D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Gorrik Skullsplitter by Trollfeetwalker

Bugbear Wardog
Champion Medium humanoid (goblinoid), any chaotic alignment
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Armor Class 16 (Hide Armor, Shield)
Hit Points 72 (8d8 + 8; bloodied 36)
Speed 30 ft.
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STRDEXCONINTWISCHA
16 (+3)14 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
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Saving Throws STR +5, DEX +4
Skills Stealth +6, Survival +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 2 (1,350 champion XP) Proficiency Bonus +2
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Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Danger Sense. If the bugbear isn’t blinded, deafened, or incapacitated it has advantage on Dexterity saving throws against effects that it can see.

Maneuvers (3 / short rest). When the bugbear makes a melee weapon attack, it can choose to use one of maneuvers below:
  • Brutal Attack. The bugbear makes the attack with disadvantage, on a hit the bugbear gets a +5 bonus to the damage of the type of the attack.
  • Disarm. On a hit, the target must make a DC 13 Strength saving throw or drop one item.
  • Precise Attack. The bugbear gets a +2 bonus to the attack roll.
Quick Claws. The bugbear’s claws are considered finesse weapons.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Wardog Tenacity (Champion Trait, recharges after a short or long rest). If the bugbear is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

ACTIONS
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 +3) slashing damage when used two-handed.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

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

Slam. The bugbear makes a claw attack. On a hit, instead of taking damage the target is knocked prone if it is Large or smaller. The bugbear can then move up to half its speed.
Sweeping Attack (Recharge 5-6). The bugbear makes a greataxe attack against all targets within its reach.
 
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dave2008

Legend
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A Tarrasque doodle by nebezial

Primordial TarrasqueChallenge 30
Elite Gargantuan monstrosity (titan), unaligned310,000 elite XP
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Armor Class 25 (Natural Armor)
Hit Points 1,352 (33d20 + 330; bloodied 676)
Speed 90 ft., burrow 50 ft., climb 60 ft., swim 60 ft.
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STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)11 (+0)
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Saving Throws Str +19, Dex+9, Con +19, Int +5, Wis +9, Cha +9
Skills Athletics +19, Intimidation +18
Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage that is nonmagical
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses blindsight 180 ft., tremorsense 90 ft., darkvision 240 ft., Passive Perception 10
Languages --
Proficiency Bonus +9; Maneuver DC 27
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Colossal. The tarrasque is 80 feet tall, its space is 80 feet by 80 feet and it has advantage on checks and saving throws against being pushed or knocked prone. Any creature that is Huge or smaller can enter its space and must do so to hit it 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 tarrasque's melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Deflective Carapace. Ranged attacks deal half damage to the tarrasque.

Minor Magic Immunity. The tarrasque is immune to cantrips and the magic missile spell. Additionally, it has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against the tarrasque has disadvantage on the attack roll.

Magic Weapons. The tarrasque's weapon attacks are magical.

Primal Rampage (Elite Trait, 1/Rest). If the tarrasque is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its Elite Actions.

Regeneration. The tarrasque gains 20 hit points, increasing to 40 hit points when it is bloodied, at the start of its turns. A wish spell can supress this trait for 1 hr. The tarrasque is destroyed, rapidly decaying into the earth, if it starts its turn with 0 hit points and cannot regenerate.

Siege Monster. The tarrasque deals double damage to objects and structures.

ACTIONS
Multiattack. The tarrasque can use its Frightful Presence. It then makes two claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 115 (10d20 + 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 30ft., one target. Hit: 55 (10d8 + 10) slashing damage and the target must make a DC 27 Strength saving throw or be knocked prone or pushed 5 feet for each point it fails the saving throw, the tarrasque's choice.

Horns. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 65 (10d10 + 10) piercing damage and the target must make a DC 27 Strength saving throw or be pushed 10 feet for each point it fails the saving throw.

Tail. Melee Weapon Attack: +19 to hit, reach 50ft., one target. Hit: 45 (10d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of the tarrasque's choice within 240 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 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 Huge 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.

Spike Barrage. The tarrasque whips its tail, releasing horn spikes in a 240-foot cone. Each creature in area of the cone must make DC 27 Dexterity saving throw taking 42 (12d6) piercing damage on failed save, or half as much damage on a success.

BONUS ACTIONS
Leap (while bloodied).
The tarrasque jumps 60 feet long or high; or 120 feet long or high if it moves at least 30 feet prior to taking this action. The area from which the tarrasque jumps and where it lands becomes difficult terrain for Large and smaller creatures.

Stomp. The tarrasque makes a claw attack against a creature in its space.

LEGENDARY ACTIONS
The tarrasque can take 4 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 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 tarrasque moves up to half its speed.
Attack (Costs 2 Actions). The tarrasque a claw, tail, swallow, or spike barrage attack.
Chomp (Costs 3 Actions). The tarrasque makes a bite attack.
Unstoppable. The tarrasque can end one effect or condition it is suffering, including magic effects (as a 9th level dispel magic spell). It can use this action as long as it has 1 hit point, even if it is unconscious or incapacitated.

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

Thunderous Roar (Cost 2 Actions, Recharge 5-6). The Tarrasque roars in fury, blasting an area in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 65 (10d12) thunder damage and is deafened for 1 minute and knocked prone on a failed save, or half as much damage on a successful one.
Trample (Cost 3 Actions). The tarrasque moves up to its speed and can enter the space of Huge or smaller creatures. The first time it enters a creatures space it can make a Claw attack on that creature.
Child of the Earth (Cost 3 Actions). If the tarrasque is in contact with the ground, it regains 150 hit points.
 
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dave2008

Legend
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Tar Stalker by Themefinland

Elder Black Pudding
Champion Huge ooze, unaligned
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Armor Class 10
Hit Points 150 (10d12 + 30; bloodied 75)
Speed 20 ft., climb 20 ft., swim 30 ft.
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STRDEXCONINTWISCHA
20 (+5)6 (-2)16 (+3)1 (-5)6 (-2)1 (-5)
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Saving Throws STR +
Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 5 (1,650 champion XP) Proficiency Bonus +3
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Amorphous. The pudding can move through a space as narrow as 1 foot wide without squeezing.

Dreadful Piping (Champion Trait, recharges after a short or long rest). If the elder pudding is bloodied, it makes a hideous piping, it can remove one condition or effect it is suffering and it can use its champion actions.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 7 (2d6) 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.

Regenerate. The pudding regains 10 hit points at the start of its turn if it has at least 1 hit point. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn.

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.

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

Grab. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 16 Strength saving throw or be grappled. A grappled creature suffers the effect of corrosive touch at the start of each of its turns. The elder pudding can grapple one Large or two Medium or four Small or smaller targets.
Hideous Piping. The pudding emits a dreadful cacophony of wails, gasps, and screeches. Each creature within 90 feet of that can hear it must make a DC 14 Wisdom saving throw or be confused (as in the spell confusion) for 1d4 rounds. On a successful save, a creature is immune to this elder puddings hideous piping for 24 hours.
 
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dave2008

Legend
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Ent by Jarek Nocon

Elder Treant
Gargantuan plant, neutral
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Armor Class 18 (Natural Armor)
Hit Points 264 (16d20 + 96; bloodied 132)
Speed 40 ft.
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STRDEXCONINTWISCHA
24 (+7)8 (-1)22 (+6)14 (+2)18 (+4)15 (+2)
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Saving Throws STR +11, DEX +4, CON +11, WIS +9
Skills History +7, Nature +9, Survival +9
Damage Resistances cold, bludgeoning, force, piercing, psychic
Condition Immunities exhaustion
Senses tremorsense 60 ft., passive perception 14
Languages common, druidic, elvish, sylvan
Challenge 14 (11,500 XP) Proficiency Bonus +5
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False Appearance. While the ancient treant remains motionless, it is indistinguishable from a normal tree.

Minor Magic Immunity. Unless it wishes, the treant is immune to cantrips and magic that affects plants. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the treany has disadvantage on the attack roll.

Magic Weapons. The ancient treant’s weapon attacks are magical.

Regenerate. The ancient treant gains 10 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the ancient treant takes fire damage, this trait doesn’t function at the start of its next turn.

Siege Monster. The ancient treant deals double damage to objects and structures.

ACTIONS
Multiattack. The treant makes two melee attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one Medium or smaller target. Hit: 25 (4d8 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone. Until the treant 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 20 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.

Fling. One Large or smaller object held or a creature grappled by the ancient treant is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Rock. Ranged Weapon Attack: +12 to hit, range 90/270 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of the treant's next turn.

Innate Spellcasting. The ancient treant’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:

At-Will: druidcraft, speak with plants, entangle
3/day each: plant growth, spike growth,
1/day each: wall of thorns

Animate Trees (1/Day).
The treant magically animates one or two trees it can see within 120 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 240 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.

REACTIONS
Retributive Throw. If the treant is hit by a ranged attack or takes fire damage from an attack, it makes a rock or fling attack targeting the source of the attack.
 
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dave2008

Legend
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Sorin Markov the lord of Innistrad... and fab hair by Durrrrian

Vampire (Lord)
Medium Undead (Shapechanger), any evil alignment
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Armor Class 18 (natural armor)
Hit Points 171 (18d8 + 90; bloodied 85)
Speed 60 ft., climb 50 ft.
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STRDEXCONINTWISCHA
22 (+5)20 (+5)20 (+5)17 (+3)15 (+2)18 (+4)
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Saving Throws Dex +10, Con +10, Wis +7, Cha +9
Skills Arcana +8, Athletics +10, Persuasion +9, Perception +7, Stealth +10
Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 180 ft., passive perception 17
Languages any language it knew in life
Challenge 14 (11,500 XP) Proficiency Bonus +5
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Avoidance. If the vampire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Brutal. The vampire deals an extra 8 damage when it hits with a melee weapon attack (included in the attack).

Legendary Reactions. In addition to its normal reaction, a vampire can spend one legendary action to instead take a reaction. It can only take one reaction or legendary action per turn.

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 4 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. When vampire is not in its mist form, it regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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.

Vampiric Flaws. The vampire has the following vampire weaknesses: Forbiddance, Harmed by Running Water, Stake to the Heart, and Sunlight Hypersensitivity.

Undead Marshall. Unless the vampire is incapacitated, it and undead creatures of its choice within 30 feet of it have advantage on saving throws against features that turn undead.

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

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: +10 to hit, reach 5 ft., one creature. Hit: 21 (2d6 + 14) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 19 strength saving throw or be grappled, knocked prone, or pushed 10 feet, the vampire's choice. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 19).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (1d4 + 14) piercing damage plus 17 (5d6) 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 60 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 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 or takes a bonus action to end the effect.

Telekinesis. The vampire chooses one object or creature it can see within 90 feet of it that weights 5,000 lbs or less. The vampire can move the target up to 60 feet in any direction it wishes. A creature can make a DC 17 Strength saving throw, preventing the movement on a success.

If during this forced movement the target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was moved. If the target is moved at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

Change Shape. If the vampire isn't in sunlight, it can polymorph into a swarm of bats, or 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 60 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 30 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.

Children of the Night (1/Short Rest). 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 2 hours, until the vampire dies, or until the vampire dismisses them as a bonus action.

BONUS ACTIONS
Lord of Shadows.
If the vampire is in dim light or darker, it can take the Hide action.

Undead Speed. The vampire lord can use a bonus action to take the Dash or Disengage actions.

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 attack.
Unarmed Strike. The vampire makes one unarmed strike attack.
Unstoppable. The vampire removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Dominate (Cost 2 Actions). The vampire commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. The vampire choses the action and the target.
 
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Thirteenspades

Great Wyrm
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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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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