D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Chimera-Arcane Gladiator by ManthosLappas

Guardian Chimera
Champion Large monstrosity, unaligned
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Armor Class 15 (Natural Armor)
Hit Points 196 (14d10 + 56)
Speed 40 ft., fly 80 ft.
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STRDEXCONINTWISCHA
20 (+5)12 (+1)19 (+4)3 (-4)16 (+3)12 (+1)
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Savings Throws Dex +4, Wis +6
Skills Athletics +8, Perception +9, Stealth +4
Damage Resistances fire
Senses Darkvision 90 ft., Passive Perception 19
Languages Understands Draconic but can't speak it
Challenge 7 (4,350 XP) Proficiency Bonus +3
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Charger. If the chimera moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that attack deals an additional 7 (2d6) bludgeoning damage and if the creature fails the saving throw it is also pushed 10 feet.

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

Keen Senses. The chimera has advantage on Wisdom (Perception) checks that rely on sight or smell.

Magic Weapons. Chimera’s weapon attacks are considered magical for overcoming resistances.

Multiheaded. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When two of the chimera’s heads are asleep, the third head is awake.

ACTIONS
Multiattack.
Chimera makes three attacks: two claw attacks and one dragon bite, lion bite, or horn attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage and the target must make a DC 16 Strength saving throw or be grappled. If the target fails the saving throw by 5 or more, it is also restrained.

Dragon Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage and 3 (1d6) fire damage.

Lion Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the chimera or incapacitated. Hit: 9 (1d8 + 5) piercing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and the target must make a DC 16 Strength saving throw or be knocked prone.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS
Neck Bite.
If a creature ends its turn grappled by the chimera, the chimera can make a lion bite attack against the creature. This attack is a critical hit on a roll of 15-20.

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

Withdraw. The chimera moves up to half its speed without provoking opportunity attacks.
Pounce (Recharge 5-6). The chimera leaps up to half its speed and makes a claw attack. On a hit the target must make a DC 16 Strength saving throw or be knocked prone. If the target is prone, the chimera can make on bite against the target.
 
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dave2008

Legend
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Gorgimera by Mcmisa

Gorgimera
Huge monstrosity, chaotic evil
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Armor Class 18 (Natural Armor)
Hit Points 184 (16d12 + 80; bloodied 92)
Speed 50 ft., climb 30 ft., fly 80 ft.
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STRDEXCONINTWISCHA
22 (+6)12 (+1)20 (+5)(-2)616 (+3)14 (+2)
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Savings Throws Str +10, Dex +5, Con +9
Skills Athletics +10, Intimidation +6, Perception +11
Damage Resistances fire, poison
Condition Immunities petrified
Senses darkvision 90 ft., passive Perception 21
Languages Draconic
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Ferocious Charge. If the chimera moves at least 20 feet straight toward a creature and attacks it on the same turn, it can choose one of the follow options:
  • If it hits the target with a gore attack on the same turn, that attack deals an additional 13 (2d12) piercing damage and if the creature fails a DC 18 Strength saving throw it is also pushed 15 feet.
  • If it hits the target with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the chimera can make one bite attack against it as a bonus action.
Keen Senses. The chimera has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Magic Weapons. Chimera’s weapon attacks are considered magical for overcoming resistances.

Multiheaded. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Relentless. If the gorgimera is subject to an effect that would inflict the incapacitated condition; it instead loses its ability to use reactions and its speed is reduced by half feet for the duration of the spell or effect.

Wakeful. When two of the chimera’s heads are asleep, the third head is awake.

ACTIONS
Multiattack.
The gorgimera makes three attacks: two claw attacks and one dragon bite, lion bite, or gore attack.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) slashing damage and the target must make a DC 18 Strength saving throw or be grappled. If the target fails the saving throw by 5 or more, it is also restrained.

Dragon Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage and 7 (2d6) fire damage.

Lion Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the chimera or incapacitated. Hit: 15 (2d8 + 6) piercing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage and the creature must make a DC 17 Constitution saving throw or its speed is reduced in half until the end of the gorgimera’s next turn.

Breath Weapon (Recharge 5-6). The gorgimera uses one of the following breath weapons.

Fire Breath. The dragon head exhales fire in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Petrifying Breath. The gorgon head exhales petrifying gas in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, a target begins to turn to stone and is Restrained. The Restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is Petrified until freed by the Greater Restoration spell or other magic.

REACTIONS
Neck Bite.
If a creature ends its turn grappled by the chimera, the chimera can make a lion bite attack against the creature. This attack is a critical hit on a roll of 15-20.

Tail Attack. If a creature attempts to move out of the gorgimera’s reach, the gorgimera makes tail attack targeting the triggering creature.
 
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dave2008

Legend
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Basilisk by Aazure-Dragon

Greater Basilisk
Large monstrosity, unaligned
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Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30; bloodied 42)
Speed 30 ft., climb 20 ft.
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STRDEXCONINTWISCHA
18 (+4)10 (+1)16 (+3)4 (-3)10 (+0)10 (+0)
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Savings Throws Str +7, Con +6
Skills Athletics +6, Stealth +4
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages --
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Aggressive Stance. The basilisk can use a bonus action to rear up onto its back six legs or back down to all eight legs. While it is reared up it can use a bonus action to make two claw attacks.

Petrifying Gaze. If a creature starts its turn within 60 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, it is no longer restrained or petrifying, but it gains one level of exhaustion that last for 1 minute. On a failure, the creature is Petrified until freed by the Greater Restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Poisonous Cloud. At the start of the basilisk’s turns, each creature within 5 feet of it takes 7 (2d6) poison damage.

Stone Camouflage. The basilisk has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS
Claw.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 7 (2d6) poison damage.
 
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dave2008

Legend
Dracolisk
Champion Huge monstrosity, unaligned
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Armor Class 18 (natural armor)
Hit Points 180 (12d12 + 36; bloodied 90)
Speed 40 ft., climb 30 ft., fly 60 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)17 (+3)8 (-1)12 (+1)14 (+2)
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Savings Throws Str +8, Dex +5, Con +6
Skills Athletics +8 Stealth +5
Damage Resistances acid
Senses darkvision 90 ft., passive Perception 11
Languages --
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Dragon Ancestry (Champion Trait, recharges after a short or long rest). If the dracolisk is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use a its champion actions.

Limited Magic Resistance. The basilisk has advantage on saving throws against spells and magical effects that are 3rd level or lower.

Magic Weapons. The basilisk’s weapon attacks are considered magical for overcoming resistances.

Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, it is no longer restrained or petrifying, but it gains one level of exhaustion that last for 1 minute. On a failure, the creature is Petrified until freed by the Greater Restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

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

ACTIONS
Multiattack.
The basilisk can make three attacks: two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) acid damage.

Acid Breath (Recharge 5-6). The basilisk exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.

CHAMPION ACTIONS
Once the dracolisk's champion trait is activated it can take a champion action, choosing from the options below.

Wing Attack. The dracolisk beats its wings. Each creature within 10 feet of the dracolisk must succeed on a DC 16 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dracolisk can then fly up to half its flying speed.
Darkness. On its initiative count +10, the dracolisk conjures magical darkness that spreads from a point the dracolisk chooses within 60 feet of it, filling a 15-foot-radius sphere for 1 minute or until the dracolisk dismisses it as a bonus action or dies. The darkness spreads around corners. Creatures with darkvision, except for the dracolisk, can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
 
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dave2008

Legend
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Mikie meets the Dreadnought by ZLMike

Astral Dreadnought, Venerable
Elite Gargantuan monstrosity (titan), unaligned
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Armor Class 20 Natural Armor
Hit Points 630 (18d20 + 126; bloodied 315)
Speed 20 ft., fly 90 ft. (hover)
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STRDEXCONINTWISCHA
28 (+9)7 (-2)25 (+7)5 (-3)14 (+2)18 (+4)
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Saving Throws Dex +5, Con +14, Wis +9
Skills Athletic +16, Intimidation +11, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 120 ft, passive perception 19
Languages --
Challenge 21 (66,000 elite XP) Proficiency Bonus +7
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Antimagic Cone. The astral dreadnought’s opened 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 dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded.

Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.

Colossal. The abomination’s space is 30 feet by 30 feet and it has advantage on saving throws against being pushed or pulled.

Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought’s past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.

Magic Weapons. An astral dreadnought’s weapon attacks are magical.

Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage.

Astral Eye (Elite Trait, recharges after a short or long rest). If the dreadnought is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its elite actions.

Unstoppable. The dreadnought can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, it can use a reaction, take 30 hit points of damage and end the condition or effect immediately.

ACTIONS
Multiattack.
The astral dreadnought makes two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 41 (5d12 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (5d8 + 9) slashing damage and the target must make DC 24 Strength saving throw or be grappled.

LEGENDARY ACTIONS
The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Psychic Projection. The dreadnought selects one creature it can see within 120 feet of it and assault its mind. The target must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Bite (Cost 2 Actions). The astral dreadnought makes a bite attack against one target it has grappled.
Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 120 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

ELITE ACTIONS
If the colossus' mythic trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge.

Teleport. The dreadnought teleports to an unoccupied space it can see within 120 feet of it.
Antimagic Beam (Cost 2 Actions, Recharge 5-6.) The dreadnought focuses its antimagic cone into a beam that is 400 feet long by 10 feet wide. Each creature in the beam must make a DC 22 Constitution saving throw. On a failed save, the target cannot cast spells and any non-artifact magic items in its possession lose all its magical properties. The target may make an additional saving throw at the end of each of its turns, end the effect for itself on a success. Additionally, after uses this ability, the dreadnought's antimagic cone is not active until the start of the deadnoughts next turn.
Astral Wind (Cost 3 Actions). The dreadnought creates a vortex in a 90-foot cone. Each creature in the cone must make a DC 22 Strength saving throw or pulled adjacent to the dreadnought. The dreadnought then makes a bite attack against each creature pulled adjacent to it.
 
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imeannoharm

Dorkus
I have added the uber primordial, the end and the beginning, the bane of the celestial host, Ahat-Hir. Ahat-Hir is the most extreme example in terms of mythic stages and primordial rules. This is an exercise in pushing the system as far as it can go (perhaps too far). It is a work in progress and will help me figure out the boundaries of these revised mythic/epic monsters.

FYI, Ahat-Hir is not supposed to be challenged by PCs, it is designed to take on an army of gods. It is essentially nine stage 5 mythic monsters in one and it provides the equivalent of 54 CR 50 monsters in XP.
According to my calculations it should take 2,700 non-mythic CR 30 deities to kill Mythic Ahat-Hir. That's about the size of an army, right?
 


dave2008

Legend
Don't you think 25 points is a little low for such a powerful creature?
It is still a work in progress, but it is already immune or resistant to about everything so I am not too worried about it. In general, when I include a damage threshold it is mostly for flavor. Anything that should be fighting the monster would not have to worry about the damage threshold. That is why I don't figure them into the CR calculations, they're flavor more than mechanics.
 

dave2008

Legend
According to my calculations it should take 2,700 non-mythic CR 30 deities to kill Mythic Ahat-Hir. That's about the size of an army, right?
That is the general idea. Of course it is still a work in progress, and forgot to include its most powerful abilities. I will look at it again when I get to uploading the rest of the primordials.
 


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