D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Aarakocra Master-at-Arms
Medium humanoid (aarakocra), neutral good
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Armor Class 16 (breastplate)
Hit Points 93 (11d8 + 44; bloodied 46)
Speed 30 ft., fly 80 ft.
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STRDEXCONINTWISCHA
16 (+3)16 (+3)18 (+4)12 (+1)14 (+2)12 (+1)
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Savings Throws Str +6, Dex +6, Con +7, Wis +5
Skills Acrobatics +6, Athletics +6, Insight +5, Perception +8
Senses passive Perception 18
Languages Aarokocra, Auran
Challenge 5 (2,700 XP) Proficiency Bonus +3
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Dive Attack. If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby. The aarakocra doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The peryton has advantage on Wisdom (Perception) checks that rely on sight.

Maneuvers (5/Short Rest): The aarakocra’s maneuver ability is Strength (maneuver save DC 14). The aarakocra can use one of the following maneuvers on one attack:
  • Disarming Strike. When the aarakocra hits a creature with a weapon attack it can attempt to force the target to drop one item. The target must make DC 14 Strength saving throw, dropping the chosen item at its feet on a failure.
  • Parry. When the aarakocra would be damaged by a melee attack it can use a reaction to reduce the damage by 7 (1d8 + 3). It the damage is reduced to 0, the hit becomes a miss.
  • Precision Attack. When the aarakocra makes a weapon attack roll against a creature, the aarakocra can use a bonus action and add 4 (1d8) to the roll.
  • Riposte. When a creature misses the aarakocra with a melee attack, the aarakocra can use a reaction to make a melee weapon attack against the creature. If the attack hits, add 4 (1d8) slashing damage to the attack
  • Sweeping Attack. When the aarakocra hits a creature with a melee weapon attack it can use a bonus action and attempt to damage another creature within 5 feet of the original target. If the attack roll to hit the original target would hit the second target, the second target takes 4 (1d8) slashing damage.
Pack Tactics. The aarakocra has advantage on an attack rolls against a creature if it at least one of the aarakocra’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Battle Savant. When the aarakocra has observed a creature fight for at least 1 round, it use a bonus action to make a Wisdom (Insight) check, gaining advantage on its attack rolls against that creature on a success. The DC is equal to the creature’s CR or level.

ACTIONS
Multiattack.
The aarakocra makes three attacks.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage when wielded two-handed.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
 
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dave2008

Legend
Aarakocra Guard
Medium humanoid (aarakocra), neutral good
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Armor Class 18 (breastplate + shield)
Hit Points 45 (6d8 + 18; bloodied 22)
Speed 30 ft., fly 60 ft.
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STRDEXCONINTWISCHA
15 (+2)14 (+2)16 (+)310 (+0)12 (+1)10 (+0)
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Savings Throws Str +4, Dex +4, Con +5
Skills Acrobatics +4, Athletics +4, Perception +5
Senses passive Perception 15
Languages Aarokocra, Auran
Challenge 1 (200 XP) Proficiency Bonus +2
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Dive Attack. If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Flyby. The aarakocra doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The peryton has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics. The aarakocra has advantage on an attack rolls against a creature if it at least one of the aarakocra’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Protection. When a creature the aarakocra can see attacks a target other than the aarakocra that is within 5 feet of the aarakocra, the aarakocra can use its reaction to impose disadvantage on the attack roll. The aarakocra must be wielding a shield.

ACTIONS
Multiattack.
The aarakocra makes two melee attacks.

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spear. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

REACTIONS
Parry.
If the aarakocra would be hit by a ranged attack, it gains a +4 bonus to its AC.

Shield Bash. If the aarakocra is missed by a melee attack, it can make the following attack against the attacker: Melee Weapon Attack: +4 to hit, reach 5 ft., triggering target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must make a DC 12 Strength saving throw or pushed 10 feet or knocked prone, the aarakocra’s choice.
 
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dave2008

Legend
Aarakocra Wind Monk
Medium humanoid (aarakocra), neutral good
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Armor Class 17 (unarmored defense)
Hit Points 52 (8d8 + 16; bloodied 26)
Speed 35 ft., fly 65 ft.
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STRDEXCONINTWISCHA
13 (+1)18 (+4)15 (+2)12 (+1)16 (+3)12 (+1)
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Savings Throws Dex +6, Con +7, Wis +5
Skills Acrobatics +6, Insight +5, Perception +5
Senses passive Perception 15
Languages Aarokocra, Auran
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Child of Aaqa. The aarakocra has advantage on saving throws against lightning and thunder damage, as well as against spells or powers that manipulate air, such as gust of wind, wind wall, or an air elemental’s whirlwind power.

Dive Attack. If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Flyby. The aarakocra doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The peryton has advantage on Wisdom (Perception) checks that rely on sight.

Magic Weapons. The aarakocra wields a +2 magical staff (bonus applies to hit, damage, and spell save DC) that inflicts an additional 2d6 lighting damage (included in the attack). Alternatively, instead of causing the extra lightning damage, the target must make a DC 17 Constitution saving throw or become stunned until the end of the aarakocra’s next turn.

ACTIONS
Multiattack.
The aarakocra makes two attacks.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) slashing damage.

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage or 10 (1d8 + 6) bludgeoning damage when wielded two-handed, plus 7 (2d6) lightning damage.

Innate Spellcasting. The aarakocra’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with attack spells). It can innately cast the following spells:

At-will: fog cloud, speak with animals, mist step
3/day each: lesser restoration, call lightning, protection from energy
1/day each: ice storm, wind wall, commune with nature, hold monster
 
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dave2008

Legend
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Spell Weaver by Joe Sparrow

Spell Weaver
Medium Humanoid, unaligned
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Armor Class 14 (17 with mage armor)
Hit Points 120 (16d8 + 48; bloodied 60)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+1)18 (+4)16 (+3)20 (+5)18 (+4)14 (+2)
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Savings Throws Dex +8, Con +7, Int +9, Wis +8
Skills Arcana +13, History +9, Perception +8, Stealth +8
Damage Resistances psychic; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine
Condition Immunities charmed, frightened
Senses truesight 100 ft., passive Perception 18
Languages --, telepathy 120 ft., see also telepathic bond
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Chromatic disk. Spell weavers carry a 6-inch disk of an unknown and nearly indestructible material. The disk stores magical energy, containing up to 10 sorcery points that the spell weaver can use as a bonus action. Once the spell points are used, they are gone. However, the disk can be recharged by absorbing magic. The disk gains one sorcery point for each level of the spell it absorbs, up to its sorcery point maximum of 10.

Magic Resistance. The spell weaver has advantage on saving throws against spells and magical effects.

Metamagic. The spell weaver has 12 sorcery points and knows the distant spell, empowered spell, and heightened spell metamagic abilities. It can convert spell slots and sorcery points in the same manner as a sorcerer.

Reactive. The spell weaver can use 2 reactions per round.

Shielded Mind. Attempts to communicate telepathically with the spell weaver, or to read its mind, always fail. A creature making an attempt must succeed on a DC 14 Wisdom saving throw or be affected by a confusion spell.

Spell Weaving. When a spell weaver cast a spell it must use one hand per spell level (A third level spell requires three hands, a fourth level spell requires 4, etc.). The Spell weaver may cast, as an action, as many spells as it has hands (6 total), in any combination. It must pay the slot cost for each spell cast, but may not exceed 6th level. Cantrips take up one hand. In addition, a spell weaver can concentrate on up to two spells at a time and only one spell is interrupted each time it fails a concentration check.

Telepathic Bond. Spell weavers are telepathic connected to each other and can communicate telepathically with each other over a distance of up to 10 miles.

ACTIONS
Multiattack.
The spell weaver can make up to six attacks: any combination of slam attacks and spellcasting. If the spell weaver uses a hand for a slam attack, it cannot use that hand for spell weaving.

Slam. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Innate Spellcasting. The spell weaver’ spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The spell weaver can innately cast the following spells, requiring no material components.

At will: detect magic, invisibility
1/day: planeshift (self only)

Spellcasting. The spell weaver is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The typical spell weaver knows the following sorcerer spells:

Cantrips (at will): acid splash, chill touch, mage hand, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): charm person, feather fall, mage armor, magic missile
2nd level (3 slots): blur, darkness, levitate
3rd level (3 slots): dispel magic, fireball, slow
4th level (3 slots): confusion, blight, polymorph
5th level (2 slots): cloudkill, wall of stone
6th level (1 slots): chain lightning

REACTIONS
Chromatic Disk
. The spell weaver uses its chromatic disk to absorb spells. When the spell weaver is hit by a spell attack or magic missile, or it succeeds on a saving throw versus a spell or magical effect, it can use its reaction to absorb the spell, taking no damage and suffering no effect from the spell or magic.

War Casting. When a creature provokes an opportunity attack, the spell weaver may cast a spell with a casting time of 1 action and that targets only that creature, rather than making an opportunity attack. This casting does not count against its spellweaving total.
 
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dave2008

Legend
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King of the Britons by the DURRRRIAN

Arthur Pendragon
Medium humanoid (human), lawful good
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Armor Class 23 (+3 shield, plate armor)
Hit Points 185 (19d8 + 76; bloodied 92)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)15 (+2)17 (+3)18 (+4)
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Savings Throws Dex +9, Wis +9, Cha +10
Skills Athletics +9, History +7, Insight +14, Persuasion +14, Perception +9
Damage Resistances nonmagical piercing and slashing damage
Senses passive Perception 19
Languages Common, Elvish, Sylvan
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Aura of Courage, Devotion, and Protection. When Arthur is conscious, he and any allies within 10 feet of him gain a +4 bonus to their saving throws, and they cannot be Charmed or Frightened.

Jack of All Trades. Arthur’s gains a +3 bonus to all ability checks that do not included his proficiency bonus.

King’s Inspiration (4/short rest). Arthur can use a bonus action to inspire others. Arthur chooses one creature within 60 feet of him that can hear him. That creature gains a +4 (1d8) bonus to one ability check, Attack roll, damage roll, saving throw, or to its AC (as a reaction when an attack roll is made against the creature). This bonus must be used within 10 minutes of Arthur’s inspire action.

In addition, Arthur can spend 10 minutes inspiring his companions. When he does so, he can choose up to six creatures friendly to him and within 30 feet of him, to gain, once per rest, 23 temporary hit points.

Improved Divine Smite. When Arthur hits a creature with a melee weapon attack, he can expend on spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 3d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or fiend.

Divine Health. Arthur is immune to disease.

Mage Slayer. Arthur can use a reaction to make a melee weapon attack against a creature within 5 feet of him that casts a spell. When he damages a creature that is concentrating on a spell, that creature has disadvantage on its concentration saving throw. In addition, he has advantage on saving throws against spells cast by a creature within 5 feet of him.

Magic Weapons. Arthur poses the magic longsword Excalibur and the magic dagger Carnwenna. Refer to Equipment for more information.

Shield Master. Arthur can use his shield for more than defense. If he is holding a shield he gains the following benefits:
  • When he takes the Attack action, he can use a bonus action to shove a creature within 5 feet of him.
  • If he isn’t incapacitated, he can add his shields AC bonus to any Dexterity saving throw against a spell or harmful effect that targets him.
  • If he is subject to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use a reaction to take no damage if he succeeds on the saving throw.
Divine Sense (5/day). Arthur can use an action to detect any celestial, fiend, or undead within 60 feet of him that is not behind total cover.

ACTIONS
Multiattack. Arthur makes two Excalibur attacks.

Excalibur. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (1d8 + 11) slashing damage. In addition, on a roll of 20 on the attack roll, the target takes and extra 14 (4d6) slashing damage.

Carnwennan Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft., or ranged 20/40, one target. Hit: 7 (1d4 + 5) piercing damage.

Channel Divinity (1/rest). Arthur can perform one of the following actions:

Sacred Weapon. Arthur can take an action to use his channel divinity feature and gain a +4 bonus to attack rolls with one weapon he is holding. The bonus last for 1 minute.

Turn the Unholy. Arthur can use an action to use his channel divinity feature to turn any fiend or undead within 30 feet of him that fails A DC 18 Wisdom saving throw.

Lay on Hands. Arthur has a pool of healing power he can draw upon to heal up to 70 hit points of damage per day. As an action, he can touch a creature and draw form this pool and restore a number of hit points to the creature, up to the maximum amount remaining in the pool. Alternatively, he can cure the target of one disease or neutralize one poison by spending 5 hit points of restoring power from the pool.

Spellcasting. Arthur is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Arthur typically has the following spells prepared:

Cantrips (at will): mending, message, truestrike
1st level (4 slots): detect magic, divine favor, heroism, protection from evil and good, sanctuary
2nd level (3 slots): branding smite, calm emotions, lesser restoration, zone of truth
3rd level (3 slots): beacon of hope, dispel magic, sending
4th level (3 slots): death ward, freedom of movement, guardian of faith
5th level (2 slots): --
6th level (1 slots): --

REACTIONS
Parry (1/short rest).
When Arthur is damaged by a melee attack it can use a maneuver to reduce the damage by 6 (1d6 + 3).

Riposte (1/short rest). When a creature misses Arthur with an attack, he can use a maneuver to make a melee weapon attack against the creature. If the attack hits, add 6 slashing damage to the attack.

---

EQUIPMENT

Excalibur.

Weapon (longsword) legendary (requires attunement by a lawful good fighter or paladin)

You have a +5 bonus to attack and damage rolls made with this weapon.

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. If you are a paladin, you also maximize your divine smite damage dice, if you use them.

When you attack an object with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop of one of the target’s limbs, with the effect of such a loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

You gain resistance to nonmagical piercing and slashing damage. You must be wearing the scabbard of Excalibur to gain this trait.

Wynebgwrthucher.
Armor (shield), legendary

While holding this shield, you have a +3 bonus to AC.

Carnwennan.
Weapon (dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this weapon.
 
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dave2008

Legend
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Queen of the Underdark by Fortune K


Eclavdra
Medium humanoid (elf), chaotic evil
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Armor Class 24 (+3 elven chain, ring of protection, +3 shield)
Hit Points 202 (25d8 + 50; bloodied 101)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)15 (+2)17 (+3)18 (+4)
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Savings Throws Str +2, Dex +11, Con +9, Int +10, Wis +12, Cha +11
Skills Arcana +9, Deception +10, Insight +9, Perception +11, Persuasion +10, Religion +9, Stealth +10
Senses darkvision 120 ft., passive Perception 21
Damage Resistances necrotic
Damage Immunities poison
Languages Abyssal, Celestial, Common, Elvish, Undercommon
Challenge 20 (25,000 XP) Proficiency Bonus +6
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Blessing of Lolth (3/Day). Eclavdra’s can cast a 5th level or lower spell as a bonus action, if she has a spell slot available.

Boon of Fortitude. Eclavdra’s hit point maximum is increased by 40 hit points (included in her hit points).

Boon of Immortality. Eclavdra does not age and she is immune to any effect that would age her, and she can’t die from old age.

Boon of Recovery (1/day). Eclavdra can use a bonus action to regain 101 hit points.

Channel Divinity (3/Rest). Eclavdra can channel divin energy from Lolth. Using that energy to fuel the following magical effects.
  • Command Undead. As an action Eclavdra controls undead within 30 feet of her, as if they are charmed by the spell Dominate Monster. An undead creature of CR 11 or greater may resist this effect by succeeding on a successful DC 19 Wisdom saving throw.
  • Cloak of Shadows. As in the cleric trickster domain feature of the same name.
  • Invoke Duplicity. As in the cleric trickster domain feature of the same name.
  • Turn / Destroy Undead. As in the cleric feature of the same name.

Divine Emissary. Eclavdra can telepathically communicate with fiends that serve Lolth or are chaotic evil, that are within 60 feet of her. Additionally, she is immune to poison and she can call on the aid of her goddess, Lolth, as in the cleric feature Divine Intervention.

Divine Strike (1/Turn). When Eclavdra hits a creature with a weapon attack, it deals an extra 9 (2d8) poison damage.

Fey Ancestry. Eclavdra has advantage on saving throws against being charmed, and magic can’t put her to sleep.

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

Magic Weapons. Eclavdra wields a +3 unholy mace, refer to Equipment.

Poison Master. When Eclavdra cast a spell that causes poison damage, the damage ignores resistance to poison damage and any roll of a 1 on a damage die becomes a 2.

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

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

ACTIONS
Multiattack. Eclavdra makes two unholy mace attacks.

Unholy Mace. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 7 (1d6 + 4) bludgeoning damage and an additional 14 (4d6) necrotic damage if the creature has a good alignment.

Innate Spellcasting. Eclavdra’s spellcasting ability is Charisma (spell save DC 18. She can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. Eclavdra is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Eclavdra typically has the following cleric spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy, toll the dead
1st level (4 slots): animal friendship, bane, charm person, cure wounds, disguise self, ray of sickness
2nd level (3 slots): lesser restoration, mirror image, pass without a trace, web
3rd level (3 slots): blink, conjure animals (spiders), dispel magic
4th level (3 slots): banishment, dimension door, divination, freedom of movement, polymorph
5th level (3 slots): contagion, dominate person, insect plague, mass cure wounds, modify memory
6th level (2 slot): blade barrier, harm, true seeing, word of recall
7th level (2 slot): divine word, firestorm, planeshift, symbol
8th level (1 slot): antimagic field, earth quake
9th level (1 slot): gate, mass heal

---

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

Amulet of the Demon Web Pits (included in the stats above)
Masterwork Eleven Chaim +3 (included in the stats above)
Shield +3 (included in the stats above)
Rod of Absorption
Ring of Protection
(included in the stats above)
Unholy Mace +3 (included in the stats above)
Wand of Binding

Masterwork Eleven Chain +3

Armor (chain shirt), very rare

You gain a +3 bonus to your AC while you wear this armor.

Unholy Mace +3
Weapon (mace), very rare

You gain a +3 bonus to attack and damage rolls when you use this weapon. In addition, on a hit, the target is a creature of good alignment, it deals an extra 4d6 necrotic damage.

Amulet of the Demon Web Pits
Wondrous Item, artifact (requires attunement by a chaotic evil cleric)

While wearing this amulet you gain the following benefits: a +3 bonus to your spell save DC and spell attack rolls; you have advantage on saving throws against spells and magic effects; and you gain resistance to necrotic damage.

In addition, twice per day, you can use a bonus action to summon a swarm of spiders. The spiders fill the area within a 20-foot radius of you. All creatures of your choice that enter the swarm, or starts it turn in the swarm, must make a Constitution saving throw equal to your spell save DC. On a failed save the creature takes 55 (10d10) piercing damage, or half as much damage on a successful one. The swarm remains for 2c4 +2 rounds, or until you use a bonus action to dismiss it.
 
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dave2008

Legend
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Elminster Dude by JaredDennis

Elminster
Medium humanoid (human), neutral
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Armor Class 22 (see equipment)
Hit Points 273 (26d8 + 156; bloodied 136)
Speed 30 ft.
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STRDEXCONINTWISCHA
13 (+1)18 (+4)22 (+5)20 (+5)18 (+4)15 (+3)
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Savings Throws Str + 10, Dex +12, Con +15, Int +14, Wis +13, Cha +12
Skills Acrobatics +10, Animal Handling +10, Arcana +17, Athletics +7, History +11, Insight +11, Persuasion +9, Religion +11, Sleight of Hand +10, Stealth +10
Senses passive Perception 19
Languages Abyssal, Celestial, Common, Elvish, Gnomish, Infernal
Challenge 21 (33,000 XP) Proficiency Bonus +7
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Arcane Scholar. Elminster can use a bonus action to attune to a magic item, and does not need to spend a short rest to do so.

Boon of High Magic. Elminster gains one 7th level, 8th level, and 9th level spell slots. He can also prepare a number of spells equal to his spellcasting level plus his intelligence score.

Boon of Spell Recall (1/Day). Elminster can cast one spell he knows without expending a spell slot.

Chosen of Mystra. Elminster gains a +5 bonus to his Constitution score.

Dueler. When Elminster is wielding a melee weapon in one hand and no other weapons, he gains +2 bonus to damage rolls with that weapon (included in the attack).

Elemental Master. When Elminster cast a spell that causes acid, cold, fire, lightning,or thunder damage, the damage ignores resistance and any roll of a 1 on a damage die becomes a 2.

Empowered Evocation. Elminster adds 5 to the damage roll of any evocation spell he casts.

Mage Slayer. Elminster can use a reaction to make a melee weapon attack against a creature within 5 feet of him that casts a spell. When he damages a creature that is concentrating on a spell, that creature has disadvantage on its concentration saving throw. In addition, he has advantage on saving throws against spells cast by a creature within 5 feet of him.

Magic Resistance. Elminster has advantage on saving throws against spells and magical effects while wearing the Red Cloak of the Sage.

Mastery of Elements. When Elminster cast a spell that causes acid, cold, fire, lightning, and thunder damage, he can cast it with a different damage type.

Overchannel (1/Short Rest). Elminster maximizes the damage of one 5th level or lower wizard spell.

Potent Cantrip. When a creature succeeds on its saving throw against a damaging cantrip cast by Elminster, the creature takes half the cantrip’s damage (if any), but suffers no additional effect from the cantrip.

Sculpt Spells. When Elminster cast an evocation spell, he can choose up to 10 creatures within the spells area of effect. Those creatures automatically succeed on their saving throw, and take no damage if they would normally take half damage on a successful save.

Signature Spells (1/Rest each). Elminster can cast dispel magic and fireball without expending a spell slot.

Sneak Attack (1/Turn). Elminster deals an extra 3 (1d6) damage to one creature he hits with an attack if he has advantage while using a finesse or ranged weapon.

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

Epic Spell Mastery. Elminster can cast burning hands, counterspell, misty step, and shield at-will without expended spell slots.

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

ACTIONS
Thundering Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 27 (6d8) thunder damage and the target must make a DC 15 Constitution saving throw or be deafened.

Turn Undead. Elminster speaks a prayer and presents a holy symbol. Each Undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action

Spellcasting. Elminster is a 20th-level spellcaster (20th level wizard & 3rd level cleric). His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Elminster typically has the following wizard and cleric spells prepared (evocation spells marked with an *):

Cantrips (at will): mage hand, mending, sacred flame, shocking grasp*, thaumaturgy, true strike
1st level (at will): burning hands*, shield
1st level (4 slots): bane, bless, charm person, detect magic, disguise self, magic missle*, sleep, thunderwave*
2nd level (at will): misty step
2nd level (3 slots): blur, detect thoughts, locate object, gust of wind*
3rd level (at will): counterspell
3rd level (3 slots): dispel magic, fear, fireball*, fly, lightning bolt*
4th level (3 slots): banishment, greater invisibility, ice storm*
5th level (3 slots): cone of cold*, dominate person, scrying
6th level (2 slots): chain lightning*, disintegrate, trueseeing
7th level (2 slots): firestorm*, forcecage, plane shift, teleport
8th level (2 slots): dominate monster, holy aura, sunburst*
9th level (2 slots): meteor swarm*, prismatic wall, wish

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

Cunning Action. Elminster can take the Dash, Disengage, or Hide action.

Second Wind (1/Short Rest). Elminster can regain 6 (1d10 + 1) hit points

REACTIONS
Master of Counterspelling (4/Round).
Elminster casts counterspell and his ability to take reactions recharges.

---

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

Epic Ring of Protection (included in the stats above)
Ring of Regeneration
Red Cloak of the Sage
(included in the stats above)
Thundering Longsword (included in the stats above)
Elminster’s Eversmoking Pipe
Ring of Spell Storing
Necklace of Fireballs

Elminster’s Eversmoking Pipe

Wonderous item, Legendary (requires attunement)

This powerful magic item appears as nothing more than an ordinary tool for smoking pipeweed. This pipe can be lit or extinguished by spending a bonus action to use a command word. The pipe can be summoned, as in the spell drawmij’s instant summons, but without requiring material components. While the pipe is lit, it has the following properties:
  • Tiny vermin are repelled and cannot come closer than 10 feet to the pipe.
  • If the smoker of the pipe is the target of a magic missle spell, the smoker is unaffected, and the effect is reflected back at the caster as though it originated from the smoker, turning the caster into the target.
  • The smoker can exhale forcefully from the pipe, extinguishing the pipe, and cast the spell produce flame (17th level).
Additionally, the pipe has 40 charges for the following properties. It regains 4d6 + 6 expended Charges daily at dawn.
  • Spells: While smoking the pope the smoker can use an action to expend some its charges to cast on of the following spells from it, using your spell save DC and spellcasting ability: dimension door (4 charges), pyrotechnics (2 charges), and water breathing (3 charges).
Epic Ring of Protection
Ring, Legendary (requires attunement)

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

Red Cloak of the Sage (included in the stats above)
Wonderous Item, Legendary (requires attunement by a wizard)

While wearing this cloak you gain the following benefits:
  • If you aren’t wearing armor, your base Armor Class is 15 + Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 3.
 
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dave2008

Legend
1627553752833.png

Tasha/Iggwilv by LegendLORE

Iggwilv
Medium humanoid (human), chaotic evil
1599533424207.png

Armor Class 24 (see equipment)
Hit Points 102 (20d8+20; bloodied 51)
Speed 30 ft., fly 30 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)12 (+1)12 (+1)20 (+5)16 (+3)16 (+3)
1599533426853.png

Savings Throws Str +5, Dex +7, Con +7, Int +16, Wis +14, Cha +14
Skills Arcana +10, History +10, Insight +10, Persuasion +8, Religion +10
Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19+
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 15 (13,000 XP) Proficiency Bonus +5
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Discorporation. When Iggwilv drops to 0 hit points her physical body is destroyed but her essence, Fiend’s Embrace, and the Staff of Iggwilv travel back to Graz’zt’s fortress in Azzagrat, and she is unable to take physical form for a time.

Magic Resistance. Iggwilv has advantage on saving throws against spells and magical effects while wearing Fiends Embrace.

Signature Spells (1/rest each). Iggwilv can cast fear and vampiric touch without expending a spell slot.

Spell Mastery. Iggwilv can cast tasha’s hideous laughter and mirror image at-will without expended spell slots.

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

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

ACTIONS
Staff of Iggwilv. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) acid, cold, fire, lightning, poison, or thunder damage (Iggwilv’s choice) per charge spent.

Innate Spellcasting. While wearing Fiends Embrace Iggwilv can innately cast the follow spells (refer to spellcasting for spell DC):

At-will each: detect magic
3/day each: fireball

Spellcasting. Iggwilv is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Iggwilv typically has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, prestidigitation, true strike, vicious mockery
1st level (4 slots): grease, magic missile, shield, tasha’s hideous laughter
2nd level (3 slots): blindness/deafness, mirror image, web
3rd level (3 slots): fear, fly, magic circle, stinking cloud, vampiric touch
4th level (3 slots): dimension door, evard’s black tentacles, greater invisibility
5th level (3 slots): scrying, telekinesis, wall of force
6th level (2 slots): chain lightning, disintegrate, trueseeing
7th level (2 slots): finger of death, forcecage
8th level (1 slot): abdi-dalzim’s horrid wilting, mind blank
9th level (1 slot): gate, wish

REACTIONS
Parry.
When Iggwilv is wearing Fiends Embrace and she is targeted by a ranged attack that would hit her, she gains a +5 bonus to her AC against the attack.

---

EQUIPMENT

Fiend’s Embrace.

Wondrous Item, artifact (requires attunement by chaotic evil wizard)

Fiends Embrace, also know as the Cloak of the Witch Queen, is a cloak fashioned from the skin of a pit fiend given to Iggqilv by the Demon Prince Graz’zt.

You gain these benefits while wearing the cloak:
  • If you aren’t wearing armor, your base Armor Class is 17 + your Dexterity modifier.
  • Advantage on saving throws against spells and magical effects.
  • Immunity to fire and poison damage and the poisoned condition.
  • Resistance to cold damage and nonmagical bludgeoning, piercing, and slashing weapon damage.
  • You can fly 30 ft. (hover).
  • You can innately cast detect magic at-will and fireball 3/day as a bonus action.
  • As a reaction the cloak will provide you with a +5 bonus to your AC against a ranged attack that would hit you.
In addition to the benefits listed above, while the cloak is worn by Iggwilv, she does not need to be attuned to the cloak to gain the benefits and it provides her the ability to attune to one additional magic item, increasing her total to 4.

Ring of Epic Protection.
Ring, legendary (requires attunement)

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

Ring of Demon Command.
Ring, legendary (requires attunement)

This ring is linked the Abyss and the demons that live there.

While wearing this ring you have advantage on attack rolls against demons and they have disadvantage on attack rolls against you. You can spend 2 of the ring’s charges to cast dominate monster on a demon. You can speak and understand Abyssal.

The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

If you help slay a demon while attuned to the ring, you gain the following additional benefits:
  • You have resistance to acid, cold, fire, or lightning damage. You choose the resistance type at the beginning of each day and can change it to another type after 24 hours.
  • You can cast the following spells from the ring, expending the necessary number of charges: command (1 charge), hold monster (3 charges), mass suggestion ( 4 charges), slow (2 charges)


Robe of the Abyss.

Wondrous Item, legendary (requires attunement by chaotic evil wizard)

This tight fitting garment of exquisite black cloth swirls with every changing patterns of symbols and demonic imagery. While wearing this robe you gain protection from good and lawful creatures. They have disadvantage on attack rolls that target you and the cannot charm, frighten or possess you.

In addition, you gain these benefits while wearing the cloak:
  • Your spell save DC and spell attack bonus each increase by 2.
  • You gain darkvision to 120 ft.
  • You gain resistance to acid, cold, fire, lightning, or poison damage, the DM chooses
Staff of Iggwilv.
Staff, artifact (requires attunement by chaotic evil wizard)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls.

The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn.

Chaos Strike. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal 1d8 damage of the following types, your choice, per charge spent: acid, cold, fire, lightning, poison, or thunder.
Spells. While holding this staff, you can use a bonus action to cast on of the following spells: Conjure Lesser Demon (3 charges), Conjure Barlgura (4 charges), Conjure Shadow Demon (4 charges), Conjure Vrock (5 charges), Conjure Hezrou (7 charges), Conjure Glabrezu (8 charges), Conjure Yoclchol (9 charges)
Retributive Strike. You can use an action to break the staff, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that fills a 30-foot radius sphere centered on it. All creatures in the area of the sphere must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. In addition, a balor demon is summoned to an unoccupied space within the blast of the sphere.
 
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dave2008

Legend
1627553877102.png

Sketchbook - Iggwilv by Candra

Iggwilv (the Witch Queen)
Medium humanoid (human), chaotic evil
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Armor Class 25/30 (see equipment/shield)
Hit Points 162 (20d8+40; bloodied 81)
Speed 30 ft., fly 30 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)14 (+2)14 (+2)24 (+7)18 (+4)20 (+5)
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Savings Throws Str +5, Dex +8, Con +8, Int +20, Wis +17, Cha +18
Skills Arcana +14, History +14, Insight +14, Persuasion +12, Religion +14
Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons.
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 24 (62,000 XP) Proficiency Bonus +7
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Boon of Spell Recall (1/day). Iggwilv can cast one spell she knows without expending a spell slot.

Boon of Undetectability. Iggwilv has a +10 bonus to Dexterity (Stealth) checks, included in the stats, and she can’t be detected by divination magic, including scrying sensors.

Discorporation. When Iggwilv drops to 0 hit points her physical body is destroyed but her essence, cloak, and staff travel back to Graz’zt’s fortress in Azzagrat, and she is unable to take physical form for a time.

Immortal. Iggwilv does not age and she is immune to any effect that would age her, and she cannot die from old age.

Magic Resistance. Iggwilv has advantage on saving throws against spells and magical effects while wearing Fiends Embrace.

Signature Spells (1/rest each). Iggwilv can cast fear and vampiric touch without expending a spell slot.

Spell Mastery. Iggwilv can cast shield, tasha’s hideous laughter, and mirror image at-will without expending spell slots.

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

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

ACTIONS
Staff of Iggwilv. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) acid, cold, fire, lightning, poison, or thunder damage (Iggwilv’s choice) per charge spent.

Boon of Dimensional Travel (1/short rest). Iggwilv teleports up to 30 ft. to an unoccupied space she can see.

Boon of Planar Travel (1/short rest). Iggwilv plane shifts from the Material Plane to Azzagrat or from Azzagrat to the Material Plane.

Call Lover (1/day). Iggwilv conjures an aspect of the Demon Prince Graz’zt to an unoccupied space within 100-feet of her. Use the static for Graz’zt found in Out of the Abyss.

Innate Spellcasting. While wearing Fiends Embrace Iggwilv can innately cast the follow spells (refer to spellcasting for spell DC):

At-will each: detect magic
3/day each: fireball

Spellcasting. Iggwilv is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Iggwilv typically has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, prestidigitation, true strike, vicious mockery
1st level (4 slots): grease, magic missile, shield, tasha’s hideous laughter
2nd level (3 slots): blindness/deafness, mirror image, web
3rd level (3 slots): fear, fly, magic circle, stinking cloud, vampiric touch
4th level (3 slots): dimension door, evard’s black tentacles, greater invisibility
5th level (3 slots): scrying, telekinesis, wall of force
6th level (2 slots): chain lightning, disintegrate, trueseeing
7th level (2 slots): finger of death, forcecage
8th level (1 slot): abdi-dalzim’s horrid wilting, mind blank
9th level (2 slot): gate, meteor swarm, wish

BONUS REACTIONS
Boon of Quick Casting.
Iggwilv can cast fireball, at 3rd level, if she has a spell slot available.

Boon of Recovery (1/day). Iggwilv regains 81 hit points.

REACTIONS
Parry.
When Iggwilv is wearing Fiends Embrace and she is targeted by a ranged attack that would hit her, she gains a +5 bonus to her AC against the attack.

Shield. When Iggwilv has a spell slot available and is targeted by an attack that would hit her, or the magic missile spell, she gains a +5 bonus to her AC against the attack, and takes no damage from magic missile.

---

EQUIPMENT

Fiend’s Embrace.

Wondrous Item, artifact (requires attunement by chaotic evil wizard)

Fiends Embrace, also know as the Cloak of the Witch Queen, is a cloak fashioned from the skin of a pit fiend given to Iggqilv by the Demon Prince Graz’zt.

You gain these benefits while wearing the cloak:
  • If you aren’t wearing armor, your base Armor Class is 17 + your Dexterity modifier.
  • Advantage on saving throws against spells and magical effects.
  • Immunity to fire and poison damage and the poisoned condition.
  • Resistance to cold damage and nonmagical bludgeoning, piercing, and slashing weapon damage.
  • You can fly 30 ft. (hover).
  • You can innately cast detect magic at-will and fireball 3/day as a bonus action.
  • As a reaction the cloak will provide you with a +5 bonus to your AC against a ranged attack that would hit you.
In addition to the benefits listed above, while the cloak is worn by Iggwilv, she does not need to be attuned to the cloak to gain the benefits and it provides her the ability to attune to one additional magic item, increasing her total to 4.

Ring of Epic Protection.
Ring, legendary (requires attunement)

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

Ring of Demon Command.
Ring, legendary (requires attunement)

This ring is linked the Abyss and the demons that live there.

While wearing this ring you have advantage on attack rolls against demons and they have disadvantage on attack rolls against you. You can spend 2 of the ring’s charges to cast dominate monster on a demon. You can speak and understand Abyssal.

The ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

If you help slay a demon while attuned to the ring, you gain the following additional benefits:
  • You have resistance to acid, cold, fire, or lightning damage. You choose the resistance type at the beginning of each day and can change it to another type after 24 hours.
  • You can cast the following spells from the ring, expending the necessary number of charges: command (1 charge), hold monster (3 charges), mass suggestion ( 4 charges), slow (2 charges)
Robe of the Abyss.
Wondrous Item, legendary (requires attunement by chaotic evil wizard)

This tight fitting garment of exquisite black cloth swirls with every changing patterns of symbols and demonic imagery. While wearing this robe you gain protection from good and lawful creatures. They have disadvantage on attack rolls that target you and the cannot charm, frighten or possess you.

In addition, you gain these benefits while wearing the cloak:
  • Your spell save DC and spell attack bonus each increase by 2.
  • You gain darkvision to 120 ft.
  • You gain resistance to acid, cold, fire, lightning, or poison damage, the DM chooses
Staff of Iggwilv.
Staff, artifact (requires attunement by chaotic evil wizard)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls.

The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn.

Chaos Strike. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal 1d8 damage of the following types, your choice, per charge spent: acid, cold, fire, lightning, poison, or thunder.
Spells. While holding this staff, you can use a bonus action to cast on of the following spells: Conjure Lesser Demon (3 charges), Conjure Barlgura (4 charges), Conjure Shadow Demon (4 charges), Conjure Vrock (5 charges), Conjure Hezrou (7 charges), Conjure Glabrezu (8 charges), Conjure Yoclchol (9 charges)
Retributive Strike. You can use an action to break the staff, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that fills a 30-foot radius sphere centered on it. All creatures in the area of the sphere must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. In addition, a balor demon is summoned to an unoccupied space within the blast of the sphere.

---

Epic Boons (the Witch Queen)
Boon of Spell Mastery
Boon of Truesight
Boon of Immortality
Boon of Planar Travel
Boon of High Magic
Boon of Fortitude
Boon of Quick Casting
Boon of Dimensional Travel
Boon of Spell Recall
Boon of Recovery
Boon of Undetectability
 
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dave2008

Legend
1627554656891.png

Merlin the Court Wizard by Lucy-Lisett

Merlin
Medium fiend (cambion), neutral
1599533424207.png

Armor Class 22 (bracers of defense, staff of merlin)
Hit Points 232 (29d8 + 116; bloodied 116)
Speed 30 ft.
1599533425550.png

STRDEXCONINTWISCHA
15 (+2)18 (+4)18 (+4)26 (+7)24 (+7)16 (+3)
1599533426853.png

Savings Throws Str + 11, Dex +7, Con +13, Int +16, Wis +10, Cha +12
Skills Arcana +20, Deception +8, History +13, Insight +13, Perception +13, Persuasion +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical
Damage immunities poison
Senses darkvision 60 ft., passive Perception 23
Languages Abyssal, Common, Elvish, Infernal, Sylvan
Challenge 20 (25,000 XP) Proficiency Bonus +6
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Boon of Spell Recall (1/day). Merlin can cast one spell he knows without expending a spell slot.

Fiendish Blessing. Merlin includes his Charisma bonus in his AC.

Land Stride. Moving through nonmagical difficult terrain costs Merlin no extra Movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.

Immortal. Merlin does not age and he is immune to any effect that would age him, and he cannot die from old age.

Nature’s Ward. Merlin can’t be Charmed or Frightened by elementals or fey, and is immune to poison and disease.

Portent (1/day). Roll three d20s. Once per turn Merlin can replace any attack roll, saving throw, or ability check he or a creature he can see makes with one of these rolls. He must choose to do so before the roll is made.

Boon of Spell Mastery. Merlin can cast Shield without expending a spell slot.

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

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

ACTIONS
Staff of Merlin. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Fiendish Charm. One humanoid Merlin can see within 30 ft. of him must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Merlin’s spoken commands. If the target suffers any harm from Merlin or another creature or receives a suicidal command from Merlin, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Merlin’s Fiendish Charm for the next 24 hours.

The Third Eye (1/rest). Merlin increases his powers of perception. Until he is incapacitated or takes a rest have can either one of the following abilities:
  • Ethreal Sight. He can see into the Ethreal Plane within 60 feet of himself.
  • Greater Comprehension. He can read any language.
  • See Invisibility. He can see invisible creatures and objects within 10 feet of him and in his line of sight.
Wild Shape. Merlin can assume the shape of a CR 1or lower beast for up to 7 hours as in the Druid feature Wild Shape.

Innate Spellcasting. Merlin’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with attack spells). Merlin can innately cast the following spells, requiring no material components:

3/day: alter self, command, detect magic
1/day each: plane shift (self only)

Spellcasting. Merlin is a 15th-level wizard and 14th-level druid. His spellcasting ability is Intelligence for wizard spells and Wisdom for druid spells (spell save DC 21, +13 to hit with spell attacks). Merlin typically has the following spells prepared:

Cantrips (at will): druidcraft, guidance, mage hand, mending, poison spray, shocking grasp
1st level (4 slots): fog cloud, healing word, magic missile, shield, speak with animals
2nd level (3 slots): detect thoughts, heat metal, pass without trace, scorching ray
3rd level (3 slots): call lightning, counterspell, lightning bolt, plant growth, protection from energy
4th level (3 slots): dimension door, divination, dominate beast, stoneskin
5th level (2 slots): scrying, tree stride, wall of force
6th level (1 slots): disintigrate, heal, trueseeing, wall of thorns
7th level (1 slots): delayed blast fireball, mirage arcane, teleport
8th level (1 slot): dominate monster, sunburst

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

REACTIONS
Shield.
If Merlin has spell slot available and is targeted by an attack that would hit him, or the magic missile spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell magic missile.

---

EQUIPMENT

Bracers of Defense.

Wondrous Item (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Staff of Merlin.
Staff, artifact (requires attunement by a 10th level wizard/ 10th level druid)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls.

The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn.

Empowered Strike. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal an additional 1d8 thunder damage per charge spent.

Spells. While holding this staff, you can use a bonus action to cast on of the following spells: Produce Flame, Thorn Whip, Long Strider (1 charge), Jump (1 charge), Thunderwave (1 charge), Dispel Magic (3 charges), Blight (4 charges), Wall of Stone (5 charges), Find the Path (6 charges), Regenerate (7 charges), Control Weather (8 charges), Foresight (9 charges)

---

Epic Boons
Boon of Immortality
Boon of Quick Casting
Boon of Spell Recall
 
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dave2008

Legend
1627554510500.png

Mordenkainen concept by JoanSogo

Mordenkainen
Medium humanoid (human), neutral
1599533424207.png

Armor Class 22 (see equipment)
Hit Points 162 (20d8 + 80; bloodied 81)
Speed 30 ft.
1599533425550.png

STRDEXCONINTWISCHA
10 (+9)17 (+3)18 (+4)20 (+5)15 (+2)16 (+3)
1599533426853.png

Savings Throws Str + 4, Dex +7, Con +8, Int +15, Wis +12, Cha +7
Skills Arcana +17, History +11, Investigation +11, Perception +8
Damage Resistances fire (staff of fiery power)
Senses passive Perception 18
Languages Abyssal, Celestial, Common, Elvish, Gnomish, Infernal
Challenge 16 (15,000 XP) Proficiency Bonus +5
1599533428285.png

Arcane Scholar. Mordenkainen can attune to a magic item as an action and does not need to spend a short rest. In addition, he always has the following spells prepared, they do not count against is prepared total, and he can cast each once per day without spending a spell slot:

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

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

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

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

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

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

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

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

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

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

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

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

---

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

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

Silver Key of Portals

Wonderous Item, Artifact (requires attunement)

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

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

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

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

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

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

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

Retributive Strike: Refer to Staff of Power.
 
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dave2008

Legend
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Morgan Le Fay by Panaiotis

Morgan Le Fay
Medium humanoid (half-fey), chaotic evil
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Armor Class 19 (+3 ring of protection, garments of morgan)
Hit Points 98 (14d8 + 42; bloodied 49)
Speed 30 ft.
1599533425550.png

STRDEXCONINTWISCHA
10 (+9)16 (+3)16 (+3)18 (+4)17 (+3)18 (+4)
1599533426853.png

Savings Throws Str +3, Dex +6, Con +6, Int +12, Wis +11, Cha +12
Skills Arcana +10, Deception +10, Persuasion +10
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Elvish, Sylvan
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Amphibious. Morgan can breathe air and water.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

---

EQUIPMENT

Garments of Morgan.

Wondrous Item, legendary (requires attunement by a wizard)

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

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

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

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

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

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

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

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

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

dave2008

Legend
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Lich by ameeeeba

Banelich
Medium undead, lawful evil
1599562552735.png

Armor Class 16/18 (chain shirt, ring of protection/shield of faith)
Hit Points 165 (22d8 + 66; bloodied 82)
Speed 30 ft.
1599562551638.png

STRDEXCONINTWISCHA
12 (+1)14 (+2)16 (+3)14 (+2)22 (+6)16 (+3)
1599562550537.png

Savings Throws Dex +7, Con +8, InT +7, Wis +11
Skills Arcana +7, History +7, Perception +11, Religion +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Common, plus any languages it new in life
Challenge 14 (11,500 XP) Proficiency Bonus +5
1599562549112.png

Action Surge (2/Day). The banelich can take one additional action on top of its regular action and a possible bonus action.

Aura of Power. The banelich radiates an aura of power in a 120-foot radius. Any creature the banelich wishes within the aura must make a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Power for the next 24 hours.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

dave2008

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

Elementals
Humanoids
Undead
 

dave2008

Legend
Battlebriar
Large plant, unaligned
1599568723758.png

Armor Class 16 (natural armor)
Hit Points 136 (16d10 + 48; bloodied 68)
Speed 30 ft., climb 20 ft.
1599568720555.png
V
STRDEXCONINTWISCHA
19 (+4)13 (+1)17 (+3)2 (-5)13 (+1)12 (+1)
1599568721743.png

Savings Throws Con +6, Wis +4
Skills Stealth +5
Damage Resistances bludgeoning, lightning, piercing
Damage Immunities psychic
Senses blindsight 60 ft. (blind beyond this point), passive Perception 12
Languages --
Challenge 5 (1,800 XP) Proficiency Bonus +3
1599568698772.png

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

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

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

ACTIONS
Multiattack. The battlebriar makes two claw attacks.

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

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

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

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

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

Legend
Battlebriar Earthrager
Champion Huge plant, unaligned
1599569561476.png

Armor Class 18 (natural armor)
Hit Points 272 (17d12 + 68; bloodied 136)
Speed 40 ft., burrow 30 ft., climb 20 ft.
1599569563232.png

STRDEXCONINTWISCHA
21 (+5)10 (+0)18 (+4)3 (-4)15 (+2)15 (+2)
1599569564571.png

Savings Throws Str +9, Dex +4, Con +8, Wis +6
Skills Athletics + 9, Stealth +4
Damage Resistances bludgeoning, lightning, piercing, poison
Damage Immunities psychic
Senses blindsight 120 ft. (blind beyond this point), passive Perception 12
Languages --
Challenge 12 (12,600 champion XP) Proficiency Bonus +4
1599569566187.png

Grasping Vines. The area within 20 feet of the battlebriar is difficult terrain. When a creature ends its turn in the area it must use a reaction to make a DC 16 Strength or Dexterity saving throw or be knocked prone. A creature can choose not to use a reaction, automatically failing the save if it does so. A creature that ends its turn prone in the area is pulled 10 feet towards the battlebriar.

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

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

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

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

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

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

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

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

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

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

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

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

Legend
1628111123541.png

Ankheg by Jarumo

Ankheg Broodling
Medium monstrosity, unaligned
1599571995058.png

Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4; bloodied 11)
Speed 40 ft., burrow 10 ft.
1599571993296.png

STRDEXCONINTWISCHA
16 (+3)16 (+3)12 (+1)1 (-5)1 (+0)6 (-2)
1599571990942.png

Savings Throws Dex +5
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages --
Challenge 1/4 (50 XP) Proficiency Bonus +2
1599571992047.png

Pack Tactics. The broodlings have advantage on attack rolls against a creature if at least one of the broodlings's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Swarm Tactics. The ankheg has advantage on an attack rolls against a creature if at least one of the ankheg's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

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