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5E 5e Mythic Monster Updates

dave2008

Legend
As a sequel to my 5e Epic Monster Updates and 5e Hardcore Monster Manual I am creating a thread to post monsters based on the new mythic template in "Mythic Odysseys of Theros." @Matrix Sorcica this is for you because you asked nicely;)

A few notes:
  • This is a work in progress. The first post will be mostly straight RAW with the mythic template applied.
  • This will be a slow process, don't expect this to get populated over night.
  • I will continue to update and modify the monsters after they are posted.
  • I haven't decided if I want to do all high CR monsters yet
  • I am interested in apply the concept to low CR monsters to create boss / elite versions
Table of Contents:
Mythic Aberations
Mythic Beasts
Mythic Celestials
Mythic Constructs
Mythic Dragons
Mythic Elementals
Mythic Fey
Mythic Fiends
Mythic Giants
Mythic Humanoids
Mythic Monstrosities
Mythic Ooze
Mythic Plants
Mythic Undead
 
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dave2008

Legend
WIP
Aboleth
Large aberration, lawful evil

Armor Class 17 (Natural Armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.

STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)

Saving Throws CON +6, INT +8, WIS +6
Skills History +12, Perception +10
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 10 (5,900 XP)

Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 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.
Actions
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 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 14 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 becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only 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 have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it can see within 30 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 can 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 1 mile away from the aboleth.
Legendary Actions
The aboleth 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 aboleth regains spent legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
 
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dave2008

Legend
WIP
Tyrannosaurus Rex
Huge beast, unaligned

Armor Class 13 (Natural Armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft.

STR
25(+7)
DEX
10(+0)
CON
19(+4)
INT
2 (-4)
WIS
12(+1)
CHA
9 (-1)

Skills Perception +4
Senses Passive Perception 14
Languages --
Challenge 8 (3,900 XP)

Actions
Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled(escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
 
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dave2008

Legend
WIP
Seraphim (Solar)
Large celestial, lawful good

Armor Class 21 (Natural Armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.

26(+8)
DEX
22(+6)
CON
26(+8)
INT
25(+7)
WIS
25(+7)
CHA
30(+10)

Saving Throws INT +14, WIS +14, CHA +17
Skills Perception +14
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack:+13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
The solar 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 solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
 
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dave2008

Legend
WIP
Warforged Colossus
Gargantuan construct, unaligned

Armor Class 23 (Natural Armor)
Hit Points 410 (20d20 + 200)
Speed 60 ft.

STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
8 (-1)

Saving Throws INT +4, WIS +8, CHA +7
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 150 ft., Passive Perception 10
Languages understands Common but can't speak
Challenge 25 (75,000 XP)

Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours.
Actions
Multiattack. The colossus makes three attacks — one with its slam and two with its eldritch turrets — and then uses Stomp.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.
Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.
 
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dave2008

Legend
Tiamat
Gargantuan fiend, chaotic evil
Armor Class 25 (Natural Armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 240 ft.

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)28 (+9)

Saving Throws STR +19, DEX +9, CON +19, WIS +17, CHA +18
Skills Arcana +17, Athletics +28, Intimidate +18, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (155,000 XP)

Chromatic Glory (Mythic Trait, recharges after a short or long rest). If Tiamat is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she radiate a dazzling corona of black, blue, green, red, and white light, all conditions she is suffering end for her, she regains 615 hit points, and she can use her Wing Attack mythic action.

Colossal. Tiamat’s space is 100 feet by 100 feet. Any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Tiamat’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Divine Might. Unless an attack or effect causes 10 or more hit points of damage, Tiamat is immune to the damage. Additionally, her attacks ignore all resistances of creatures CR 20 / level 20 or below.

Discorporation. When Tiamat dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Innate Spellcasting. Tiamat's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Tiamat can innately cast the following spells, requiring no components:

At will: alter self (can become Medium humanoid when changing her appearance), burning hands (as a 9th-level spell), confusion, detect magic, dispel evil and good, dispel magic, lightning bolt, scrying, sending, stinking cloud, suggestion, teleknesis, wall of fire , detect evil and good, fireball, invisibility(self only)
5/day each: blade barrier, counter spell, elemental bane (at 9th level), geas, shield,
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, power word kill, time stop, wish

Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Tiamat has disadvantage on the attack roll.

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would paralyze or petrify a creature, one of her unspent legendary actions is spent instead.

Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn.

Siege Monster. Tiamat deals double damage to objects and structures.

Strafing. Tiamat can spend any of her unused movement when she makes a breath weapon attack, adding her movement to the length of the breath weapon attack.

Teleport. Tiamat can use a bonus action to magically teleport up to 120 feet to an unoccupied space she can see.

ACTIONS
Multiattack.
Tiamat can use her Majestic Presence. She then makes two claw attacks or one tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 38 (8d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed 30 feet, Tiamat's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 46 (8d8 + 10) piercing damage, plus 14 (4d6) poison damage and the target is poisoned. The target can make a saving throw at the end of each of its turns, ending the condition on a success.

Majestic Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute or stunned until the end of Tiamat's next turn, Tiamat's choice for each creature affected. A Frightened 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 Tiamat’s Majestic Presence for the next 12 hours.

LEGENDARY ACTIONS
Tiamat can take 5 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. Tiamat can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Additionally, each head can use the Teleport and Spell Casting actions. Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 43 (6d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Additionally, if Tiamat wishes and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite use a breath weapon on another target with that head until the grapple ends.

Teleport. Tiamat uses her teleport action.

Spell Casting. Tiamat cast an at will spell.

Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 320-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 480-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Tiamat’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Chromatic Glory.

Dragon Queen. Tiamat can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last unit initiative count 20 of the next round.

Wing Attack (Cost 2 actions). Tiamat beats her wings. Each creature within 100 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 46 (8d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed.

Chromatic Breath (Costs 5 Actions). Tiamat breaths all of her breath weapons in a 320-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.

This attack recharges when each of Tiamat's heads has used its breath weapon attack at least once after Tiamat uses this action.

Tiamat as a Mythic Encounter
Tiamat is among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the goddess truly epic, Tiamat might use her Chromatic Glory mythic trait. When this happens, she calls upon her full divine might instead of discorporating. After she has revealed her divine glory, Tiamat can choose one of her mythic actions when she uses a legendary action.

Read or paraphrase the following text when Tiamat uses her Chromatic Glory trait:

Future descriptive text goes here

Fighting Tiamat as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party 310,000 XP for defeating Tiamat after she uses Chromatic Glory.
 
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dave2008

Legend
WIP
Zaratan
Gargantuan elemental, neutral

Armor Class 21 (Natural Armor)
Hit Points 307 (15d20 + 150)
Speed 40 ft., swim 40 ft.

STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
2 (-4)
WIS
21 (+5)
CHA
18 (+4)

Saving Throws WIS +12, CHA +11
Damage Vulnerabilities Thunder
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15
Languages --
Challenge 22 (41,000 XP)

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.
The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.
Magic Weapons. The zaratan’s weapon attacks are magical.
Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
Actions
Multiattack. The zaratan makes two attacks: one with its bite and one with its stomp.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.
Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
Legendary Actions
The zaratan 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 zaratan regains spent legendary actions at the start of its turn.
Stomp. The zaratan makes one stomp attack.
Move. The zaratan moves up to its speed.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
Emerge (Costs 2 Actions). The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
 
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dave2008

Legend
WIP
Annis Hag
Large fey, chaotic evil

Armor Class 17 (Natural Armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.

STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)

Saving Throws CON +5
Skills Deception +5, Perception +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Giant, Sylvan
Challenge 6 (2,300 XP)

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Actions
Multiattack. The annis makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
 
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dave2008

Legend
Moloch
Large fiend (devil), lawful evil
Armor Class 19 (Natural Armor)
Hit Points 253 (22d10 + 132)
Speed 40 ft.
STRDEXCONINTWISCHA
26 (+8)19 (+4)22 (+6)21 (+5)18 (+4)23 (+6)
Saving Throws DEX +11, CON +13, WIS +11, CHA +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

Outcast's Fury (Mythic Trait, recharges after a short or long rest). If Moloch is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, two large wings erupt from his back, he gains a flying speed of 120 and uses his Wing Attack mythic action, all conditions he is suffering end for him, and he regains 250 hit points.

Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)

Legendary Resistance (3/Day).
If Moloch fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Moloch’s weapon attacks are magical.

Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate.

ACTIONS
Multiattack.
Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.

Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Moloch 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. Moloch regains spent legendary actions at the start of his turn.

Stinking Cloud. Moloch casts stinking cloud.
Teleport. Moloch uses his Teleport action.
Whip. Moloch makes one attack with his whip.

MYTHIC ACTIONS
If Moloch’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Outcast's Fury.

Combo Attack. Moloch makes a whip attack. If the attack is a hit and he pulls the target into range, he can make a claw attack with advantage against the same target.

Flyby Attack (Costs 2 Actions). Moloch moves up to half his fly speed and then makes two claw attacks. If both attacks hit the same target, he can also make a bite on that target. After making the attacks Moloch can then move up to half his speed without provoking opportunity attacks.

Wing Attack (Cost 2 actions). Moloch beats his wings. Each creature within 10 feet of Moloch must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeon damage and be knocked prone. Moloch can then fly up to half his flying speed without provoking opportunity attacks.

Moloch as a Mythic Encounter
If you wish to make an encounter with the Moloch truly terrifying, you can have Moloch use his Outcast's Fury mythic trait. When this happens, Moloch is infused with rage and grows a pair of might wings, and then he can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when Moloch uses his Outcast's Fury trait:

Moloch roars in defiance. His wounds heal instantly and great bat-like wings erupt from his back.

Fighting Moloch as a mythic encounter is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating Moloch after he uses Outcasts Fury.
 
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dave2008

Legend
Born from hatred of the gods, the gigantes are twisted giants of titanic size. Towering over 100 feet tall with vaguely humanoid bodies constructed of serpents and covered in thick plate-like armor. They gigantes stride across the Prime on two serpentine legs, in a cacophony of hisses and strike out at their foes with their great dual headed spears of adamant.

Gigante, planar
Gargantuan giant, any evil alignment
Armor Class 24 (natural armor)
Hit Points 624 (32d20 + 288)
Speed 120 ft., climb 80 ft., swim 80 ft.
STRDEXCONINTWISCHA
30 (+10)20 (+5)28 (+9)25 (+7)22 (+6)26 (+8)
Saving Throws STR +19, DEX +14, CON +18, WIS +15, CHA +17
Skills Athletics +26, Intimidation +17, Nature +16, Perception +15
Damage Resistances Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 1,000 ft., Tremorsense 420 ft., Passive Perception 25
Languages Common, Giant, Primordial
Challenge 29 (135,000 XP)

Colossal. The gigante's space is 70 feet by 70 feet. Any creature Large or smaller can enter her space and must do so to hit her with an attack with a reach or range of 10 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of the gigante’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When the gigante is anywhere except the Prime Material plane or one of its alternates and it dies, its body is destroyed but its essence travels back to the Prime Material is unable to take physical form for a time.

Empowered Casting. When the gigante cast as spell, multiple the spell's range and area of effect, if it has one, by 10.

Innate Spellcasting. The gigante’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with attack spells). It can innately cast the following spells, requiring no components:

At will: detect magic, dispel magic, fly, sending, thunderclap (17th level)
3/day each: bestow curse, power word pain, scrying, teleport
1/day each: earthquake, plane shift (self only)


Minor Magic Immunity. The gigante is immune to cantrips and it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the gigante has disadvantage on the attack roll.

Magic Weapons. The gigante’s weapon attacks are magical.

Primal Resistance. If the gigante fails a saving throw, it can choose to use a reaction and spend two of its legendary actions to succeed instead.

Regeneration. The gigante regains 20 hit points at the start of his turn if it has at least 1 hit point.

Serpent Hands. The gigante can use a bonus action to make a flurry of bites attack against a creature it has grappled.

Serpent Swarm (Mythic Trait, recharges after a short or long rest). If the gigante is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions on it end, it collapses into a swarm of serpents that fills a 50-foot radius area, i t makes a flurry of bites attack on all targets in the area, and then reconstitutes its form and regains 600 hit points.

ACTIONS
Multiattack.
The gigante makes two attacks, only one of which can be a bite or stomp attack.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one cre
ature that is grappled by the gigante, incapacitated, or restrained. .Hit: 76 (12d10 + 10) piercing damage. If the target is Large or smaller it must make a DC 27 Strength saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the gigante, and it takes 55 (10d10) acid damage at the start of each of the gigante's turns.
If the gigante takes 60 damage or more on a single turn from a creature inside it, the gigante must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 30 feet of the gigante. If a creature is reduced to 0 hit points while swallowed it dies and the gigante regains 20 hit points. If the gigante discorporates, any swallowed creatures that are still alive appear prone in the space previously occupied by the gigante

Flurry of Bites. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature that is grappled by the gigante. Hit: 27 (5d6 + 10) piercing damage plus 17 (5d6) poison damage.

Slam. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 52 (12d6 + 10) bludgeoning damage and the target must make a DC 27 Strength saving throw or be grappled, pushed 30 feet, or knocked prone, the gigante's choice. If a grappled target is Large or smaller it is also restrained.

Spear. Melee Weapon Attack: +20 to hit, reach 100 ft. or range 300/900, one target. Hit: 53 (12d6 + 11) piercing damage.

Stomp. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 64 (12d8 + 8) bludgeoning damage and if the creature is Huge or smaller it is knocked prone.

Spear Sweep (Recharge 5-6). The gigante makes a spear attack on each target within reach. On a hit the target takes slashing damage instead of piercing damage.

LEGENDARY ACTIONS

The gigante 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 gigante can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The gigante moves 40 ft. without provoking opportunity attacks.
Quick Casting. The gigante uses an at will spell
Attack (Costs 2 Actions). The gigante uses one of its attack actions.

MYTHIC ACTIONS
If the gigante’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Swarm of Serpents.

Spell Casting (Costs 2 Actions). The gigante casts a spell.


Horde of Serpents (Cost 3 actions). The gigante transforms in to a mass of giant snakes and moves up to its speed and then reforms into is normal form. The gigante can enter other creatures space during the movement and when it enters another creates space it makes a flurry of bites attack against that creature and any creature in its starting or ending space.

A Gigante as a Mythic Encounter
An encounter with a gigante is truly terrifying. When the gigante uses his Swarm of Serpents mythic trait it can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when the gigante uses its Swarm of Serpents trait:

The gigante roars and its massive body breaks apart, collapsing into a mass of giant snakes that attack all it is enemies. A moment later the serpents gather and reconstitute the gigante's body, fully healed and ready to finish the battle..

Fighting a gigante as a mythic encounter is equivalent to taking on two CR 29 creatures in one encounter. Award a party 270,000 XP for defeating a gigante after it uses Swarm of Serpents.
 
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dave2008

Legend
WIP
Tarrasque
Gargantuan monstrosity (titan), unaligned

Armor Class 25 (Natural Armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft.

STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
11 (+0)

Saving Throws INT +5, WIS +9, CHA +9
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 10
Languages --
Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
Actions
Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightenedfor 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque's Frightful Presence for the next 24 hours.
Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Legendary Actions
The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn.
Attack. The tarrasque makes one claw attack or tail attack.
Move. The tarrasque moves up to half its speed.
Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.
 
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dave2008

Legend
WIP
Black Pudding
Large ooze, unaligned

Armor Class 7
Hit Points 85 (10d10 + 30)
Speed 20 ft., climb 20 ft.

STR
16 (+3)
DEX
5 (-3)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)

Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 4 (1,100 XP)

Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
 
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dave2008

Legend
WIP
Treant
Huge plant, chaotic good

Armor Class 16 (Natural Armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.

STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)

Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
 
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dave2008

Legend
WIP
Vampire Lord
Medium Undead (Shapechanger), any evil alignment
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 60 ft., climb 40 ft.
STRDEXCONINTWISCHA
22 (+6)20 (+5)18 (+4)17 (+3)16 (+3)20 (+5)
Saving Throws STR +11, DEX +10, CON +9, WIS +8, CHA +10
Skills Arcana +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 240 ft., Passive Perception 23
Languages any language it knew in life
Challenge 13 (10,000 XP)

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bator a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Undead Resistance. The vampire lord has advantage on saving throws to resist effects that inflict the incapacitated, paralayzed, or stunned conditions.

Undead Speed. The vampire lord can use a bonus action to take the Dash and Disengage actions. Additionally, when it takes the Dash action it can move up to twice its speed.

Lord of Shadows. The vampire lord can use a bonus action to take the Hide action if it is in dim light.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

LEGENDARY ACTIONS
The vampire 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 vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
 
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Thirteenspades

Villager
Does this have anything to do with Pathfinder 1e's "Mythic" feature? Also, does iz the statblock for Tiamat for the greater goddes herself or for an avatar/aspect/visage of ber?
 

dave2008

Legend
Does this have anything to do with Pathfinder 1e's "Mythic" feature? Also, does iz the statblock for Tiamat for the greater goddes herself or for an avatar/aspect/visage of ber?
These are based on the D&D 5e Mythic monster "template" introduced in the new D&D book "Mythic Odysseys of Theros" or MOot by WotC. It is not related to Pathfinder at all.

In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat." Before the mythic monsters presented in MOoT, she was the most powerful monster stated in 5e. I took the RAW statblock, made a few tweaks and gave her the mythic treatment, which is equivalent to two "official" Tiamats. It is up to you to determine if this is her true form or an avatar. There is some sense in saying her "official" stat block is an avatar and this could be her true form. Howevr, for me this mythic form would still be an avatar, her true form is much more powerful.
 
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Matrix Sorcica

Adventurer
In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat."
WotC have confirmed this is the "full" Tiamat.

Howevr, for me this mythic form would still be an avatar, her true form is much more powerful.
Why is that actually? I mean, none of the D&D lore, no matter the edition supports it, and yet you always make Tiamat one of the most powerful - if not the most powerful - of your designs. So just wondering.

(And I've said before - I way prefer her as the Ur-dragon, instead of a goddess.)
 

dave2008

Legend
WotC have confirmed this is the "full" Tiamat.
Yep, that was my intent when I said: "In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat."

Why is that actually? I mean, none of the D&D lore, no matter the edition supports it, and yet you always make Tiamat one of the most powerful - if not the most powerful - of your designs. So just wondering.

(And I've said before - I way prefer her as the Ur-dragon, instead of a goddess.)
Several issues here:
  • Bias - I love dragons ;) I mean, look at my avatar!!
  • Dragons are often thought of the most powerful sentient mortals, it seems odd their gods are just barely more powerful than they are.
  • Io is often seen as one of if not the most powerful of the gods. I've replaced Io with Tiamat basically.
  • Tiamat, the mythological version, was probably the most powerful god-like creature. All the gods feared her. She was only defeated by the eventual ruler of the gods aided by powerful artifacts.
  • Finally, in the future I will be taking a more D&D (BECMI) approach and treating dragon gods differently from other gods. Dragons, and their gods, are a different class of being all together. It is possible that the dragon gods are just the first / very, very old dragons.
Also, what is the "Ur-dragon"
 
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Mythological Figures & Maleficent Monsters

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