Update Page-02.jpg
Mual-Tar (CR 40):
by dave2008
Mual-Tar.jpg
Maul-Tar_Update_Page_1.jpg
Maul-Tar_Update_Page_2.jpg
Solkara (CR 35):
by dave2008
Solkara_Image01.jpg
Solkara_Update-Page001.jpg
Solkara_Update-Page002.jpg
Balcoth (CR 36):
by dave2008
Balcoth_Image.jpg
Balcoth_Update_Page_1.jpg
Balcoth_Update_Page_2.jpg
Timesus (CR 34):
by dave2008
Timesus_Image01.jpg
Timesus_Update Page-01.jpg
Timesus_Update Page-02.jpg
The Lady of Pain (CR 33):
by dave2008
lady-of-pain_image2.jpg
LadyofPain_Update_Page_1.jpg
LadyofPain_Update_Page_2.jpg
Piranoth (CR 32):
by dave2008
Piranoth_Image.jpg
Piranoth_Update_Page_1.jpg
Piranoth_Update_Page_2.jpg
Lakkar (CR 30):
by dave2008
Lakkar_Image01.jpg
Lakkar_Update2_Page_1.jpg
Lakkar_Update2_Page_2.jpg
Maegera (CR 30)
by dave2008
Maegera_Image01.jpg
Maegera_Update.jpg
 
Last edited:

dave2008

Legend
ARCH-FIENDS (Chaotic Evil):

DEMON PRINCES:
Demon Princes are similar in power to intermediate gods and, generally, have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all demon prince stat blocks. Only specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from a +4 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned

Banishment. When a demon prince drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Refer to individual entries for a demon prince’s spell casting ability, their save DC, and attack bonus. Demon princes can innately cast the following spells at 7th level or higher, requiring no material components:

At will: comprehend languages, darkness, detect magic, detect thoughts, dispel magic, fear, polymorph, see invisibility, telekinesis
3/day each: arcane gate, forbiddance, symbol, telepathy, teleport
1/day each: astral projection, gate


Legendary Resistance (4/Day). If a demon prince fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless a demon prince wishes to be affected, it is immune to spells of 6th level or lower, and it has advantage on all other spells and magical effects.

Magic Weapons. A demon prince’s weapon attacks are treated as +4 magical weapons.

Demogorgon (CR 35):

by dave2008
Demogorgon-Update.jpg
Orcus (CR 33):
by dave2008
Orcus-Update.jpg
Graz'zt (CR 33):
by dave2008
Graz-zt-Update.jpg
Dagon (CR 32):
by dave2008
Dagon-Update.jpg
Fraz urb'luu (CR 32):
by dave2008
Fraz-Urb'Luu-Update2.jpg
Miska the Wolf Spider (CR 32):
by dave2008
Miska-Update.jpg
Obox-Ob (CR 32):
by dave2008
Obox-Ob-Update.jpg
Pazuzu (CR 32):
by Olrox17 (edited by dave2008 to conform to the Epic Monster guidelines in the OP)
Olrox's original stat block for Pazuzu can be found here: Homebrew - Stats for the demon lord Pazuzu
Pazuzu-Update.jpg
The Queen of Chaos (CR 31):
by dave2008
Queen-of-Chaos-Update.jpg

DEMON LORDS:
Demon Lords range in power from demigods to lesser gods and, generally, have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all demon prince stat blocks. Only specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from a +2 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened

Banishment. When a demon lord drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Refer to individual entries for a demon lord’s spell casting ability, their save DC, and attack bonus. Demon lords can innately cast the following spells at 6th level or higher, requiring no material components:

At will: comprehend languages, darkness, detect magic, detect thoughts, polymorph, see invisibility, telekinesis
3/day each: arcane gate, dispel magic, fear, teleport
1/day each: forbiddance, symbol

Legendary Resistance (3/Day). If a demon lord fails a saving throw, it can use a reaction to succeed instead.

Limited Magic Immunity. Unless a demon lord wishes to be affected, it is immune to spells of 4th level or lower, and it as advantage on all other spells and magical effects.

Magic Weapons. A demon lord’s weapon attacks are treated as +2 magical weapons.

Arendagrost (CR 30):

by dave2008
Arendagrost is not a true demon lord (note he does not have the "demon lord" type) he is simply an enormously powerful demon. The child of Demogorgon and Malcanthet. He does not rule or control a portion of the Abyss and he lacks the attributes and traits of demon lords listed at the top of this post. All of Arendagrost's attributes and traits are listed on the stat block below.
Arendagrost-Update.jpg
Pale Night (CR 29):
by dave2008
PaleNight-Update.jpg
Baphomet (CR 28):
by Dave2008
Baphomet-Update3.jpg
Malcanthet (CR 28):
by dave2008
Malcanthet-Update.jpg
Yeenoghu (CR 28):
by dave2008
Yeenoghu-Update2.jpg
Bjornganal (CR 27):
by dave2008
Bjornganal is not a true demon lord (note he does not have the "demon lord" type) it is simply an enormous goristro type demon. It does not rule or control a portion of the Abyss and it lacks the attributes and traits of demon lords listed at the top of this post. All of Bjornganal's attributes and traits are listed on the stat block below.
Bjornganal-Update2.jpg
Kostchtchie (CR 27):
by dave2008
Kostchtchie-Update.jpg
Sess'innek (CR 27):
by dave2008
Sess'innek_Update.jpg
Juiblex (CR 26):
by dave2008
Juiblex-Update2.jpg
Zuggtomy (CR 25):
by dave2008
Zuggtmoy-Update2.jpg
Balor Lord (CR 22):
by dave2008
Belaphoss is not a true demon lord (note he does not have the "demon lord" type) but an advanced type of balor known as a balor lord. He is the general of Demogorgon's armies, but he does not rule or control a portion of the Abyss and lacks the attributes and traits of demon lords listed at the top of this post. All of Belaphoss' attributes and traits are listed on the stat block below.
Balor-Lord-Update3.jpg
Balor (CR 20):
by dave2008
The balor is not a demon lord (note it does not have the "demon lord" type), it does not rule or control a portion of the Abyss and lacks the attributes and traits of demon lords listed at the top of this post. All of Balor's attributes and traits are listed on the stat block below.
Type-VI_Balor.jpg
 
Last edited:

Morrus

Well, that was fun
Staff member
Hey [MENTION=83242]dave2008[/MENTION], just a quick tip - the
tag doesn't work. Instead you need {sblock} (where { is [ and } is ])

The
tag used to 'black out' text, but with so many people using touchscreen devices, they couldn't use it, so I disabled it.
 


dave2008

Legend
ARCH-FIENDS (Lawful Evil):

ARCH-DEVILS:
Arch-devils range in power from similar demigods to intermediate gods; however, generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all arch-devil stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances cold, poison; bludgeoning, piercing, and slashing from a +2 or lesser magical weapons
Damage Immunities fire; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities petrified

Banishment. When an arch-devil drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Refer to individual entries for an arch-devil’s spell casting ability, their save DC, and attack bonus. Arch-devils can innately cast the following spells at 7th level or higher, requiring no material components:

At will: charm person, detect magic, dispel magic, dispel good and evil, fear, suggestion
3/day each: hellish rebuke, polymorph
1/day each: dominate monster, (un)holy aura, wish (must be used to grant another's wish)

Legendary Resistance (3/Day).
If an arch-devil fails a saving throw, it can use a reaction to succeed instead.

Limited Magic Immunity. Unless an arch-devil wishes to be affected, it is immune to spells of 3rd level or lower, and has advantage on all other spells and magical effects.

Magic Weapons. An arch-devil’s weapon attacks are treated as +2 magical weapons.

Asmodeus (CR 34):

by dave2008
Asmodeus-Update_Page_1.jpg
Asmodeus-Update_Page_2.jpg
Mephistopheles (CR 32):
by szymanski808 and Dave2008
Mephistopheles-Update_Page_1.jpg
Mephistopheles-Update_Page_2.jpg
Baalzebul (CR 31):
by szymanski808 (w/ edits and additions by Dave2008)
Note: The Baalzebul presented here is not the slug-beast of 3e/3.5e. This Baalzebul has regained his original infernal form. If / when I get time I will add some information about his return to glory on the 2nd page.
Baalzebul-Update_Page_1.jpg
Baalzebul-Update_Page_2.jpg
Dispater (CR 29):
by szymanski808 (w/ edits and additions by Dave2008)
Dispater-Update_Page_1.jpg
Dispater-Update_Page_2.jpg
Geryon (CR 29):
by dave2008
Note: Geryon is no longer the ruler of Stygia so, though he is still an Arch-Devil, he does not have domain powers. He would still have lair actions, but I have chosen not to define those in the first series of drafts.
Geryon-Update.jpg
Belial (CR 27):
by szymanski808 & Dave2008
Note: Belial is no longer the ruler of Phlegethos so, though he is still an Arch-Devil, he does not have domain powers. He would still have lair actions, but I have chosen not to define those in the first series of drafts.
Belial-Update2.jpg
Glasya (CR 27):
by szymanski808, MechaTarrasque, & Dave2008
Glasya-Update_Page_1.jpg
Glasya-Update_Page_2.jpg
Levistus (CR 27):
by szymanski808, MechaTarrasque, & Dave2008
Levistus-Update_Page_1.jpg
Levistus-Update_Page_2.jpg
Mammon (CR 27):
by szymanski808, MechaTarrasque, & Dave2008
Mammon-Update_Page_1.jpg
Mammon-Update_Page_2.jpg
Moloch (CR 27):
by dave2008
Note: Moloch is no longer the ruler of Malbolge so, though he is still an Arch-Devil, he does not have domain powers. He would still have lair actions, but I have chosen not to define those in the first series of drafts.
Moloch-Update.jpg
Fernia (CR 26):
by szymanski808 (w/ edits and additions by Dave2008)
Fierna-Update_Page_1.jpg
Fierna-Update_Page_2.jpg
Zariel (CR 25):
by szymanski808 (w/ edits and additions by Dave2008)
Zariel-Update_Page_1.jpg
Zariel-Update_Page_2.jpg

DUKES-OF-HELL:
Dukes are similar in power to demigods, with some attaining power similar to lesser gods. Regardless, they generally all have the abilities and traits in the list below. These abilities and traits are assumed to be a part of all duke-of-hell stat blocks. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances cold, poison; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities fire

Banishment. When a duke-of-hell drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for 10-100 days. This process can be reduced to 1-10 days if the Arch-devil ruler of its plane so wishes.

Infernal Resistance (3/day). If a Duke-of-Hell fails a saving throw it can spend its reaction and 20 feet of movement to succeed instead.

Infernal Step. A Duke-of-Hell can use a bonus action to teleport to an unoccupied space it can see within 120 feet of it.

Innate Spellcasting. Refer to individual entries for a duke-of-hell’s spell casting ability, their save DC, and attack bonus. Dukes-of-hell can innately cast the following spells at 5th level or higher, requiring no material components:

At will: detect magic, dispel good and evil, fear
3/day each: hellish rebuke
1/day each: (un)holy aura

Magic Resistance. The duke-of-hell has advantage saving throws against spells and other magical effects.

Magic Weapons. An arch-devil’s weapon attacks are treated as +1 magical weapons.

Hutijin(CR 24):

by dave2008
Hutijin_Update.jpg
Amon (CR 23):
by dave2008
Amon_Update_Page_1.jpg
Amon_Update-Page02.jpg
Bael(CR 23):
by dave2008
Bael_Update.jpg
Bel (CR 23):
by @zingbobco000 (w/ edits by dave 2008)
Bel_Update_Page_1.jpg
Bel_Update_Page_2.jpg
Titivilus(CR 21):
by @zingbobco000 (w/ edits by dave 2008)
Titivilus_Update_Page_1.jpg
Titivilus_Update_Page_2.jpg
Pit Fiend(CR 20):
by dave2008
PitFiend_Update.jpg
 
Last edited:

dave2008

Legend
GIANTS:
More to Come!

HUMANOIDS:
Elminster (CR 21)
by dave2008
Elminster_Update Page-01.jpg
Elminster_Update Page-02.jpg
Iggwilv (CR 15 - 24):
by dave2008
There are two versions of Iggwilv: one as 20th level spell caster and the 2nd with several epic boons and additional epic ASIs. Both versions have the same equipment.
Iggwilv_Update_Page_1.jpg

Iggwilv_Update_Page_2.jpg

Iggwilv_Update_Page_3.jpg
Eclavdra (CR 20)
by dave2008
Eclavdra_Update Page-01.jpg
Eclavdra_Update Page-02.jpg
Merlin (CR 20)
by dave2008 (inspired by Rubies)
Merlin_Update_Page_1.jpg
Merlin_Update_Page_2.jpg
This draft of Merlin was inspired by statblock @Rubies sent me. His original stat block is here:
Merlin.png
Arthur Pendragon (CR 17)
by dave2008 (inspired by Rubies)
KingArthur_Update_Page_1.jpg
KingArthur_Update_Page_2.jpg
This draft of Arthur was inspired by a statblock @Rubies sent me. His original stat block is here:
King Arthur.png
Mordenkainen (CR 16)
by dave2008
Mordenkainen_Update.jpg
Morgan Le Fay (CR 13)
by dave2008 (inspired by Rubies)
Morgan-Le-Fay_Update.jpg
This draft of Morgan Le Fay was inspired by a statblock @Rubies sent me. His original stat block is here:
Morgan le fay.png
 
Last edited:

dave2008

Legend
EPIC MONSTERS:

ABERRATIONS:

Eldritch Titan Traits:
Eldritch Titans are aberrations of immense power. These Elder Gods of the Far Realm are as varied as they are grotesque; however, they do posses some basic abilities and traits that are common to their kind. Eldritch Titans generally have the abilities and traits in the list below. These abilities and traits are assumed to be part of the Eldritch Titan’s stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +4 or lesser magic
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities exhaustion, frightened

Banishment. When an Eldritch Titan drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Colossal. An Eldritch Titan commands more area than the typical gargantuan creature. The exact space is defined in the individual stat block. In addition, any creature 1/4 the Eldritch Titan's size can enter its space and must do so to be able to attack the Eldritch Titan with melee attacks with a reach of 10 feet or less. An Eldritch Titan's melee attacks can cover a vast area, which requires targets adjacent to a primary target that is Large or smaller to make a Dexterity saving throw or take equal damage. The DC for this collateral attack is listed in the individual stat block. The Eldritch Titan has advantage on Strength (Athletics) checks versus Huge or smaller creatures.

Innate Spellcasting. Refer to individual entries for an Eldritch Titan's member’s spell casting ability, their save DC, and attack bonus. An Eldritch Titan can innately cast the following spells at 9th level or higher, requiring no components. In addition, all spell ranges, except touch and self spells, are tripled:

At will: arms of hadar, counterspell, detect magic, detect thoughts, dispel magic, eldritch blast (8 beams), scrying, sending, telekinesis, teleport
3/day each: arcane gate, antimagic field, etherealness, mass suggestion, plane shift, reverse gravity, symbol, telepathy
1/day each: feeblemind, gate, timestop, weird, wish

Magic Weapons.
An Eldritch Titan’s weapon attacks are treated as +4 magical weapons for overcoming resistances.

Old Ones. An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An Eldritch Titan's attacks and effects targeting creatures of CR 21-30 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).


Elder Evil (Replaces Old Ones). An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. An Eldritch Titan's attacks and effects targeting creatures of CR 31-35 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Regeneration. An Eldritch Titan regains 40 hit points at the start of its turn.

Siege Monster. The
Eldritch Titan deals double damage to objects and structures.

Unstoppable. If the Eldritch Titan is subject to an effect that would inflict the charmed, paralyzed, petrified, prone, restrained, or stunned condition; it has disadvantage on its attacks, targets have advantage on saving throws to resist effects inflicted by the Eldritch Titan, and its speed is reduced by half for the duration of the spell or effect. Alternatively, the Eldritch Titan may spend two Legendary Action for each condition it wishes to remove.

Warp Reality. An Eldritch Titan emanates an aura that warps space and time. Refer to the individual stat block for the size of this aura. Ranged attacks and spells cast outside the aura cannot target or have any effect on creatures within the aura, unless the Eldritch Titan wishes it. In addition, ranged attacks (weapon and spell) inside the aura have disadvantage.


ACTIONS
Maddening Presence. An Eldritch Titan emanates an aura of maddness. Refer to the individual stat block for the size of this aura, and the save DC is equal to the Eldritch Titan's Innate Spellcasting save DC. Creatures in the aura of the Eldritch Titan's choice must succeed on a Wisdom saving throw or become afflicted with short-term madness (DMG pg. 259). If a creature afflicted with short-term madness fails its saving throw, it becomes afflicted with long-term madness. If a creature afflicted with long-term madness fails its saving throw, it becomes afflicted with indefinite madness. If a creature afflicted with indefinite madness fails its saving throw, it dies. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the Eldritch Titan's Maddening Presence for the next 24 hours.

Azathoth (CR 21-53):

by dave2008
Azathoth_Update.jpg
Bolothamogg / Yog-Sothoth (CR 38):
by dave2008
Bolothamogg-Update2.jpg
Emrakul (CR 37):
dave2008
This design is based on Emrakul, the Aeon Torn by MikennoVaries. It is available on reddit here: Emrakul_Update.jpg
Ityak-Ortheel (CR 36)
by dave2008
Ityak-Ortheel_Update.jpg
Shub-Niggurath (CR 36):
by dave2008
Shub-Niggurath-Update.jpg
Cthulhu (CR 34):
by dave2008
Cthulhu-Update2.jpg
Ulamog, the Ceaseless Hunger (CR 33):
by dave2008
This design is based on the wonderful Ulamog created by StoneStrix for the Monster-a-Day Compendium. The latest version of which is available on reddit here: Monster a Day Compendium V2.pdf please note that in the latest version Ulamog name was changed to "Zilladek" and Eldrazi were changed to "Illets," but the stats are unchanged.
Ulamog_Update.jpg
Kozilek (CR 32):
by dave2008
This design is based on Kozilek, Butcher of Truth by MikennoVaries. It is available on reddit here: Kozilek_Update.jpg
Eldrazi Swarm (CR 23):
by dave2008
This design is based on the Eldrazi Scion by StoneStrix for the Monster-a-Day Compendium. The latest version of which is available on reddit here: Monster a Day Compendium V2.pdf please note that in the latest version Eldrazi was changed to "Illets," but the stats are unchanged.
EldraziSwarm_Update_Page_1.jpg
EldraziSwarm_Update_Page_2.jpg
Gibbering Orb (CR 23):
by dave2008
GibberingOrb_Update.jpg
Beholder Hive Mother (CR 21):
by dave2008
HiveMother_Update.jpg
Eldest (CR 20):
by dave2008
Eldest_Update.jpg

ABOMINATIONS:
Hecatoncheires (CR 36):
by dave2008
Hecatoncheires-Update.jpg
Xixecal (CR 30):
by dave2008
Xixecal-Update.jpg
Phaethon (CR 30):
by dave2008
Phaethon-Update_Page_1.jpg
Astral Dreadnought (CR 24):
by dave2008
AstralDreadnought_Update.jpg
Atropal (CR 24):
by dave2008
Atropal_Update.jpg
Dream Larva (CR 22):
by dave2008
DreamLarva-Update.jpg
Infernal (CR 22):
by dave2008
Infernal_Update.jpg
Phane (CR 21):
by dave2008
Phane_Update.jpg
Chichimec (CR 20):
by dave2008
Chichimec_Update_Page_1.jpg
Chichimec_Update_Page_2.jpg

CONSTRUCTS:
Godforged Colossus (CR 38):
by dave2008
GF-Colossus-Update2.jpg
Baak (CR 35):
by dave2008
BaakImage.jpg
Baak-Update2.jpg
Iron Colossus (CR 33):
by dave2008
Iron-Colossus-Update2.jpg
Umbral Blot (CR 30):
by dave2008
UmbralBlot-Update2.jpg
Stone Colossus (CR 28):
by dave2008
Stone-Colossus-Update2.jpg
Flesh Colossus (CR 23):
by dave2008
Flesh-Colossus-Update2.jpg
Adamantine Golem (CR 21):
by dave2008
Adamantine-Golem-Update2.jpg
Anaxim (CR 20)
by dave2008
Anaxim-Update2.jpg
 
Last edited:

dave2008

Legend
EPIC MONSTERS:

DRAGONS:

All dragons have the following trait:

Strafing. When a dragon is flying, it can add its movement to the length of its breath weapon attack.


Great Dragon (Wyrms and Great Wyrms):
Wyrms and great wyrms, collectively refereed to simply as "Great Dragons," are incredibly old and powerful dragons. The are also extremely rare. In fact, it is thought by some sages that all of the great wyrm gold dragons in existence are those seven which serve as Bahamut's attendants. Regardless, these are not your typical dragons. They do, however, share some common traits among them. Great Wyrms and Wyrms generally have the abilities and traits in the lists below. These abilities and traits are assumed to be part of their stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Great Dragon Traits:

Damage Resistances bludgeoning, piercing, and slashing from a +1 or lesser magic (wyrms); or bludgeoning, piercing, and slashing from a +2 or lesser magic (great wyrms)
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical

Great Dragon's Aura. A great dragon can use a bonus action to release its elemental aura. Once the aura is released it remains in effect until the dragon use another bonus action to contain it. The aura extends 15 feet from a wyrm and 30 feet from a great wyrm. Each creature that starts or ends its turn in the aura takes 14 (4d6) damage for a wyrm, or 21 (6d6) damage for a great wyrm, of the same type as the dragons breath weapon.


Colossal. A great dragon commands more area than the typical gargantuan creature. The exact space is defined in the individual stat block. In addition, a great dragon has advantage on saving throws against being pushed or knocked prone. A wyrm has advantage against Large for smaller creatures, and a great wyrm has advantage against Huge or smaller creatures.

Innate Spellcasting. Refer to individual entries for the great dragon’s spell casting ability, its save DC, attack bonus, and additional spells.

A wyrm can innately cast the following spells, requiring no components:

At will: comprehend languages, detect magic, enlarge/reduce, sending, telekinesis
3/day each: counterspell, detect thoughts, dispel magic, remove curse, scrying
1/day each: shield, symbol, telepathy

A great wyrm can innately cast the following spells, requiring no components:

At will: comprehend languages, detect magic, detect thoughts, enlarge/reduce, remove curse, scrying, sending, telekinesis
3/day each: counterspell, dispel magic, shield, symbol, telepathy
1/day each: arcane gate, etherealness, divine word, teleport

Limited Magic Immunity.


  • Unless a wyrm wishes to be affected, it is immune to spells of 2nd level or lower, and it has advantage on all other spells and magical effects.
  • Unless a great wyrm wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.

Magic Weapons.

  • A wyrm’s weapon attacks are treated as +2 magical weapons for overcoming resistances and immunities.
  • A great wyrm’s weapon attacks are treated as +3 magical weapons for overcoming resistances and immunities.

Great Dragon's Might.

  • A wyrm's attacks and effects ignore the resistances and immunities of creatures CR 15 and below. A wyrm's attacks and effects targeting creatures of CR 16-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • A great wyrm's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. A great wyrm's attacks and effects targeting creatures of CR 21-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Regeneration. A wyrm regains 10 hit points at the start of its turn. A great wyrm regains 15 hit points at the start of its turn.

Siege Monster. The great dragon deals double damage to objects and structures.

Unstoppable. If the great dragon is subject to an effect that would inflict the paralyzed, restrained, or stunned condition; it instead loses its next use (one action) of its legendary actions and its speed is reduced by half for the duration of the spell or effect. The loss of legendary actions is cumulative.

Great Dragon Scales. When a great wyrm is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a roll of 1-2, the spell functions normally, on a roll of 3 to 5, the spell is deflected and the great wyrm is unaffected. On a roll of 6, the great wyrm is unaffected, and the effect is reflected back at the caster as though it originated from the great wyrm, turning the caster into the target.


ACTIONS:
Frightful Presence. Each creature of the dragon's choice that is within 200 feet of a wyrm, or 300 feet of great wyrm, and aware of it must succeed on a Wisdom saving throw with a DC equal to the dragon's spell DC or become Frightened for 5 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful of the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 12 hours.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Unstoppable trait, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary actions of that form.

Great Wyrm Gold Dragon (CR 32):
by dave2008
GreatWyrmGold_Update.jpg
Great Wyrm Red Dragon (CR 32):
by dave2008
GreatWyrmRed-Update.jpg
Great Wyrm Blue Dragon (CR 31):
by dave2008
GreatWyrmBlue-Update.jpg
Great Wyrm Silver Dragon (CR 31):
by dave2008
GreatWyrmSilver_Update.jpg
Great Wyrm Bronze Dragon (CR 30):
by dave2008
GreatWyrmBronze_Update.jpg
Great Wyrm Green Dragon (CR 30):
by dave2008
GreatWyrmGreen-Update.jpg
Great Wyrm Black Dragon (CR 29):
by dave2008
GreatWyrmBlack-Update.jpg
Great Wyrm Copper Dragon (CR 29):
by dave2008
GreatWyrmCopper_Update.jpg
Great Wyrm Brass Dragon (CR 28):
by dave2008
GreatWyrmBrass_Update.jpg
Great Wyrm White Dragon (CR 28):
by dave2008
GreatWyrmWhite-Update.jpg
Wyrm Gold Dragon (CR28):
by Blacklight85 (w/ edits by dave2008)
WyrmGold_Update.jpg
Wyrm Red Dragon (CR28):
by Blacklight85 (w/ edits by dave2008)
WyrmRed-Update.jpg
Wyrm Blue Dragon (CR27):
by Blacklight85 (w/ edits by dave2008)
WyrmBlue-Update.jpg
Wyrm Silver Dragon (CR27):
by Blacklight85 (w/ edits by dave2008)
WyrmSilver_Update.jpg
Wyrm Bronze Dragon (CR26):
by Blacklight85 (w/ edits by dave2008)
Wyrm Green Dragon (CR26):
by Blacklight85 (w/ edits by dave2008)
WyrmGreen-Update.jpg
Wyrm Black Dragon (CR25):
by Blacklight85 (w/ edits by dave2008)
WyrmBlack-Update.jpg
Wyrm Copper Dragon (CR25):
by Blacklight85 (w/ edits by dave2008)
WyrmCopper_Update.jpg
Wyrm Brass Dragon (CR24):
by Blacklight85 (w/ edits by dave2008)
WyrmBrass_Update.jpg
Wyrm White Dragon (CR 24):
by Blacklight85 (w/ edits by dave2008)
WyrmWhite-Update.jpg
Ancient Gold Dragon (CR 24):
by Blacklight85 (w/ edits by dave2008)
AncientGold_Update.jpg
Ancient Red Dragon (CR 24):
by dave2008
AncientRed-Update2.jpg
Ancient Blue Dragon (CR 23):
by dave2008
AncientBlue_Update2.jpg
Ancient Dragon Turtle (CR 23):
by dave2008
AncientDragonTurtle-Update2.jpg
Ancient Silver Dragon (CR 23):
by Blacklight85 (w/ edits by dave2008)
AncientSilver_Update.jpg
Ancient Bronze Dragon (CR 22):
by Blacklight85 (w/ edits by dave2008)
AncientBronze_Update.jpg
Ancient Green Dragon (CR 22):
by dave2008
AncientGreen_Update2.jpg
Ancient Black Dragon (CR 21):
by dave2008
AncientBlack_Update2.jpg
Ancient Copper Dragon (CR 21):
by Blacklight85 (w/ edits by dave2008)
AncientCopper_Update.jpg
Ancient Brass Dragon (CR 20):
by Blacklight85 (w/ edits by dave2008)
AncientBrass_Update.jpg
Ancient White Dragon (CR 20):
by dave2008
AncientWhite_Update2.jpg

Dragon Hall of Fame:
Included here are famous and infamous dragons of the past and present.

Shen - the Dragon of Doom (CR 35):
by dave2008
shen__the_dragon_of_doom.jpg
Shen-Update2 Page-01.jpg
Shen-Update2 Page-02.jpg
Ashardalon (CR 323:
by dave2008
Ashardalon-Image01.png
Ashardalon-Update2 Page-01.jpg
Ashardalon-Update2 Page-02.jpg
Nicol Bolas (CR 33):
by dave2008
NicolBolas-image01.jpg
NicolBolas_Update Page-01.jpg
NicolBolas_Update Page-02.jpg
Havarian (CR 28)
by dave2008
Havarian_Update Page-01.jpg
Havarian_Update Page-02.jpg
Aremag (CR 27)
by dave2008
Aremag_Image.jpg
Aremag-Update.jpg
Iymrith (CR 27)
by dave2008 (inspired by SlyFlourish)
Iymrith-Update Page-01.jpg
Iymrith-Update Page-02.jpg
Cyan Bloodbane (CR 19):
by dave2008
Cyan_Bloodbane_Image.png
CyanBloodBane_Update2.jpg

ELEMENTALS:
Ogremoch (CR 25)
by dave2008
Ogremoch-Update2.jpg
Cryonax (CR 24)
by dave2008
Cryonax-Update2.jpg
Imix (CR 24):
by dave2008
Imix-Update4.jpg
Olhydra (CR 23)
by dave2008
Olhydra-Update.jpg
Yan-C-Bin (CR 23)
by dave2008
Yan-C-Bin-Update.jpg
Primal Air Elemental (CR 22):
by dave2008
Primal-AirElemental_Update2.jpg
Primal Earth Elemental (CR 22):
by dave2008
Primal-EarthElemental_Update.jpg
Primal Fire Elemental (CR 22):
by dave2008
Primal-FireElemental_Update.jpg
Primal Water Elemental (CR 22):
by dave2008
Primal-WaterElemental_Update.jpg

FEY:
Arch-Fey Traits:
The Arch-Fey are an eclectic and loosely defined group; however, they generally have the abilities and traits in the list below. These abilities and traits are assumed to be part of the Arch-Fey’s stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magic
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities Exhaustion

Banishment. When an Arch-Fey drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Fey Lords. An Arch-Fey is immune to spells and effects that are charms or illusions created by a creature or phenomenon five or more below the Arch-Fey’s CR. In addition, they add double their proficiency bonus on saving throws against all other Charms and Illusions.

Innate Spellcasting. Refer to individual entries for an Arch-Fey member’s spell casting ability, their save DC, and attack bonus. An Arch-Fey can innately cast the following spells at 5th level or higher, requiring no material components:

At will: dancing lights, detect evil and good, detect magic, dispel magic, druidcraft, faerie fire, pass without trace
3/day each: banishment, bless, protection from evil and good, sleep, teleport
1/day each: mirage arcane, plane shift, project image

Unstoppable.
If the Arch-Fey is subject to an effect that would inflict the paralyzed, petrified, prone, restrained, or stunned condition; it loses its next turn’s bonus action instead and its speed is reduced by half for the duration of the spell or effect. The Arch-Fey loses an additional use of its bonus action for each condition it suffers. If the Arch-Fey has Legendary Actions, instead of spending a bonus action, the Arch-Fey may spend one Legendary Action for each condition it wishes to remove.

Limited Magic Immunity. Unless an Arch-Fey wishes to be affected, it is immune to spells of 2nd level or lower, and it has advantage on all other spells and magical effects.

Magic Weapons. An Arch-Fey’s weapon attacks are treated as magical weapons for overcoming resistances.

Regeneration. The Arch-Fey regains 30 hit points at the start of its turn.


ACTIONS:
Fey Summons (1/day). An Arch-fey magically summons fey creatures to unoccupied spaces it can see within 120 feet of it. The total CR of the summoned creatures cannot exceed the Arch-Fey’s CR and the maximum CR of a creature summoned cannot exceed the Arch-Fey’s CR – 5. This action is otherwise the same as the spell conjure fey.

Sidhe Fear. Each creature of the Arch-Fey’s choice that is within 60 feet of it must succeed on a Wisdom saving throw (DC is equal to the Arch-Fey’s Charisma Modifier + its Proficiency Bonus + its Epic Bonus + 8) 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Fey’s Sidhe Fear for the next 24 hours. An Arch-Fey has advantage on attacks that target a creature frightened by its Sidhe Fear.

Titania (CR 31):
by dave2008
Titania_Update_Page_1.jpg
Titania_Update_Page_2.jpg
Emmantiensien (CR 30):
by dave2008
Emmantiensien_Update.jpg
Oberon (CR 30):
by dave2008
Oberon_Update.jpg
The Queen of Air and Darkness (CR 30):
by dave2008
Queen-of-Air-and-Darkness_Update.jpg
Damh (CR 29):
by dave2008
Damh_Update.jpg
Eachthighern (CR 29):
by dave2008
Eachthighern_Update.jpg
The Prince of Frost (CR 29):
by dave2008
Prince-of-Frost_Update.jpg
Skerrit (CR 28):
by dave2008
Skerrit_Update.jpg
Baba Yaga (CR 27):
by dave2008
BabaYaga_Update.jpg
Koliada (CR 26):
by Matrix Sorcica
Koliada_Update.jpg
Pillar-of-Ice.jpg
Nathair Sgiathach (CR 26):
by dave2008
Nathair-Sgiathach_Update.jpg
Verenestra (CR 26):
by dave2008
Verenestra_Update.jpg
Cerunnos (CR 25):
by dave2008
Cat Lord (CR 19 + CR 23):
by dave2008
CatLord_Update_Page_1.jpg
CatLord_Update_Page_2.jpg
3-Headed Sirrush (CR 24):
by dave2008
The 3-headed Sirrush is not an Arch Fey and does not have the traits and abilities of an Arch Fey. All of its traits and abilities are provided in the following stat block.
3-headed-Sirrush_Update.jpg
Hyrsam (CR 23):
by dave2008
Hyrsam_Update.jpg
Squelaiche (CR 23):
by dave2008
Squelaiche_Update.jpg
Caoimhin (CR 22):
by dave2008
Caoimhin_Update.jpg
Mournwind/Velayn (CR 21):
by dave2008
Velayn-Mournwind_Update.jpg
Soulsorrow/Loralae (CR 21):
by dave2008
Loralae-Soulsorrow_Update.jpg
Hoary Hunter (CR 20):
by dave2008
The Hoary Hunter is not an Arch Fey and does not have the traits and abilities of an Arch Fey. All of its traits and abilities are provided in the following stat block.
HoaryHunter_Update_Page_1.jpg
HoaryHunter_Update_Page_2.jpg
Sirrush (CR 20):
by dave2008
The Sirrush is not an Arch Fey and does not have the traits and abilities of an Arch Fey. All of its traits and abilities are provided in the following stat block.
Sirrush_Update.jpg
Fionnghuala (CR 18):
by dave2008
Fionnghuala_Update.jpg
 
Last edited:

dave2008

Legend
EPIC MONSTERS:

MONSTROSITIES:
Devastation Swarm (CR 57):
by dave2008
DevistationSwarm_Update.jpg
Protean - Astral (CR 45):
by dave2008
Protean.gif
Protean_Astral-Update3.jpg
Draeden - Greater (CR 37):
by dave2008
Tarrasque (CR 31):
by dave2008
TarrasqueBWS.jpg
Tarrasque-Update2.jpg
Devastation Beetle (CR 28):
by dave2008
DevastationBeetle_Update.jpg
Draeden - Lesser (CR 29):
by dave2008
Genius Loci (CR 26):
by dave2008
GeniusLoci-Update.jpg
Kraken (CR 25):
by dave2008
Kraken-Update2.jpg
Devastation Scorpion (CR 24):
by dave2008
DevastationScorpion_Update.jpg
Devastation Spider (CR 23):
by dave2008
DevastationSpider_Update.jpg
Protean - Giant (CR 23):
by dave2008
Protean.gif
Protean_Giant-Update3.jpg
Devastation Centipede (CR 22):
by dave2008
DevastationCentipede_Update.jpg
Repeater (CR 22):
by dave2008
RepeaterBECMI-Image.jpg
Repeater-Update2.jpg
Vermiurge (CR 22):
by dave2008
Vermiurge-Update.jpg
Brachyurus (CR 22):
by dave2008
Brachyurus_Update.jpg
Tayellah (CR 21):
by dave2008
Tayellah_Update.jpg
Ruin Swarm (CR 20):
by dave2008
RuinSwarm_Update.jpg
Prismasaurus (CR 19)
by dave2008
Prismasaurus_Update.jpg
PLANTS:
Rillifane Rallathil (CR 31):
by dave2008
RillifaneRallathil_Update.jpg
Ancient Treant (CR 23):
by dave2008
AncientTreant-Update.jpg
Mu Spore (CR 21):
by dave2008
Mu-spore-Update.jpg
Elder Treant (CR 16):
by dave2008
ElderTreant-Update2.jpg
UNDEAD:
Kyuss (CR 31):
by dave2008
Note: for the description of 10th level spells refer to post #9 of the 5e Epic Character Updates: Homebrew - (5e) IMMORTAL RULES
Kyuss_Update2_Page_1.jpg
Kyuss_Update2_Page_2.jpg
Dragotha (CR 25):
by dave2008
Dragotha.png
Dragotha_Update.jpg
Shadow of the Void (CR 24):
by dave2008
ShadowotVoid-Update.jpg
Hunefer (CR 23):
by dave2008
Hunefer_Update.jpg
Dodkong (CR 22):
by dave2008
Dodkong_Update_Page_1.jpg
Dodkong_Update_Page_2.jpg
Dracolich - Ancient Red Dragon (CR 22):
by dave2008
Dracolich-AncientRed_Update.jpg
Worm that Walks (CR 22):
by dave2008
Worm-that-Walks_Update.jpg
Acererak (CR 21):
by dave2008
Acererak_Update.jpg
Lich (CR 21):
by dave2008
Lich_Update.jpg
Winterwight (CR 21):
by dave2008
WinterWight_Update.jpg
Strahd (CR 17):
by dave2008
 
Last edited:


Morrus

Well, that was fun
Staff member
Can someone tell me how to hide text on this forum. My method on the WotC forum doesn't seem to work here. Thank you!

I did up in post #8 above! :)

An alternative (if you prefer, or not if you don't) is the header tag. It doesn't hide stuff, but it makes attractive headers for sections. That tag is {h=x} where x is a number from 1-4, 1 being the largest. And { and } are [ and ] of course. Looks like this:

[h=3]This is a header[/h]
That was a header.
 

dave2008

Legend
Hey [MENTION=83242]dave2008[/MENTION], just a quick tip - the
tag doesn't work. Instead you need {sblock} (where { is [ and } is ])

The
tag used to 'black out' text, but with so many people using touchscreen devices, they couldn't use it, so I disabled it.
Yep, I noticed that and a quick google search resolved the problem, but thank you for the keeping watch. I'm getting them corrected now.
 

dave2008

Legend
I did up in post #8 above! :)

An alternative (if you prefer, or not if you don't) is the header tag. It doesn't hide stuff, but it makes attractive headers for sections. That tag is {h=x} where x is a number from 1-4, 1 being the largest. And { and } are [ and ] of course. Looks like this:

[h=3]This is a header[/h]
That was a header.

I just saw that - I was posting to quickly to notice your reply. Sorry! I will definitely make look pretty when I get more time. Thank you!
 



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