D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Mordenkainen concept by JoanSogo

Mordenkainen
Medium humanoid (human), neutral
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Armor Class 22 (see equipment)
Hit Points 162 (20d8 + 80; bloodied 81)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+9)17 (+3)18 (+4)20 (+5)15 (+2)16 (+3)
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Savings Throws Str + 4, Dex +7, Con +8, Int +15, Wis +12, Cha +7
Skills Arcana +17, History +11, Investigation +11, Perception +8
Damage Resistances fire (staff of fiery power)
Senses passive Perception 18
Languages Abyssal, Celestial, Common, Elvish, Gnomish, Infernal
Challenge 16 (15,000 XP) Proficiency Bonus +5
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Arcane Scholar. Mordenkainen can attune to a magic item as an action and does not need to spend a short rest. In addition, he always has the following spells prepared, they do not count against is prepared total, and he can cast each once per day without spending a spell slot:

4th level: mordenkainen’s faithful hound, mordenkainen’s private sanctum
7th level: mordenkainen’s magnificent mansion, mordenkainen’s sword (concentration 1 hour)

Elemental Adept. When Mordenkainen cast a spell that causes fire damage, the damage ignores resistance to fire damage and any roll of a 1 on a damage die becomes a 2.

Greater Portent (1/Long Rest). Roll three d20s, Mordekainen can replace any attack roll, saving throw, or ability check he or a creature he can see makes with one of the rolls. Mordekainen must choose to do so before the roll, and can use this trait only once per turn.

Magic Resistance. Mordenkainen has advantage on saving throws against spells and magical effects while wearing Robes of the Archmagi.

Signature Spells (1/Rest each). Mordenkainen can cast fireball and counterspell without expending a spell slot.

Spell Mastery. Mordenkainen can cast detect magic and shield at-will without expended spell slots.

War Caster. Mordenkainen has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, she can use his reaction when a creature provokes an opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.

ACTIONS
Staff of Fiery Power. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 4 (1d8) fire damage.

Third Eye (1/Rest). Mordenkainen can use an action to gain one of the following benefits:
  • Darkvision. He gains darkvision 60 ft.
  • Ethereal Sight. He can see into the Ethereal Plane within 60 ft.
  • Greater Comprehension. He can read any language.
  • See Invisibility. He can see invisible creatures and objects within 10 feet of him.

Spellcasting. Mordenkainen is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +16 to hit with spell attacks while wearing Robes of the Archmagi and wielding the Staff of Fiery Power). Mordenkainen typically has the following wizard spells prepared:

Cantrips (at will): mage hand, message, sacred flame, thaumaturgy, thunderclap
1st level (4 slots): comprehend languages, detect magic, identify, shield
2nd level (3 slots): calm emotions, detect thoughts, locate object
3rd level (3 slots): clairvoyance, counterspell, fireball, tongues
4th level (3 slots): arcane eye, dimension door, greater invisibility
5th level (3 slots): cone of cold, dominate person, scrying
6th level (2 slots): chain lightning, disintegrate, trueseeing
7th level (2 slots): forcecage, plane shift, teleport
8th level (1 slot): dominate monster
9th level (1 slot): foresight, wish

BONUS ACTIONS
Boon of Quick Casting. Mordenkainen can cast fireball, at 3rd level, if he has a spell slot available.

---

EQUIPMENT
Mordekainen has the following possessions. The stats provided for him here assume he is wearing, carrying, or wielding at some of these items, as noted below:

Ring of Protection (included in the stats above)
Robes of the Archmagi (included in the stats above)
Ioun Stone (Fortitude)
Carpet of Flying (6’x9’)
Wand of Fireballs
Bag of Holding
Bracers of Defense
Crystal Ball
(True Seeing)
Rod of Absorption

Silver Key of Portals

Wonderous Item, Artifact (requires attunement)

This minor artifact works like a Chime of Opening. Additionally you can use a bonus action while holding the key to dispel the arcane lock spell, or an action to cast one of the following spells:

Spells: While holding this key, you can cast, two times per day, each of the following spells: Etherealness, Passwall, Word of Recall

Staff of Fiery Power (included in the stats above)
Staff, legendary (requires attunement by an 18th level wizard)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +3 bonus to Armor Class, saving throws, and spell Attack rolls.

The staff has 30 Charges for the following properties. The staff regains 3d8 + 6 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +3 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regains 1d8 + 4 Charges.

Power Strike: When you hit with a melee Attack using the staff, you can deal an extra 1d8 fire damage to the target. You can increase this damage by spending charges, increasing the damage 1d8 per charge spent.

Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Delayed-Blast Fireball (7 charges), Melf’s Minute Meteors (3 charges), Meteor Swarm (20 charges), Summon Elder Fire Elemental (9 charges), or Wall of Fire (4 charges).

Retributive Strike: Refer to Staff of Power.
 
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dave2008

Legend
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Morgan Le Fay by Panaiotis

Morgan Le Fay
Medium humanoid (half-fey), chaotic evil
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Armor Class 19 (+3 ring of protection, garments of morgan)
Hit Points 98 (14d8 + 42; bloodied 49)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+9)16 (+3)16 (+3)18 (+4)17 (+3)18 (+4)
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Savings Throws Str +3, Dex +6, Con +6, Int +12, Wis +11, Cha +12
Skills Arcana +10, Deception +10, Persuasion +10
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Elvish, Sylvan
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Amphibious. Morgan can breathe air and water.

Boon of Recovery (1/day). Morgan can use a bonus action and regain 49 hit points.

Fey Ancestry. Morgan does not age and she cannot die from old age. In addition, she can be a member of a Hag Coven.

Illusory Reality (1/Rest). As a bonus action, when Morgan cast an illusion spell of 1st level or higher, she can make one inanimate, nonmagical object in her illusions real. The object remains real for 1 minute and it cannot deal damage or otherwise directly harm anyone.

Magic Resistance. Morgan has advantage on saving throws against spells and magical effects.

Malleable Illusions. When Morgan cast an illusion spell that has a duration of 1 minute or longer, she can use an action to change the nature of the illusion, within the spell’s normal parameters, provided she can see the illusion.

Magic Weapons. Morgan wields a +3 magic dagger, Assassin’s Kiss.

Spell Sniper. When Morgan cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover.

War Caster. Morgan has advantage on saving throws to maintain concentration on a spell when she takes damage. In addition, she can use her reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.

ACTIONS
Multiattack. Morgan makes an Assasin’s Kiss attack..

Assassin’s Kiss. Melee Weapon Attack: +10 to hit, reach 5 ft., or range 20/60, one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage and the target must make a DC 15 Constitution saving throw or be poisoned.

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

3/day: dancing lights, minor illusion (sound and image)
1/day each: sleep

Spellcasting. Morgan is a 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). Morgan typically has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): charm person, disguise self, magic missile, shield
2nd level (3 slots): blur, detect thoughts, mirror image, scorching ray
3rd level (3 slots): fireball, hypnotic pattern, lightning bolt, slow
4th level (3 slots): banishment, greater invisibility, phantasmal killer, polymorph
5th level (2 slots): cone of cold, dominate person, mislead, telekinesis
6th level (1 slot): chain lightning, disintegrate, programmed illusion
7th level (1 slot): fire storm, mirage arcane

BONUS ACTIONS
Boon of Quick Casting.
Morgan can cast hypnotic pattern if she has a spell slot available.

REACTIONS
Illusory Self (1/ Rest). When Morgan is the target of an attack roll, she interposes an illusory duplicate of herself between her and the attacker. The attack automatically misses and the illusion dissipates.

---

EQUIPMENT

Garments of Morgan.

Wondrous Item, legendary (requires attunement by a wizard)

This tight fitting garment of fine linen provides no hint to the powerful magic woven into its threads.

In addition, you gain these benefits while wearing the cloak:
  • If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects
  • Your spell save DC and spell attack bonus each increase by 2.
  • You can prepare one additional spell per spell level.
Ring of Epic Protection.
Ring, legendary (requires attunement)

You gain a +3 bonus to AC and saving throws while wearing this ring.

Assassin’s Kiss
Weapon (dagger), legendary(requires attunement)

You gain a +3 bonus to hit and damage rolls. When you hit a creature it takes and additional 4d6 poison damage and must make a DC 15 Constitution saving throw or be poisoned for 1 minute.
 
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dave2008

Legend
Is there any particular reason the Assassinate trait for the Azer is superior to the Bugbear's?
What do you mean? They are the same:

Azer
Assassinate. During its first turn, the azer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the azer scores against a surprised creature is a critical hit.

Bugbear
Assassinate. During its first turn, if the bugbear has advantage on its attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit.

EDIT: If you mean their CR, I have corrected that, they are both CR 2.
 

dave2008

Legend
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Lich by ameeeeba

Banelich
Medium undead, lawful evil
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Armor Class 16/18 (chain shirt, ring of protection/shield of faith)
Hit Points 165 (22d8 + 66; bloodied 82)
Speed 30 ft.
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STRDEXCONINTWISCHA
12 (+1)14 (+2)16 (+3)14 (+2)22 (+6)16 (+3)
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Savings Throws Dex +7, Con +8, InT +7, Wis +11
Skills Arcana +7, History +7, Perception +11, Religion +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Common, plus any languages it new in life
Challenge 14 (11,500 XP) Proficiency Bonus +5
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Action Surge (2/Day). The banelich can take one additional action on top of its regular action and a possible bonus action.

Aura of Power. The banelich radiates an aura of power in a 120-foot radius. Any creature the banelich wishes within the aura must make a DC 22 Wisdom saving throw 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 dragon’s Aura of Power for the next 24 hours.

Limited Magic Resistance. The banelich has advantage on saving throws against spells and magical effects of 6th level or lower.

Overchannel (1/day). The banelich can use a bonus action to empower a spell cast on the same turn. That spell causes maximum damage on the turn it was cast.

Rejuvenation. If it has a phylactery, a destroyed banelich gains a new body in 1d10 days, regaining all its Hit Points and becoming active again. The new body appears within 5 feet of the phylactery.

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

Turn Resistance. The banelich has advantage on saving throws against any effect that turns undead.

War Caster. The banelich has advantage on Constitution saving throws to maintain concentration on a spell. Additionally, it can use a reaction to cast a spell with a casting time of one action when a creature’s movement provokes an opportunity attack. The spell must target only the triggering creature.

Equipment. A banelich typically has several magic items in its possession. The sample here has the following magic items (included in its AC, saving throws, and attacks): amulet of proof against detection and location, ring of protection

ACTIONS
Multiattack.
The banelich can make two attacks: any combination of Touch of Despair and Cold Fire Bolts attacks.

Touch of Despair. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (8d6) cold damage. The target must succeed on a DC 20 Wisdom saving throw or become despaired. While despaired, the target has disadvantage on all saving throws, attack rolls, and checks. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cold Fire Bolt. Ranged Spell Attack: +13 to hit, range 180 ft., one target. Hit: 21 (6d6) cold damage and 21 (6d6) necrotic damage.

Death Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 45 necrotic damage.

Spellcasting. The banelich is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +13 to hit with spell attacks). The banelich does not require material components to cast spells and has the following spells prepared (*domain spells):

Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead
1st level (4 slots): bane, bless, false life*, inflict wounds, ray of sickness*, shield of faith
2nd level (3 slots): blindness/deafness*, hold person, locate object, ray of enfeeblement*, spiritual weapon
3rd level (3 slots): animate dead*, bestow curse, dispel magic, protection from energy, spirit guardians (necrotic damage), vampiric touch*
4th level (3 slots): banishment, blight*, death ward*, divination, freedom of movement, guardian of faith (necrotic damage)
5th level (3 slots): antilife shell*, cloudkill*, contagion, dispel evil and good, flame strike, insect plague, scrying
6th level (2 slot): blade barrier, create undead, harm
7th level (2 slot): divine word, fire storm, plane shift, symbol
8th level (1 slot): earthquake
9th level (1 slot): gate

BONUS ACTIONS
Teleport (Recharge 5-6).
The banelich teleports to an unoccupied space it can see within 120 feet of it.

REACTIONS
Retributive Smite. When a creature targets the banelich with a melee attack that would hit it. It gains a +4 bonus to is AC. If the attack becomes a miss, the banelich can make a death touch attack against the attacking creature.
 
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What do you mean? They are the same:

Azer
Assassinate. During its first turn, the azer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the azer scores against a surprised creature is a critical hit.

Bugbear
Assassinate. During its first turn, if the bugbear has advantage on its attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit.

EDIT: If you mean their CR, I have corrected that, they are both CR 2.
🤔🤔
Could have sworn the Azer scored a critical against a creature that hadn't acted yet. My mistake then. Sorry.
 

dave2008

Legend
I couldn't stay away over the holiday weekend so I have done some of the easy work of copying over some monsters from the hardcore updates. I have copied the elemental, humanoid, and undead Hardcore updates and as a bonus I copied over the humanoid epic updates:

Elementals
Humanoids
Undead
 

dave2008

Legend
Battlebriar
Large plant, unaligned
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Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48; bloodied 68)
Speed 30 ft., climb 20 ft.
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V
STRDEXCONINTWISCHA
19 (+4)13 (+1)17 (+3)2 (-5)13 (+1)12 (+1)
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Savings Throws Con +6, Wis +4
Skills Stealth +5
Damage Resistances bludgeoning, lightning, piercing
Damage Immunities psychic
Senses blindsight 60 ft. (blind beyond this point), passive Perception 12
Languages --
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Plant Camouflage. The battlebriar has advantage on Dexterity (Stealth) checks made to hide in heavily vegetated terrain, like a dense forest, swamp, or jungle.

Rampage. When the battlebriar has 84 hit points or less, it can also make a bite attack with its multiattack action.

Thorny Hide. A creature that touches the battlebriar or attempts to escape being grappled by it takes 3 (1d6) piercing damage. Additionally, attempts to escape being grappled by the battlebriar are made with disadvantage.

ACTIONS
Multiattack. The battlebriar makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and if the creature is Medium or smaller it must make a DC 15 Strength saving throw or be grappled.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) poison damage.

Thorn Burst (Recharge 5-6). The battlerbriar launches a volley of thorns in a 30-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 24 (6d6 +3) piercing damage on failure, and half as much damage on a success.

BONUS ACTIONS
Ravage.
The battlebriar can make a bite attack against a target it has grappled. On a hit, the target is no longer grappled.

REACTIONS
Thorn Shield. When the battlebriar is the target of a ranged attack that would hit it, it can add 4 to its AC against the triggering attack. To do so, the battlebriar must see the attacker.
 
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dave2008

Legend
Battlebriar Earthrager
Champion Huge plant, unaligned
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Armor Class 18 (natural armor)
Hit Points 272 (17d12 + 68; bloodied 136)
Speed 40 ft., burrow 30 ft., climb 20 ft.
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STRDEXCONINTWISCHA
21 (+5)10 (+0)18 (+4)3 (-4)15 (+2)15 (+2)
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Savings Throws Str +9, Dex +4, Con +8, Wis +6
Skills Athletics + 9, Stealth +4
Damage Resistances bludgeoning, lightning, piercing, poison
Damage Immunities psychic
Senses blindsight 120 ft. (blind beyond this point), passive Perception 12
Languages --
Challenge 12 (12,600 champion XP) Proficiency Bonus +4
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Grasping Vines. The area within 20 feet of the battlebriar is difficult terrain. When a creature ends its turn in the area it must use a reaction to make a DC 16 Strength or Dexterity saving throw or be knocked prone. A creature can choose not to use a reaction, automatically failing the save if it does so. A creature that ends its turn prone in the area is pulled 10 feet towards the battlebriar.

Plant Camouflage. The battlebriar has advantage on Dexterity (Stealth) checks made to hide in heavily vegetated terrain, like a dense forest, swamp, or jungle.

Thorny Hide. A creature that touches the battlebriar or attacks it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage.

Siege Monster. The battlebriar does double damage to objects and structures with its melee attacks.

Briar's Determination (Champion Trait, recharges after a short or long rest). If the battlebriar is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

ACTIONS
Multiattack. The battlebriar makes two claw attacks and one horn or bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) poison damage.

Horn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Thorn Burst (Recharge 5-6). The battlerbriar launches a volley of thorns in a 60-foot cone. Each creature in the cone must make a DC 17 Dexterity saving throw, taking 41 (8d8 +5) piercing damage on failure, and half as much damage on a success.

REACTIONS
Thorn Shield. When the battlebriar is the target of a ranged attack that would hit it, it can add 4 to its AC against the triggering attack. To do so, the battlebriar must see the attacker.

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

Recharge Thorns. The battlebriar recharges is Thorn Burst. If it uses this action it must take a short rest before it can use Thorn Burst again.
Trampling Charge (Recharge 4-6). The battlebriar can move up to its speed. During this movement it can enter the space of Large or smaller creatures. The first time it enters a creatures space it can make a horn attack against the creature. On a hit the creature must make a DC 17 Strength saving throw or be knocked prone. On a miss, the creature is pushed to an unoccupied space adjacent to the battlebriar's path.
 
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dave2008

Legend
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Ankheg by Jarumo

Ankheg Broodling
Medium monstrosity, unaligned
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Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4; bloodied 11)
Speed 40 ft., burrow 10 ft.
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STRDEXCONINTWISCHA
16 (+3)16 (+3)12 (+1)1 (-5)1 (+0)6 (-2)
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Savings Throws Dex +5
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages --
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Pack Tactics. The broodlings have advantage on attack rolls against a creature if at least one of the broodlings's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Swarm Tactics. The ankheg has advantage on an 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.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
 
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