D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Project Goals:
  • Provide (slightly) more complex, challenging, and interesting monsters for 5e and LevelUp! (LevelUp website)
  • Create monsters not yet provided by WotC.
  • Create more high-level monsters (for lvl 17+)
  • Provide a single source for monsters great and small that provide a bit more punch than the standard WotC designs.
TABLE OF CONTENTS
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APPENDIX I: MONSTERS BY CR

APPENDIX II: NEW TAGS AND CONDITIONS

TAGS:
The new monster tags below are included in the stat block before the creatures size. These tags indicted some changes to how the hit points and experience points of the monster are calculated.

Elite. Elite monsters are worth 2x the experience points of a standard monster of the same CR and have the "Elite Trait." They typically have about 2x the hit points of a standard monster and when they are bloodied the are renewed, recharged, and get access to Elite Actions. The are, in effect, two monsters in one. Many, but not all, of these monsters are also legendary monsters.

Elite monsters are effectively like WotC "Mythic" monsters.

Paragon. Paragon monsters are worth 3x the experience points of a standard monster of the same CR. They are, in effect, three monsters in one. They are otherwise similar to Elite Monsters except with nearly 3x the hit points of a standard monster.

Legendary Actions
LEGENDARY ACTIONS
The monster 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. If the monster has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The monster regains spent legendary actions at the start of its turn.

CONDITIONS:
Bloodied. When a creature is reduced to half its hit point total (rounded down) for the first time in an encounter it is considered bloodied.
[/spoiler]
APPENDIX III:
MONSTER TEMPLATES

Inspired by the work of @Imaculata Monster Templates in the LevelUp! forum and @Rhenny's Modify Your Monsters I am planning to create some templates to quickly add a theme to your monsters:
  • Artillery
  • Bruiser
  • Controller
  • Dracolich
  • Leader
  • Lurker
  • Minion
  • Skirmisher
  • Soldier
Monster Themes
Additionally, I found these simplified templates, that @BookTenTiger calls "Tags" very interesting and fun. For the purpose of this thread I will call these "Themes. Each tag provides the creature to which the tag is applied a resistance, a vulnerability, and feature that triggers when the creature is bloodied: Monster Themes

PS - I might start adding these tags to the monsters here as optional traits.
NOTES:

1) Updates? I will continue to update and modify the monsters after they are posted. This is a working document. If you see something that needs improvement - let me know and I fix / modify it.

2) Who made these? Most of these are my creations, but I am also linking to other fan creations in this thread and others. So, if you have an idea for an advanced (leveledUp even) monster, please let me know and I can post it in this thread or I will link to it (if it is on EnWorld somewhere) in the Table of Contents.

3) Will there be a PDF? No plans currently, but you never know!

4) Thank you! Now a quick shout out to @Matrix Sorcica you originally asked for some mythic updates that was the genisis for this thread.
 
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dave2008

Legend
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Aboleth by demongirl99

Aboleth Sovereign
Elite Large aberration, lawful evil
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Armor Class 17 (Natural Armor)
Hit Points 270 ((18d10 + 36)x2; bloodied 135)
Speed 10 ft., swim 40 ft.
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STRDEXCONINTWISCHA
21 (+5)9 (-1)15 (+2)18 (+4)15 (+2)18 (+4)
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Saving Throws Con +6, Int +8, Wis +6
Skills Arcana +8, History +12, Insight +6, Perception +10
Damage Resistance psychic
Senses darkvision 120 ft., passive perception 20
Languages deep speech, telepathy 120 ft.
Challenge 10 (11,800 elite XP) Proficiency Bonus +4
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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.

Rejuvenating Slime (EliteTrait, recharges after a short or long rest). If the aboleth is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can immediately move up to its speed without provoking opportunity attacks.

ACTIONS
Multiattack. The aboleth makes three melee attacks, but it can only attack once with a bite and its tail. Additionally, a tail attack cannot target a creature that is the target of a bite or tentacle attack in the same turn.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature that is charmed or grappled by the aboleth, incapacitated, or restrained. Hit. 14 (2d8 + 5) piercing damage and the target is poisoned. A creature poisoned by the aboleth has disadvantage on Wisdom saving throws from the aboleth's attacks. The creature can make an additional saving throw at the end of each of its turns, ending the effect on itself with a success.

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. Instead of dealing damage, the aboleth can grapple the target (escape DC 17) and, if it fails a DC 17 Strength saving throw, pull it up to 5 feet.

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 60 feet of it. The target must succeed on a DC 16 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.

Innate Spellcasting (Psionics). The aboleth's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The aboleth can innately cast the following spells, requiring no components:

At will: charm person, command, mage hand, mind thrust,
3/day each: clairvoyance, ego whip, psionic blast
1/day each: confusion, intellect fortress, scrying

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.
Tentacle. The aboleth makes one tentacle attack.
Tail Swipe (Cost 2 Actions). 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.

ELITE ACTIONS
If the aboleth's elite trait is active, it can use the options below as legendary actions for 1 hour after using Rejuvenating Slime.

Fling Slim. Ranged Weapon Attack: +9 to hit, range 30 / 60 ft. one target. Hit: 14 (4d6) acid damage.
Spell Casting. The aboleth cast an at will spell
Dominate (Cost 2 actions). The aboleth chooses on creature charmed by it within 120 feet of it. The creature must succeed on a DC 16 Intelligence saving throw or by dominated by the aboleth as in the spell dominate monster. The aboleth can use a bonus action to precisely control a creature it has dominated.
 
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dave2008

Legend
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Tyrannosaurus Rex by LittleBaardo


Tyrannosaurus AlphaChallenge 10
Huge elite beast, unaligned11,800 elite XP
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Armor Class 15 (Natural Armor)
Hit Points 210 (20d12 + 80; bloodied 105)
Speed 50 ft., swim 30 ft.
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STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)5 (-3)14 (+2)10 (+0)
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Saving Throws Str +11, Con +8, Wis +6
Skills Athletics +11, Perception +6
Senses darkvision 60 ft., passive perception 16
Languages --
Proficiency Bonus +4 Maneuver DC 19
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Alpha's Endurance (Elite Trait, 1/Rest). If the tyrannosaurus is bloodied, it can remove one condition or effect it is suffering and it can use its Elite Actions and Traits.

Dreadful Charge. If the tyrannosaurus moves at least 10 feet straight toward a creature and then hits it with a bite attack on the same turn, the target takes an extra 19 (3d12) piercing damage

Keen Smell. The tyrannosaurs has advantage on Wisdom (Perception) checks that rely on smell.

Mega-Predator. The tyrannosaurus' bite attacks do double damage to Large and larger targets.

Pack Tactics. The tyrannosaurus has advantage on an attack roll against a creature if at least one of the tyrannosaurs' allies is within 5 feet of the creature and the ally isn't incapacitated.

Trample. When the tyrannosaurus moves it can enter the space of Medium or smaller creatures. The first time it enters a creature's space it can make a claw attack against the creature.

Elite Recovery (Elite Trait). At the end of each of its turns while bloodied, the tyrannosaurus ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

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: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage or 65 (9d12 + 7) piercing damage on a critical hit. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. This attack is a critical hit if the tyrannosaurus succeeds on its attack roll be 5 or more.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. If the target is a Larger or smaller creature it is also knocked prone and grappled (escape DC 19). Until the tyrannosaurus uses its claw again, moves, or the target escapes, the target is restrained.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a DC 19 strength saving throw or be knocked prone or pushed 10 feet, the tyrannosaurus' choice.

Frenzied Jaws (Elite Action; Recharge 5-6). The tyrannosaurs makes a bite attack on all creatures of its choice within its reach.

BONUS ACTIONS
Chomp. The tyrannosaurs makes a bite attack against a creature it has grappled.

REACTIONS
Grunt.
At the end of another creature's turn, the tyrannosaurus grunts a command . Each ally of the tyrannosaurus' within 600 feet of it and that can hear it, can use its reaction to take one of the following actions, the Alpha's choice:
  • Take the Disengage action.
  • Move up to half its speed and make a bite attack.
  • Take the Dash action.
Rush (Elite Action). At the end of another creature's turn, the tyrannosaurus can move up to half its speed without provoking opportunity attacks.
 
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dave2008

Legend
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Unknown by artist unknown (at least by me)

Seraphim
Elite Large celestial, lawful good
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Armor Class 22 (Natural Armor)
Hit Points 619 ((22d10 + 198)x2; bloodied 309)
Speed 50 ft., fly 180 ft.
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STRDEXCONINTWISCHA
27 (+8)22 (+6)28 (+9)27 (+8)28 (+9)30 (+10)
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Saving Throws Con +17, Int +16, Wis +17, Cha +18
Skills Athletics +16, History +16, Insight +17, Persuasion +18, Perception +17, Religion +16
Damage Resistances cold, fire, force, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 300 ft., passive perception 27
Languages all, telepathy 240 ft.
Challenge 26 (180,000 elite XP) Proficiency Bonus +8
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Angelic Awareness. The seraphim cannot be surprised.

Angelic Weapons. The seraphim's weapon attacks are magical. When the seraphim hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack). Additionally, its celestial spear provides a +3 bonus to hit and damage rolls (included in the attack) and returns to the seraphim's hand at will (no action required).

Divine Awareness. The seraphim knows if it hears a lie.

Divine Radiance (Mythic Trait, recharges after a short or long rest). If the seraphim is bloodied, it explodes in a brilliant flare of divine light and all creatures the seraphim wishes must make a DC 15 Dexterity saving throw or be blinded until the end of the seraphim's next turn. Additionally, all conditions and effects the seraphim is suffering end for it, all of its abilities recharge, and it can use elite actions.

Divine Strikes. When the seraphim has advantage on an attack and both rolls are a hit, the attack scores a critical hit.

Magic Resistance. The seraphim has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the seraphim has disadvantage on the attack roll.

Unstoppable. At any time, requiring no action, the seraphim can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the seraphim cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The seraphim makes two melee attacks.

Greatspear. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 11) piercing plus 36 (8d8) radiant damage. Additionally, the target must make a DC 23 Dexterity or Strength saving throw or suffer one of the following effects of the seraphim's choice:
  • The damage type is bludgeoning instead and the target is knocked prone.
  • The damage type is bludgeoning instead and the target is pushed 20 feet.
  • The damage type is slashing and the target's speed is reduced by 20 for 1 minute.
  • The target is restrained. While restrained in this manner the seraphim cannot use its greatspear to attack. The condition ends if the target or an adjacent creature uses an action to make a DC 26 Strength (Athletics) check.
  • The target cannot take reactions or bonus actions until the end of the solar's next turn.
Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage, plus 27 (6d8) radiant damage. Additionally, if the seraphim chooses, the target must make a DC 23 Strength saving throw or be paralyzed until the end of its serpahim's next turn.

Flame Strike. The seraphim conjures a column of divine fire that roars down from the heavens to a point the seraphim can see within 200 feet of it. Each creature in a 15-foot radius, 80-foot-high cylinder centered on the point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.

Healing Word (5/Day). The seraphim choses a creature it can see within 60 feet of it. The target magically regains 55 (10d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Innate Spellcasting. The seraphim's spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no components:

At will: detect evil and good, dispel magic, invisibility (self only), polymorph
3/day each: blade barrier, bless, commune, control weather, counterspell, dispel evil and good, planeshift, greater restoration, summon celestial, symbol
1/day each: banishment, earthquake, imprisonment, meteor storm*, power word stun, resurrection

*If the seraphin uses meteror swarm, increase its CR by 1.

Teleport. The seraphim magically teleports, along with any equipment it is wearing or carrying, up to 180 feet to an unoccupied space it can see.

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

Teleport. The seraphim uses its teleport actions
Greatspear (Costs 2 Actions). If the seraphim makes two greatspear attacks.
Wheel of Fire (Cost 3 Actions). The seraphim makes a disc of fire and launches at its enemies in a 240 foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 27 (8d6) fire damage plus 27 (8d6) radiant damage and be incapacitated until the end of the seraphim's next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 8th level or lower in the area ends.

ELITE ACTIONS
If the seraphim's elite trait is active, it can use the options below as legendary actions for 1 hour after using Divine Radiance.

Globe of Protection. The seraphim creates a 10-foot radius magical sphere centered on itself or another target it can see within 120 feet of it. Creatures within the sphere take half damage from all attacks and automatically make any saves from creatures with an evil alignment until the end of the seraphim's next turn.
Spellcasting (Cost 3 Actions). The seraphim casts a spell.
 
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dave2008

Legend
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Shadow of the Colossus Redesign by Carlos Simbaqueva

Warforged Juggernaut
Elite Gargantuan construct, unaligned
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Armor Class 23 (Natural Armor)
Hit Points 820 ((20d20 + 200)x2; bloodied 410)
Speed 60 ft.
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STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)8 (-1)
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Saving Throws Str +18, Con +18, Int +4, Wis +8, Cha +8
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 300 ft., Passive Perception 10
Languages understands Common but can't speak
Challenge 27 (210,000 elite XP) Proficiency Bonus +8
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Adamantine Weapons. The colossus weapons are adamant

Arcane Recharge (Elite Trait, recharges after a short or long rest). If the colossus is bloodied, its damaged armor plating falls to the ground, it loses the damage threshold trait and any target within 10 feet of the colossus must make a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning damage. Additionally, all conditions and effects the colossus is suffering end for it, recharges all of its abilities, and it can take elite actions.

Colossal. The colossus is 100 feet tall and its space is 70 feet by 70 feet. Any creature Huge or smaller can enter its space and must do so to hit it 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 colossus' melee attacks must make a DC 26 Dexterity saving throw or take the same damage as the initial target.

Damage Threshold. The colossus is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.

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 and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.

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 20 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

ACTIONS
Multiattack. The colossus makes two eldritch turret attacks. The colossus an substitute a slam or stomp attack for one turret attack.

Slam. Melee Weapon Attack: +18 to hit, reach 50 ft., one target. Hit: 62 (8d12 + 10) bludgeoning damage, and the target must make a DC 26 Strength saving throw or the colossus can push it up to 40 feet or knock it prone, the colossus choice.

Eldritch Turret. Ranged Spell Attack: +18 to hit, range 600 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 54 (8d10 + 10) 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 300-foot line that is 10 feet wide. or a 150-foot cone, the colossus' choice. Each creature in the line or area must make a DC 26 Dexterity saving throw, taking 110 (20d10) 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, including anything it was wearing or carrying.

REACTIONS
Arcane Shield Emitters.
When the colossus is bloodied, it gains immunity to force damage and a +4 bonus to its AC and Dexterity saving throws.

Retributive Strike. If the colossus is hit by a ranged attack out side its space, it can make an eldritch turret attack against the triggering target.

LEGENDARY ACTIONS
The colossus can take 2 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 colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Scan. All targets within 600 feet of the Colossus must make a DC 26 Charisma saving throw. On a failure, the colossus know the AC, hit points, saving throw bonuses, and spell slots remaining of the target.
Turret. The colossus makes a turret attack.
Attack (Costs 2 Actions). The colossus makes a slam or stomp attack.

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

Multiblast (Cost 2 Actions). The colossus makes a eldritch turret attack against all targets within range.
Move (Cost 2 actions). The colossus moves up to its speed and makes on stomp attack at any point during the move.
Recharge (Costs 2 Actions). The colossus incinerating beam recharges.
 
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dave2008

Legend
planetar4.jpg

Planetar modified by dave2008 (original artist unknown)

PLANETAR CHAMPION
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Planetars Champions are powerful spirits that directly serve the powers of the Upper Planes. They are tall, commanding humanoids who have smooth emerald skin, two pairs of white feathered wings, hairless heads, and eyes of a penetrating blue. Their overall manner projects strength and confidence.

Planetars Champions aid only the most powerful mortal servants on missions of good, particularly those that involved battles with fiends. Planetar champions love battling fiends and slay every truly evil creature set in their path.

As celestial stewards, planetar champions directly serve good deities. They are only sent to other planes to aid the most powerful and faithful of their deities' servants. Only the most perilous of missions were assigned to them, such as rescuing a mortal cleric from the grips of a pit fiend or recovering a stolen artifact from the lair of an arcanaloth. On such missions, they usually act alone.

Planetar Champion
Large celestial, lawful good
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Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112; bloodied 100)
Speed 40 ft., fly 120 ft.
1602788180099.png

STRDEXCONINTWISCHA
23 (+6)20 (+5)24 (+7)19 (+4)22 (+6)25 (+7)
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Saving Throws Con +12, Wis +11, Cha +12
Skills athletics +12, intimidation +12, perception +11
Damage Resistances cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified
Senses Truesight 180 ft., passive perception 21
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +5
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Angelic Awareness. The planetar cannot be surprised.

Angelic Weapons. The planetar's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Additionally, its celestial greatsword provides a +2 bonus to hit and damage rolls (included in the attack) and deals an extra 6d6 slashing damage on a critical hit.

Divine Awareness. The planetar knows if it hears a lie.

Divine Strikes. When the planetar has advantage on an attack and both rolls are a hit, the attack scores a critical hit.

Magic Resistance. The deva has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the deva has disadvantage on the attack roll.

ACTIONS
Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or suffer one of the following effects of the planetar's choice:
  • The target is pushed 15 feet.
  • The target is knocked prone.
  • The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the planetar's next turn.
Slam. Melee Weapon Attack. +12 to hit, reach 5 ft., one target. Hit. 11 (2d4 + 6) bludgeoning damage plus 18 (4d8) radiant damage and the target must make a DC 16 Strength saving throw or be stunned until the end of its next turn.

Flame Strike. The planetar conjures a column of divine fire roars down from the heavens to a point the planetar can see within 90 feet of it. Each creature in a 10-foot radius, 40-foot-high cylinder centered on the point must make a DC 20 Dexterity saving throw, taking 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 34 (6d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar 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, dispel magic, raise dead
1/day each: commune, control weather, fire storm, greater restoration, insect plague

REACTIONS
Reactive Strike. If a creature misses the planetar with a melee attack, the planetar can make a Slam attack against that target.
 
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dave2008

Legend
zaratan.jpg

The Giant by Kalle

Zaratan, Primal Earth Elemental
Elite Gargantuan elemental, neutral
1599001598519.png

Armor Class 22 (Natural Armor)
Hit Points 614 (15d20 + 150; bloodied 307)
Speed 40 ft., swim 40 ft.
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STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)2 (-4)21 (+5)18 (+4)
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Saving Throws Wis +12, Cha +11
Skills Athletics +17
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 120 ft., Tremorsense 240 ft., Passive Perception 15
Languages --
Challenge 22 (82,000 XP) Proficiency Bonus +7
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Colossal. Zaratan’s space is 75 feet by 75 feet. Any creature Large or smaller can enter its space and must do so to hit Zaratan 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 Zaratan's melee attacks must make a DC 25 Dexterity saving throw or take the same damage as the initial target.

Elemental Recharge (Elite Trait, recharges after a short or long rest). If Zaratan is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, it can use elite actions, and it can immediately move up to half its speed and use earth-shaking movement trait.

Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.

Limited Magic Resistance. Against magic of 3rd level or lower, Zaratan has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.

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
Bite. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 55 (10d8 + 10) piercing damage and the target must make a DC 25 Strength saving throw or be grappled. A grappled creature is also restrained and Zaratan cannot bite another creature until the grapple ends.

Stomp. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.

Spit Rock. Ranged Weapon Attack: +17 to hit, range 240 ft./480 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage.

Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 180-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 55 (10d10) 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.

BONUS ACTIONS
Earth-Shaking Movement. After moving at least 10 feet on the ground, 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 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.

Move. The zaratan moves up to its speed.
Snap. Zaratan crushes a target grappled with its bite. The creature must make a DC 25 Constitution saving throw, taking 27 (6d8) piercing damage on a failure or half as much damage on a success.
Attack (Costs 2 Actions). The zaratan makes one bite, stomp, or spit attack.
Retract (Costs 2 Actions). Zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, it is restrained, and it gains a +5 bonus to its AC and saving throws. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). 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). Zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.

ELITE ACTIONS
If Zaratan's elite trait is active, it can use the options below as legendary actions for 1 hour after using Elemental Recharge.

Harden Shell (Cost 2 Actions). Zaratan's AC increases to 25 until the start of its next turn.
Trample (Costs 3 Actions). Zaratan moves up to its speed and it can enter the space of a Large or smaller creature. The first time it enters the space of a creature during this movement, it can make a stomp attack against that creature.
 
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dave2008

Legend
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SPB: Night Hag by ProdigyDuck

Abyssal Hag
Large fey, chaotic evil
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Armor Class 18 (Natural Armor)
Hit Points 120 (10d10 + 20; bloodied 60)
Speed 40 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)14 (+2)14 (+2)15 (+2)16 (+3)
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Saving Throws Dex +5, Wis +5, Cha +8
Skills Athletics +9, Intimidation +7, Perception +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical Attacks
Senses darkvision 90 ft., passive perception 15
Languages Abyssal, common, giant
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Ambush Attack. On its first turn of an encounter, the hag can take the Dash action as a bonus action. Additionally, it has advantage on all of its attacks until the end of its turn after using this trait.

Grappler. If the hag hits a Large or smaller creature with two claw attacks on the same turn, it is also grappled. Additionally, a creature grappled by the hag is also restrained.

Magic Resistance. The hag has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the hag has disadvantage on the attack roll.

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

Blessing of the Abyss (Elite Trait, recharges after a short or long rest). If the hag is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

ACTIONS
Multiattack. The hag makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one grappled or incapacitated target. Hit. 10 (1d10 + 5) piercing damage.

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

Eldritch Blast. The hag creates three beams of eldritch force: Ranged Spell Attack. +6 to hit, range 120 ft., one, two, or three targets. Hit. 5 (1d10) force damage per beam.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, eldritch blast (see actions)
2/day each: plane shift (self only), ray of enfeeblement, sleep

BONUS ACTIONS
Quick Bite.
The hag can make a bite attack against a creature it has grappled.

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

Touch of Madness. The hag spits a vile curse, all creatures within 20 feet of the hag, and that can hear it, must make a DC 14 Wisdom saving throw. On a failure, the creature must use is reaction to move its full speed in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The hag can then move up to half its speed.
Flames of the Abyss (Recharge 5-6). The hag summons a pillar of abyssal fire to an area it can see within 120 feet of it. The pillar has a 15-foot radius and his 60 feet tall. Each creature in the pillar must make a DC 14 Dexterity saving throw, taking 9 (2d8) cold damage, 9 (2d8) fire damage, and 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
 
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dave2008

Legend
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Hashut by Trollfeetwalker

Moloch (WIP)Challenge 23
Large fiend (archdevil), lawful evil100,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 550 (44d10 + 308; bloodied 275)
Speed 60 ft.
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STRDEXCONINTWISCHA
26 (+8)20 (+5)24 (+7)21 (+5)20 (+5)24 (+7)
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Saving Throws Dex +14, Con +14, Wis +12, Cha +14
Skills athletics +15, deception +14, intimidation +14, perception +12
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 240 ft., Passive Perception 22
Languages all, telepathy 120 ft.
Proficiency Bonus +7 Maneuver DC 23
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Outcast's Fury (Elite Trait; 1/Rest). If Moloch is bloodied, two large wings erupt from his back, he gains a flying speed of 120, all conditions and effects he is suffering end for him, all of his abilities recharge, he can use his Elite Actions for 1 hour, and he immediately uses his Wing Attack Elite Action.

Banishment. When Moloch drops to 0 hit points, and he is not in Hell, his body is destroyed but his essence travels back to his domain in Hell, and is unable to take physical form for a time.

Infernal Might. While in Hell, Moloch's attacks ignore all resistances of creatures with less than 16 hit dice and he scores a critical hit on a roll of 19 or greater.

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

ACTIONS
Multiattack.
Moloch makes a Bite attack. He then makes two attacks: any combination of Claw or Whip attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 18 (3d6 + 8) piercing damage and 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) magical slashing damage plus 9 (2d6) fire damage and the target must make a DC 23 Strength saving throw or be grappled.

Many-Tailed Whip. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 15 (2d4 + 10) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 23 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 60-foot cube. Each creature in that area must succeed on a DC 22 Wisdom saving throw or take 44 (8d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, Moloch has advantage on attacks against the creature. 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.

Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)

Flame Strike (5th level Spell). A vertical column of fire, a cylinder 40-feet high with a 10-foot radius, roars up from the depths of Hell originating from a point Moloch can see within 60 feet of him. Each creature in the area must make a DC 22 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.

Summon Devil (1/day). Moloch magically summons one of the following types of devils: 2d6 bearded devils, 1d8 chain devils, or 1d6 barbed devils.

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. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Moloch regains spent legendary actions at the start of his turn.

Attack. Moloch makes a Bite, Claw, or Whip attack.
Stinking Cloud. Moloch casts stinking cloud.
Teleport. Moloch uses his Teleport action.
Elite Recovery. Mammon ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Moloch regains 30 hit points.
Cast a Spell (Cost 2 Actions). Moloch casts a spell.
Combo Attack (Elite Action; Cost 2 Actions). 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.
Wing Attack (Elite Action; 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.
 
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dave2008

Legend
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Gigantes by Felix Chmura

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
Elite Gargantuan giant, any evil alignment
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Armor Class 24 (natural armor)
Hit Points 1,248 ((32d20 + 288)x2; bloodied 624)
Speed 120 ft., climb 80 ft., swim 80 ft.
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STRDEXCONINTWISCHA
30 (+10)20 (+5)28 (+9)25 (+7)22 (+6)26 (+8)
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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 (270,000 elite XP) Proficiency Bonus +9
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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.

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 Swarm (Elite Trait, recharges after a short or long rest). If the gigante is bloodied, all conditions on it end, all of its abilities recharge, it can use its elite actions, it collapses into a swarm of serpents that fills a 50-foot radius area and it makes a flurry of bites attack on all targets in the area.

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 creature 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.

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)

BONUS ACTIONS
Serpent Hands. The gigante can make a flurry of bites attack against a creature it has grappled.

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.

ELITE ACTIONS
If the gigante’s elite 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.
 
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