D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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The God Fly by Herckeim

Ankheg Drone
Large monstrosity, unaligned
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Armor Class 14 (natural armor)
Hit Points 33 (5d10 + 6; bloodied 16)
Speed 40 ft., fly 60 ft.
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STRDEXCONINTWISCHA
16 (+3)14 (+)213 (+1)1 (-5)11 (+0)6 (-2)
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Savings Throws Dex +4
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages --
Challenge 1 (400 XP) Proficiency Bonus +2
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Flyby. The drone doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Powerful Flyer. The drone can fly while it has a medium creature grappled, costing it 10 feet of speed.

ACTIONS
Multiattack. The drone makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 7 (1d8 + 3) piercing damage.
 
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dave2008

Legend
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Ankheg by Aazure-Dragon

Ankheg Soldier
Large monstrosity, unaligned
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Armor Class 17 (natural armor)
Hit Points 60 (8d10 + 16; bloodied 30)
Speed 40 ft., burrow 10 ft.
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STRDEXCONINTWISCHA
16 (+3)14 (+)213 (+1)1 (-5)11 (+0)6 (-2)
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Savings Throws Str +5, Dex +4, Con +3
Skills Athletics +7, Perception +4
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages --
Challenge 3 (700 XP) Proficiency Bonus +2
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Pack Tactics. The ankheg has advantage on attack rolls against a creature if at least one of the ankheg's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Supple Sternum. The ankheg’s chitonous skin is softer on the underside of its thorax between it legs, having an AC of 14.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 5-6). The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature Grappled. Each creature in that line must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS
Crush.
The ankheg can make a bite attack against a target it has grappled.
 
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dave2008

Legend
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Release the caterpillar! by agathalark

Ankheg Queen
Champion Huge monstrosity, unaligned
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Armor Class
17 (natural armor)
Hit Points 140 (10d12 + 20; bloodied 70)
Speed 20 ft., burrow 10 ft.
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STRDEXCONINTWISCHA
21 (+5)8 (-1)14 (+2)3 (-4)14 (+2)6 (-2)
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Savings Throws Str +8, Con +5, Wis +5
Skills Perception +8
Senses darkvision 90 ft., tremorsense 90 ft., passive Perception 18
Languages --
Challenge 5 (2,700 champion XP) Proficiency Bonus +3
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Hive Instincts (Champion Trait, recharges after a short or long rest). When the ankheg queen is first bloodIed, it can remove one condition or effect it is suffering and it can use its champion actions.

Reactive. The queen can take two reactions per round, but only one per turn.

Supple Sternum. The queen’s chitonous skin is softer on the underside of its thorax between it legs, having an AC of 14.

ACTIONS
Multiattack. The ankheg queen makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage plus 3 (1d6) acid damage.

Acidic Spittle. Ranged Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) acid damage.

Acid Spray (Recharge 5-6): The queen spits acid in a line that is 60 ft. long and 5 ft. wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS
Pheromones.
The queen releases an invisible cloud of pheromones in a 60-foot radius around it which remains for 1 minute unless dispersed by a strong wind.. It can use this cloud to issue the following commands to any of its brood that are within the cloud:
  • The queen can increase the radius of the cloud by 30 feet.
  • The queen can command one of its brood to use a reaction to move up to half its speed and make an attack on a target of the queen’s choice.
REACTIONS
Pheromones.
If the queen has released her pheremones, see can use a reaction to do one of the following:
  • If the queen is the target of a ranged attack, she can command one of its brood to use a reaction to move up to half its speed to move between the queen and the attacker, becoming the target of the attack instead of the queen.
  • If the queen is the target of a melee attack, she can command one of its brood to use a reaction to move up to half its speed and attack the queen’s attacker. On a hit, the attack targeting the queen fails.

CHAMPION ACTIONS
Once the ankheg queen's champion trait is activated, on its initiative count +10 it can take one of the following actions.

Move. The queen can move up to half its speed.
Save. The queen makes a saving throw for a condition it is suffering. On a success, the condition ends.
Spittle (Recharge 5-6). The queen makes an acidic spittle attack.
 
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dave2008

Legend
Dretch Horde
Gargantuan swarm of medium fiends, chaotic evil
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Armor Class 11
Hit Points 218 (19d20 + 19; bloodied 109)
Speed 120 ft.
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STRDEXCONINTWISCHA
11 (+0)11 (+0)12 (+1)5 (-3)8 (-1)3 (-4)
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Savings Throws Dex +3, Con +4, Wis +2
Skills Perception +7
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned; see swarm resistances
Senses darkvision 60 ft., passive perception 17
Languages Abyssal, Telepathy 60 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Grappler. If the horde uses an action or legendary action and hits a single creature with two claw attacks, that target is also grappled. While the target is grappled by the horde it has disadvantage on its attempts to escape the grapple if it has been hit by a claw attack in the same round prior to creature attempting the escape.

Swarm. The horde can occupy another creature’s space and vice versa, and the horde can move through any opening large enough for a Medium Dretch. If the horde is reduced to 163 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the horde is reduced to 109 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the horde is reduced to 54 hit points or less, replace the horde with three dretches in unoccupied spaces within the former area of the horde; or the swarm loses its Swarm Resistance trait.

Swarm Reactions. The horde does not have reactions. Whenever a creature moves inside the space of the horde or out of the space of the horde, the horde makes one claw attack with advantage targeting the triggering creature.

Swarm Resistance. The horde has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the horde can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The horde has advantage on attack rolls against a creature if it is occupying the same space as the horde.

Swarm Vulnerabilities. The horde takes double damage from any attack that effects any area that is 10 feet by 10 feet or greater.

BONUS ACTIONS
Ravenous Swarm.
The horde makes a bite attack against all targets it has grappled.

ACTIONS
Multiattack. The horde makes six claw attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Fetid Cloud (12/Day). A 10-foot radius of disgusting green gas extends out from the horde. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

LEGENDARY ACTIONS

The horde can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horde regains spent legendary actions at the start of its turn.

Move. The horde moves up to 10 feet.
Multiattack. The horde makes six claw attacks.
Fetid Cloud. The horde can make a fetid cloud attack.
 
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imeannoharm

Dorkus
Dretch Horde
Gargantuan swarm of medium fiends, chaotic evil
View attachment 125869
Armor Class 11
Hit Points 218 (19d20 + 19)
Speed 120 ft.
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STRDEXCONINTWISCHA
11 (+0)11 (+0)12 (+1)5 (-3)8 (-1)3 (-4)
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Savings Throws Dex +4, Con +5, Wis +3
Skills Perception +3
Damage Resistances bludgeoning piercing and slashing
Damage Immunities poison
Condition Immunities poisoned; see swarm resistances
Senses darkvision 60 ft., passive perception 13
Languages Abyssal, Telepathy 60 ft.
Challenge 10 (5,900 XP)
View attachment 125872
Grappler. If the swarm uses an action or legendary action and hits a single creature with two claw attacks, that target is also grappled. While the target is grappled by the swarm it has disadvantage on its attempts to escape the grapple if it has been hit by a claw attack in the same round prior to creature attempting the escape.

Ravenous Swarm. The swarm makes a bite attack against all targets it has grappled.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium Dretch. If the swarm is reduced to 163 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 109 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 54 hit points or less, replace the swarm with four dretches in unoccupied spaces within the former area of the swarm.

Swarm Resistance. When a spell or effect that would impose the paralyzed, petrified, prone, restrained, or stunned condition, the swarm loses one legendary action for the duration of the spell or effect instead.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

ACTIONS
Multiattack. The swarm makes six claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Fetid Cloud (12/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

LEGENDARY ACTIONS

The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 10 feet.
Multiattack. The swarm makes six claw attacks.
Fetid Cloud. The swarm can make a fetid cloud attack.
:) Now fart demons are actually scary!
 

dave2008

Legend
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Art from the 2e Monstrous Compendium

Lemure Swarm
Gargantuan swarm of medium fiends, lawful evil
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Armor Class 7
Hit Points 210 (20d20; bloodied 105)
Speed 15 ft.
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STRDEXCONINTWISCHA
10 (+0)5 (-3)11 (+0)1 (-5)11 (+0)3 (-4)
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Savings Throws Dex +0, Con +3
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned; see Swarm Resistance
Senses darkvision 120 ft., passive perception 10
Languages understands infernal but can't speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Devil’s Sight. Magical darkness doesn’t impede the swarm’s darkvision.

Grappler. If the swarm uses an action or legendary action and hits a single creature with two first attacks, that target is also grappled. While the target is grappled by the swarm it has disadvantage on its attempts to escape the grapple if it is Medium or smaller.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny lemure. If the swarm is reduced to 158 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 106 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 53 hit points or less, choose: 1) replace the swarm with four lemures in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.

Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one fist attack with advantage targeting the triggering creature.

Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

Swarm Vulnerabilities. The takes double damage from any attack that effects any area that is 10 feet by 10 feet or greater.

ACTIONS
Multiattack.
The swarm makes four melee attacks.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 2 (1d4) piercing damage, and 3 (1d6) poison damage.

LEGENDARY ACTIONS
The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 5 feet.
Multiattack. The swarm uses its multiattack action.
 
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dave2008

Legend
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Behir by Aazure-Dragon

Behir StormbringerChallenge 11
Huge elite monstrosity, typically neutral evil14,400 elite XP
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Armor Class 20 (natural armor)
Hit Points 240 (28d12 + 112; bloodied 120)
Speed 50 ft., climb 40 ft.
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STRDEXCONINTWISCHA
23 (+6)16 (+3)18 (+4)10 (+0)14 (+2)12 (+1)
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Savings Throws Dex +7, Wis +6, Cha +5
Skills Athletics +10, Perception +6, Stealth +7
Damage Immunities lightning
Senses darkvision 90 ft., passive perception 16
Languages Draconic, Giant
Proficiency Bonus +4; Maneuver DC 18
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Lightning Recharge (Elite Trait, 1/Rest). When the behir is first bloodied, all conditions and effects it is suffering end for it, its elite traits activate, all of its abilities recharge, and it immediately uses its Lightning Leap elite action. Additionally, on its initiative count +10, or in place of an Action on its turn, the behir can use an elite action.

Limited Magic Resistance. If the behir is the target of or in the area of effect of a spell or magical effect that is 3rd level or lower, the behir has advantage on its saving throws and any creature that makes a spell attack against it has disadvantage on the attack roll.

Relentless. The behir has advantage on saving throws against effects that inflict the paralyzed, restrained, or stunned condition.

ACTIONS
Multiattack. The behir makes two claw attacks or one constrict attack and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) magical piercing damage plus 7 (2d6) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) magical slashing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 19 (3d8 + 6) bludgeoning plus 15 (2d8 + 6) slashing damage and the target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. The behir can have one Large or two Medium or smaller creatures grappled.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 90 feet long and 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 ft. of Movement, exiting prone.

Innate Spellcasting. The behir’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:

At-will: feather fall
1/day each: call lightning, fly

ELITE ACTIONS
Lightning Leap (Recharge 6). The behir teleports to an unoccupied space it can see within 180 feet of it, creating a thunderous boom on its departure and arrival. Each creature within 15 feet of its departure and arrival locations must make DC 16 Dexterity and Constitution saving throw. On a failed Dexterity saving throw the target takes 5 (1d10) lightning damage. On a failed Constitution saving throw the target takes 5 (1d10) thunder damage. On a successful save, the target takes half the lightning or thunder damage.

Rend. The behir makes a claw attacks against a creature it has grappled.

Shocking Grasp. Electricity crackles over the behir's scaly hide. Until the end of the behir's next turn, when it hits a creature with a melee attack it inflicts an additional 7 (2d6) lightning damage.
 
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