D&D 5E 5e EPIC MONSTER UPDATES

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
 
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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
 
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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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