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5E 5e Monster Updates: Mythic, Epic, and Hardcore Monsters


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imeannoharm

Dorkus
Demon Lord Traits
Demon Lords come in three broad categories: Vassals (CR 20-25), Lords (CR 26-30), and Nobles (CR 31+). Though each demon lord is a unique entity, they generally all have the abilities and traits in the list below for these categories. These abilities and traits are assumed to be a part of the demon lord's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks
View attachment 126149
Damage Resistances
  • Vassals: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical damage
  • Lords: cold, fire, lightning; uncommon or lesser magic and nonmagical items
  • Nobles: cold, fire, lightning; rare or lesser magic and nonmagical items
Damage Immunities
  • Vassals & Lords: poison; nonmagical items
  • Nobles: poison; common or lesser magical and nonmagical items
Condition Immunities
  • Vassals: charmed, frightened, poisoned
  • Lords: charmed, exhaustion, frightened , poisoned
  • Nobles: charmed, exhaustion, frightened, petrified, poisoned
View attachment 126150
Abyssal Might.
  • Vassals: The demon lords's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. A demon lord's attacks and effects targeting creatures of CR 11-15 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Lords: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. A greater god'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).
  • Nobles: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 20 and below. The demon prince'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).
Abyssal Resistance.
  • Vassals & Lords: A demon lord can use a reaction, take 30 hit points of damage, and end one condition or effect on itself immediately.
  • Nobles: A demon lord can use a reaction, take 30 hit points of damage per condition or effect, and end up to two conditions or effects on itself immediately.
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 an demon lord’s spell casting ability, their save DC, and attack bonus. The demon lord can innately cast the following spells at minimum of level noted, requiring no material components:
  • Vassals: The demon lord casts innate spells at a minimum of 5th level.
At will: darkness, detect magic, see invisibility,
3/day each: dispel magic, fear, telekinesis
1/day each: bane, symbol (insanity or pain), teleport
  • Lords: The demon lord casts innate spells at a minimum of 6th level.
At will: comprehend languages, darkness, detect magic, dispel magic, fear, telekinesis
3/day each: bane, forbiddance, symbol (insanity or pain), teleport
1/day each: elemental bane, plane shift (self only), teleport

  • Nobles: The demon lord casts innate spells at a minimum of 7th level.
At will: bane, comprehend languages, darkness, detect magic, detect thoughts, dispel magic, fear, telekinesis
3/day each: elemental bane, forbiddance, plane shift (self only), symbol
1/day each: gate, mind blank, power word pain, power word kill


Limited Magic Immunity.

  • Vassals: Unless the demon lord wishes to be affected, it is immune to 1st level spells or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
  • Lords: Unless the demon lord wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
  • Nobles: Unless the demon lord wishes to be affected, it is immune to spells of 6th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons.
  • Vassals: The demon lord's weapon attacks are considered rare magical items.
  • Lords: The demon lord's weapon attacks are considered very rare magical items.
  • Nobles: The demon lord's weapon attacks are considered legendary magical items.
ACTIONS
Summon Demons (1/short rest).

  • Vassals: The demon lord summons a number of demons with a total average hit point value of 500 or less which appear in unoccupied spaces within 120 feet of it.
  • Lords: The demon lord summons a number of demons with a total average hit point value of 1.000 or less which appear in unoccupied spaces within 180 feet of it.
  • Nobles: The demon lord summons a number of demons with a total average hit point value of 1,500 or less which appear in unoccupied spaces within 240 feet of it.
What is the difference between vassals, lords and nobles? What about demon princes? Are princes renamed nobles?
 


dave2008

Legend
What happened to capping proficiency at 10? AC is also low.
The chart is an extension of the chart in the DMG. Part of this project is to do away with the fussiness of the Epic Updates. I dropped the epic bonus so I extended proficiency. So the HP, AC, DPR, and attack bonus follow the standard set in the DMG. However,I just had an idea about how to improve the numbers and still follow the theme of the DMG. I will update it soon

EDIT: Never mind, I already included my thought in the chart!
 
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dave2008

Legend
What is the difference between vassals, lords and nobles? What about demon princes? Are princes renamed nobles?
Nobles: demon princes/princesses & the demon king - control multiple layers of the abyss
Lords: demon lords and ladies - control one layer of the abyss
Vassals: equivalent to medieval knights - control a portion of a layer of the abyss and sometimes subservient to a lord or prince

I may revise to call them Demon Nobles and have:
Vassals
Lord
Princes
King
 

dave2008

Legend
Monsters by CR

CR 1/8:

CR 1/4:
Ankheg Broodling (standard)
Cheetah (standard)

CR 1/2:
Orc Bruiser (standard)

CR 1:
Aarakocra Guard (standard)
Crocodile (standard)
Ankheg Drone (standard)

CR 2:
Azer Archer (standard)
Azer Assassin (standard)
Azer Mage (standard)
Azer Priest (standard)
Azer Warrior (standard)
Bugbear Assassin (standard)
Bugbear Wardog (Elite)
Gorilla(standard)
Harpy Bird Caller (Elite) by DnD Warlord (w/ revisions by Dave2008)
Ogre Collector (standard)
Ogre Skirmisher (standard)
Tiger (standard)

CR 3:
Ankheg Soldier (standard)
Bugbear Thief (standard)
Ogre Wrathbringer (standard)
Phoenix Knight (Elite) by DnD Warlord (w/ revisions by Dave2008)
Troll, Cave (standard)
Yuan-ti Cleric of Sseth (standard)

CR 4:
Aarakocra Wind Monk (standard)
Bugbear Berserker (standard)
Lemure Swarm (Legendary)
Ogre Warhulk (standard)
Yuan-ti Holy Guardian (standard)

CR 5:
Aarakocra Master-at-Arms (standard)
Ankheg Queen (Elite)
Azer Commander (standard)
Battlebriar (standard)
Black Pudding, Elder (Elite)
Troll, Ice (standard,)
Troll Ripper (standard)
Yuan-ti Mageslayer (standard)

CR 6:
Abyssal Hag (Elite)
Basilisk, Greater (standard)
Giant Crocodile (standard)
Giant Shark (standard)
Hill Giant Skirmisher & Sourbreath (standard) by Demetrios1453
Troll Matron (Elite)
War Elephant (standard)

CR 7:
Aboleth Lasher (standard)
Guardian Chimera (Elite)
Unicorn Elder (Legendary)

CR 8:
Basilisk, Dracolisk (Elite)
Dretch Horde (Legendary)
Hezrou Brawler (standard)
Hill Giant Chief (standard) by Demetrios1453

CR 9:
Frost Giant War Chanter (standard) by Demetrios1453 (after the Cambion
Stone Giant Rock Fist (standard) by Demetrios1453
Stone Giant Runecarver (standard) by Demetrios1453

CR 10:
Aboleth Sovereign (Mythic)
Aboleth Overseer (Elite)
Air Elemental, Elder (standard)
Dragon Knight (Elite) by DnD Warlord (w/ revisions by Dave2008)
Earth Elemental, Elder (standard)
Fire Elemental, Elder (standard)
Frost Giant Cambion (standard) by Demetrios1453
Frost Giant Reaver (standard) by Demetrios1453
Stone Golem Crusher (Elite)
Spell Weaver (standard)
Troll, Mountain (standard)
Tyrannosaurus (standard)
Tyrannosaurus Alpha (Elite)
Water Elemental, Elder (standard)

CR 11:
Behir Stormbringer (Elite)
Cloud Giant Mist Assassin (standard,) by Demetrios1453
Fire Giant Mechanist (standard) by Demetrios1453
Fire Giant Pyromancer (standard) by Demetrios1453
Frost Giant Wrathbringer (standard) by Demetrios1453
Gorgimera (standard)
Gray Render (Elite)
Stone Giant Thane (standard) by Demetrios1453
Troll, Abyssal (Elite)
Yuan-ti Abomination Guard (standard)

CR 12:
Battebriar Earthrager (Elite)
Cloud Giant Oathguard (standard) by Demetrios1453
Fire Giant Forgemaster (standard) by Demetrios1453
Frost Giant Jarl (standard) by Demetrios1453
Yuan-ti Anathema Sovereign (Elite)

CR 13:
Cloud Giant Shaman (standard) by Demetrios1453
Morgan Le Fay (standard)

CR 14:
Aboleth Savant (standard)
Banelich (standard)
Cloud Giant Count (standard) by Demetrios1453
Fire Giant Duke (standard) by Demetrios1453
Hill Giant Champion (standard) by Demetrios1453
Nalfeshnee Tyrant (standard)
Treant, Elder (standard)
Vampire Lord (Mythic)

CR 15:
Beholder Eye Tyrant (Legendary)
Iggwilv (standard)
Imp Swarm (Legendary)
Storm Giant Omen-Reader (standard) by Demetrios1453
Treant, Ancient (Mythic)

CR 16:
Air Elemental, Ancient (standard)
Earth Elemental, Ancient (standard)
Fire Elemental, Ancient (standard)
Mordenkainen (standard)
Stone Giant Stalker (standard) by Demetrios1453
Water Elemental, Ancient (standard)

CR 17:
Arthur Pendargon (standard)
Goristro Juggernaut (Elite)
Marilith Commander (standard)

CR 18:
Air Elemental, Primal (Mythic)
Fire Elemental, Primal (Mythic)
Water Elemental, Primal (Mythic,)

CR 19:
Balor Executioner (Elite)
Earth Elemental, Primal (Mythic)
Klurichir (standard)
Storm Giant King (standard) by Demetrios1453
Vagouille Swarm (Legendary)

CR 20:
Beholder Hive Mother (Legendary)
Eclavdra (standard)
Merlin (standard)
Pit Fiend General (Elite)
Red Dragon, Elder (Legendary)
Rog (standard) by @pitofdespairx_x (w/ revisions by Dave2008)

CR 21:
Astral Dreadnought, Venerable (Mythic)
Elminster (standard)
Moloch (Mythic)
Molydeus Enforcer (standard)
Seraphim (Mythic)


CR 22:
Zaratan, Primal Earth Elemental (Mythic)

CR 23:
Vrock Chaos Squadron (Legendary)

CR 24:
Iggwilv, the Witch Queen (standard)
Rajara (Mythic) by Just Passing Through
Red Dragon, Ancient (Legendary)

CR 25:
Red Dragon, Great Wyrm (Mythic)

CR 26:

CR 27:
Empyrean (Legendary)
Hezrou Horde (Legendary)
Warforged Juggernaut (Mythic)

CR 28:
Auril, the Frostmaiden (Mythic)
Demogorgon, Prince of Demons (Mythic)

CR 29:
Gigante (Mythic)

CR 30:
Heliod (Mythic) by Ash Mantle
Tarrasque, Primordial(Mythic)
Tiamat (Mythic)

CR 39:
Annam (Mythic stage 3) by @pitofdespairx_x (w/ revisions by Dave2008)

CR 50:
Ahat-Hir - (Mythic stage 5)
 
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imeannoharm

Dorkus
Nobles: demon princes/princesses & the demon king - control multiple layers of the abyss
Lords: demon lords and ladies - control one layer of the abyss
Vassals: equivalent to medieval knights - control a portion of a layer of the abyss and sometimes subservient to a lord or prince

I may revise to call them Demon Nobles and have:
Vassals
Lord
Princes
King
Demogorgon calls himself “Prince of Demons”.
 


imeannoharm

Dorkus
Nobles: demon princes/princesses & the demon king - control multiple layers of the abyss
Lords: demon lords and ladies - control one layer of the abyss
Vassals: equivalent to medieval knights - control a portion of a layer of the abyss and sometimes subservient to a lord or prince

I may revise to call them Demon Nobles and have:
Vassals
Lord
Princes
King
IMO, most sources call the vassals nascent demon lords, as they are on the cusp of becoming full fledged demon lords. Excluding normal demons that are CR 21-25 that aren’t a unique demon but are just a very powerful species of fiend.
 


dave2008

Legend
Prince of Demons = King?
No. Demogorgon is the Prince of Demons, implying he is the strongest. However, he has no control or sovereignty over the other demon lords. Only the King of Demons has that power. Currently no demon holds the title of "King of Demons."
 



imeannoharm

Dorkus
No. Demogorgon is the Prince of Demons, implying he is the strongest. However, he has no control or sovereignty over the other demon lords. Only the King of Demons has that power. Currently no demon holds the title of "King of Demons."
The king of demons sounds pretty bad-A. What’s the CR range?
 
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dave2008

Legend
Aboleth Lasher
Large aberration, lawful evil
1600056449861.png

Armor Class 17 (natural armor)
Hit Points 127 (17d10 + 34)
Speed 10 ft., swim 40 ft.
1600056451262.png

STRDEXCONINTWISCHA
20 (+4)12 (+1)15 (+2)18 (+4)13 (+1)17 (+3)
1600056452723.png

Savings Throws Dex +4, Con +5, Int +7, Wis +4
Skills History +10, Perception +7, Stealth +7
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 17
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (4,350 XP)
1600056454015.png

Amphibious. The aboleth can breathe air and water.

Aquatic. While underwater, the aboleth’s Dexterity score is 18 (+4), it has expertise in Acrobatics (+7), and it has advantage on melee attacks against creatures that do not have a swim speed.

Mucous Haze. The aboleth is surrounded by a cloud of mucus that extends for a 10-foot radius (20-foot radius in water) around the aboleth. The haze is difficult terrain, accept for aboleths, and creatures inside the haze are lightly obscured, except from aboleths.

Pack Tactics. The aboleth has advantage on an attack roll against a creature if it at least one of the aboleth’s allies is within 10 ft. of the creature and the ally isn’t incapacitated.

Quick Strikes. The aboleth can use a bonus action to make two additional tentacle attacks on a target is has advantage against.

ACTIONS
Multiattack.
The aboleth makes up to three melee attacks, but only one can be a bite or tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the aboleth or incapacitated. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) acid damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target must make a DC 15 Strength saving throw or be grappled.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Enslave (1/Day). The aboleth targets one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target communicate telepathically with each other over any distance. The target has disadvantage on the saving throw if it is grappled by the aboleth.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from the aboleth.

REACTIONS
Psychic Drain (Recharge 4-6). If a creature is charmed by the aboleth, on that creatures turn the aboleth can inflict 7 (2d6) psychic damage on the charmed creature, and the aboleth regains hit points equal to the damage the creature takes.

Vicious Bite. If a creature ends its turn grappled by the aboleth, the aboleth can make a bite attack against the grappled creature.
 
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dave2008

Legend
Aboleth Overseer
Large aberration, lawful evil
1600091507443.png

Armor Class 19 (natural armor)
Hit Points 150 (20d10 + 40)
Speed 10 ft., swim 50 ft.
1600091506360.png

STRDEXCONINTWISCHA
22 (+6)10 (+0)15 (+2)20 (+5)15 (+2)20 (+5)
1600091504754.png

Savings Throws Dex +4, Int +9, Wis +6
Skills History +14, Insight +6, Perception +10, Stealth +4
Damage Resistances acid, poison, psychic
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 180 ft.
Challenge 10 (8,850 XP)
1600091502805.png

Aberrant Instincts (Elite Trait, recharges after a short or long rest). If the aboleth is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 110 hit points, all of its abilities recharge, and it can use an elite actions.

Amphibious. The aboleth can breathe air and water.

Aquatic. While underwater, the aboleth’s Dexterity score is 17 (+3), it is skilled in Acrobatics (+7), and it has advantage on melee attacks against creatures that do not have a swim speed.

Grasping Tentacles. If the aboleth hits the same target with two or more tentacle attacks on the same turn, the target is also grappled (escape DC

Innate Spellcasting. The aboleth’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At-will: hypnotic pattern
1/day each: mirage arcane, programmed illusion, project image

Invisibility (1/Short Rest). As a bonus action, aboleth and one ally within 60 feet of it turn invisible, as in the spell greater invisibility, until the end of the aboleth’s next turn.

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucous. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet if it must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 2 (1d4) hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Relentless. The aboleth has advantage on saving throws against spells and effects that would inflict the paralyzed, petrified, restrained, or stunned conditions.

ACTIONS
Multiattack.
The aboleth makes three tentacle attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the aboleth or incapacitated. Hit: 15 (2d8 + 6) piercing damage plus 3 (1d6) acid damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin become translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can only be removed by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes has passed.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Dominate. The aboleth chooses one creature charmed by it and within 120 feet of it. The creature must make a DC 17 Intelligence saving throw or be dominated by the aboleth as in the spell dominate monster.

Psychic Slime (1/Short Rest). The aboleth fills the area in a 50-foot radius around it with a slimy mist. Creatures in the area, or that enter the area, must make a DC 15 Wisdom saving throw, taking 27 (6d8) psychic damage and is charmed by the aboleth on a failure, or half as much damage and not charmed on a success.

The slimy mist persists for 1 minute and an aboleth can use is swim speed in the area of the mist, even if the area is not in water. Additionally, creatures diseased by an aboleth can breathe the mist and regain hit points as if they where in water.

Enslave (3/Short Rest). The aboleth targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from the aboleth.

REACTIONS
Psychic Drain.
If a creature ends its turn charmed by the aboleth, the aboleth can inflict 10 (3d6) psychic damage on the charmed creature, and the aboleth regains hit points equal to the damage the creature takes.

Tail Slap. If a creature ends its turn within 10 feet of the aboleth, the aboleth can make a tail attack targeting the creature.

ELITE ACTIONS
Once the aboleth's elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn.

Detect. The aboleth can make a Wisdom (Perception) check.
Move. If the aboleth is underwater or in its psychic slime it can move half its speed without provoking opportunity attacks.
Tail Swipe. The aboleth makes one tail attack.

---

The Aboleth Overseer as an Elite Encounter
Fighting the Aboleth Overseer is equivalent to taking on two CR 10 creatures in one encounter. Award a party 11,800 XP for defeating the Aboleth Overseer.
 

dave2008

Legend
Aboleth Savant
Large aberration, lawful evil
1600096200283.png

Armor Class 18 (natural armor)
Hit Points 238 (28d10 + 84)
Speed 10 ft., swim 50 ft.
1600096201372.png

STRDEXCONINTWISCHA
20 (+5)8 (-1)17 (+3)22 (+6)16 (+3)20 (+5)
1600096202281.png

Savings Throws Dex +4, Int +11, Wis +8, Cha +10
Skills History +16, Insight +8, Perception +13, Persuasion +10
Damage Resistances acid, poison, psychic
Senses darkvision 120 ft., passive Perception 23
Languages Deep Speech, telepathy 180 ft.
Challenge 14 (11,500 XP)
1600096203387.png

Amphibious. The aboleth can breathe air and water.

Aquatic. While underwater, the aboleth’s Dexterity score is 17 (+3), it is skilled in Acrobatics (+7), and it has advantage on melee attacks against creatures that do not have a swim speed.

Innate Spellcasting. The aboleth’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At-will: hypnotic pattern
1/day each: mirage arcane, programmed illusion, project image

Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucous. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet if it must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 2 (1d4) hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Relentless. The aboleth has advantage on concentration checks and saving throws against spells and effects that would inflict the paralyzed, petrified, restrained, or stunned conditions.

Spellcasting. The aboleth is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The aboleth has the following spells prepared:

Cantrips (at will): acid splash (11th level), mage hand, message, poison spray (11th level, refer to actions),, shocking grasp (11th level),
1st level (4 slots): arms of hadar, identify, magic missile, sleep, thunderwave, witch bolt
2nd level (3 slots): detect thoughts, locate object, melf’s acid arrow
3rd level (3 slots): clairvoyance, counterspell, dispel magic, fly, hunger of hadar
4th level (3 slots): arcane eye, banishment, phantasmal killer
5th level (2 slots): cloudkill, hold monster, scrying
6th level (2 slot): chain lightning, disintegrate
7th level (1 slot): prismatic spray

ACTIONS
Multiattack.
The aboleth makes three attacks: two with its tentacles and one with its tail.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. While the creature is diseased it gains one level of exhaustion at the end of each of its turns. If the creature gains 6 levels of exhaustion it does not die. Instead, the diseased creature’s skin become translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can only be removed by heal or another disease-curing spell of 6th level or higher. After this transformation the diseased creature removes on level of exhaustion for each round it is fully submerged in water. When the diseased creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes has passed.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target must a DC 18 Strength saving throw or be pushed 10 feet.

Poison Spray. The aboleth extends a tentacle toward a creature it can see within 10 feet and projects a puff of noxious gas. The creature must make a DC 19 Constitution saving throw or take 19 (3d12) poison damage.

Enslave (3/Short Rest). The aboleth targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from the aboleth.

REACTIONS
Psychic Drain.
If a creature ends its turn charmed by the aboleth, the aboleth can inflict 10 (3d6) psychic damage on the charmed creature, and the aboleth regains hit points equal to the damage the creature takes.

Retributive Casting. When a creature attacks the aboleth, the aboleth can cast an at-will spell targeting the creature that attacked it.
 
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dave2008

Legend
Beholder Eye Tyrant
Large aberration, lawful evil
1600101463279.png

Armor Class 18 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 0 ft., fly 20 ft. (hover)
1600101459948.png

STRDEXCONINTWISCHA
12 (+1)13 (+1)19 (+4)18 (+4)15 (+2)18 (+4)
1600101460947.png

Savings Throws Dex +6, Con +8, Int +9, Wis +7, Cha +9
Skills Arcana +9, History +9, Intimidation +9, Perception +12
Damage Resistances psychic
Condition Immunities prone
Senses darkvision 180 ft., passive Perception 22
Languages Deep Speech, Undercommon
Challenge 16 (15,000 XP)
1600101462089.png

Aberrant Resistance. If the beholder fails a saving throw, it can use a reaction and re-roll the saving throw.

Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 180-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

Savage. The beholder can use a bonus action to make a bite attack against a creature that is adjacent to it.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays, choosing one to three targets it can see within 120 ft. of it. Once it has selected an eye ray, it cannot use that ray again until the start of its next turn.

1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

REACTIONS
Distant Dreams.
When the beholder first drops below 110 hit points, it can teleport to an unoccupied space it can see within 120 feet of it.

LEGENDARY ACTIONS
The behodler can take 3 legendary actions, using the eye ray option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Additionally, the beholder can use any unspent legendary actions at the end of the round and regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses an eye ray from the list of its available rays.
 
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dave2008

Legend
Beholder Hive Mother
Huge aberration, lawful evil
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Armor Class 20 (natural armor)
Hit Points 287 (25d12 + 125)
Speed 0 ft., fly 20 ft. (hover)
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STRDEXCONINTWISCHA
20 (+5)12 (+1)21 (+5)20 (+5)17 (+3)18 (+4)
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Savings Throws Str +11, Con +11, Int +11, Wis +9, Cha +10
Skills Arcana +11, History +11, Intimidation +10, Perception +15
Damage Resistances force, psychic
Condition Immunities prone
Senses darkvision 240 ft., passive Perception 25
Languages Deep Speech, Undercommon
Challenge 20 (25,000 XP)
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Aberrant Resistance. If the beholder fails a saving throw, it can use a reaction and re-roll the saving throw.

Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 300-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

Hive Mother. The hive mother can cast, as a bonus action, dominate monster at-will against beholders and beholder-kin it can see within 180 feet of it. The hive mother does not need to concentrate to maintain control of dominated beholder kin and it can exert precise control as a bonus action. The hive mother can control a number of creatures whose total average hit points do not exceed 1000 and it has a telepathic link to the dominated creatures to a range of 10 miles. An unwilling beholder can resist a hive mothers control be succeeding on a DC 18 Wisdom saving throw and other hive mothers are immune to this effect.

Limited Magic Immunity. Unless the beholder wishes to be affected, it is immune to cantrips, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.

ACTIONS
Multiattack. The hive mother makes up to four attacks: one Bite attack and three Eye Ray attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage and the creature must make a DC 18 Strength saving throw or be grappled. A creature grappled in this way is also restrained.

Eye Rays. The beholder shoots a magical eye ray, choosing one target it can see within 180 ft. of it. Once it has selected an eye ray, it cannot use that ray again until the start of its next turn.

1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the beholder for 2 hours, or until the beholder harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 2 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 2 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 2 minutes. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.

If the target is an object weighing 800 pounds or less that isn’t being worn or carried, it is moved up to 40 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 2 minutes. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 54 (12d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Spawn Beholder-kin (1/week). A piece of the hive mother drops off it and it suffers 75 hit points of damage. 3d8 gazers, 1d8 spectators, 1d6 gauths, or 1 beholder.

REACTIONS
Distant Dreams.
When the beholder first drops below 110 hit points, it can teleport to an unoccupied space it can see within 120 feet of it.

LEGENDARY ACTIONS
The beholder can take 3 legendary actions, using the eye ray option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Additionally, the beholder can use any unspent legendary actions at the end of the round and regains spent legendary actions at the start of its turn.

Bite: The hive mother makes a bite attack.
Eye Ray. The beholder uses an eye ray from the list of its available rays.
Move. The hive mother can move up to half its speed.
Regenerate. Gibbering hive mother regenerates 15 hit points
Swallow Whole (Costs 2 Actions). The hive mother makes a bite attack one a Large or smaller creature it has grappled. On a hit the creature is also swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hive mother, and it takes 28 (8d6) acid damage at the start of each of its turns. If a creature is reduced to 0 hit points while swallowed, it dies and the hive mother regains 40 hit points.

If the hive mother dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
 
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