D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Dragon Princess by unkown (apparently stock art, but I couldn't find the artist)

Tsien Chiang (WIP)
Elite Medium humanoid (human), neutral evil
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Armor Class 16 (ring of protection + gold dragon robe)
Hit Points 98 ((9d8 + 9)x2; bloodied 49)
Speed 30 ft.
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STRDEXCONINTWISCHA
9 (-1)14 (+2)12 (+1)17 (+3)12 (+1)12 (+1)
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Saving Throws Str +0, Dex +6, Con +2, Int +7, Wis +5, Cha +2
Skills Arcana +6, Deception +4, History +6, Persuasion +4, Stealth +5
Senses Passive Perception 11
Languages Common, Draconic, Elvish, Goblin
Challenge 6 (4,600 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Tsien is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Magic Weapons. Tsien wields a +2 magic dagger.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Cone of Cold. Tsien cast cone of cold with her 5th level spell slot causing a blast of cold in a 60-foot cone. Each creature in the cone must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a success.

Magic Missile. Tsien cast magic missile with a 4th level spell slot creating six glowing darts that hit one or more creatures she can see within 120 feet of her. Each creature takes 3 (1d4 + 1) force damage per dart.

Spellcasting. Tsien is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Tsien has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile,* shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, hypnotic pattern, protection from energy
4th level (3 slots): greater invisibility, stone skin
5th level (2 slots): cone of cold*

*See Actions, Tsien's CR assumes she attacks with these spells at the highest possible level.


REACTIONS
Illusory Self (1/Rest).
When a creature makes an attack roll against Tsien, she creates an illusory duplicate of herself and the attack automatically misses Tsien and then the illusion dissipates.

LEGENDARY ACTIONS
Tsien can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Tsien regains spent legendary actions at the start of her turn

Quick Feet. Tsien moves up to half her speed. This movement does not provoke opportunity attacks.
Dagger (Costs 2 Actions). Tsien makes one dagger attack.

ELITE ACTIONS
If Tsien's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Potion (Cost 2 Actions). Tsien drinks one of the following potions:
  • Greater Healing. Tsien regains 14 (4d4 +4) hit points.
  • Invulnerability. Tsien gains resistance to all damage for 1 minute.
Wand of Fire Balls (Cost 2 Actions). Tsien uses one charge and a bright streak flashes from her wand to a point she chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius from that point must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

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EQUIPMENT
Tsien typical is wearing or carrying the following magic items:
  • Golden Dragon Robe (attuned, see below)
  • Ring of Protection (attuned)
  • Wand of Fireballs (attuned, 3 charges)
  • Dagger +2
  • Potions: greater healing, invulnerability
  • Chime of Opening (5 uses)
  • Scrolls: divination, leomunds tiny hut, phantom steed, rary's telepathic bond

Golden Dragon Robe
Light Armor, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)

This elegant garment is made from exquisite gold cloth and adorned with ruby-red runes and the image of a coiling gold dragon. The robe as one large and two small pouches, each of which is an extradimensional space. Each small pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large pouch can hold up to 8 cubic feet or 80 pounds of material. These pouches act like a Heward's Handy Haversack.

Additionally, you gain these benefits while wearing the robe:
  • If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • Your spell save DC and spell Attack bonus each increase by 1.
  • You can fly 30 ft. (hover).
 
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dave2008

Legend
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Battle of the Burning Skies by Taisa Kislova (copyright Taisa Kislova)

Ramya Vasavadan
Medium undead, Lawful evil
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Armor Class 21 (Plate +1, Shield)
Hit Points 360 ((19d8 + 95)x2; bloodied 100)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)11 (+0)20 (+5)12 (+1)16 (+3)18 (+4)
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Saving Throws Dex +6, Con +11, Wis +9, Cha +10
Skills Arcana +7, Athletics +11, Intimidation +10, Perception +9
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 19
Languages Abyssal, Common
Challenge 17 (36,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Ramya is first bloodied, all conditions and effects she is suffering end for her, all her abilities recharge, and she can use her Elite Actions.

Hold the Line. Creatures provoke an opportunity attack from Ramya when they move 5 feet or more while within her reach, and if she hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

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

Magic Weapons. Ramya wields a +1 longsword (Talwar) and a +2 longbow. Talwar inflict an additional 1d6 fire damage on a hit and the longbow inflicts an additional 2d6 fire damage on a hit, both included in the attack.

Marshal Undead. Unless Ramya is incapacitated, she and undead creatures of her choice within 90 feet of her have advantage on saving throws against features that turn undead.

Mounted Warrior. Ramya has advantage on saving throws made to avoid falling off her mount. If she falls off her mount and descends no more than 20 feet, she lands on her feet if she is not incapacitated.

Additionally, mounting or dismounting a creature costs her only 5 feet of movement.

ACTIONS
Multiattack. Ramya makes two longbow or talwar attacks.

Talwar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 18 (4d8) necrotic damage and 3 (1d6) fire damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit. 7 (1d8 + 2) piercing damage plus 7 (2d6) fire damage.

Destructive Wave (1/Day). Ramya strikes the ground, creating a burst of energy that ripples outward from her. Each creature she chooses within 30 feet of her must make a DC 18 Constitution saving throw, taking 17 (5d6) thunder damage and 17 (5d6) necrotic damage, and be knocked prone on a failure, or half as much damage and isn’t knocked prone on a success.

Hellfire Orb (1/Day). Ramya hurls a magical ball of fire that explodes at a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. Ramya is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Ramya has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite*
5th level (2 slots): destructive wave*

*See Actions/Bonus Actions, Ramya's CR assumes she uses these spells.


BONUS ACTIONS
Staggering Smite (Concentration 1 minute). The next time Ramya hits a creature with a longsword attack, the attack deals an extra 14 (4d6) psychic damage and the target must make a DC 18 Wisdom saving throw or suffer disadvantage on its attack rolls and ability checks, and can't take reactions, until the end of its next turn.

REACTIONS
Parry. Ramya adds 6 to its AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon or shield.

Warding Parry (5/Long Rest). If a creature Ramya can see within 5 feet of her is hit by an attack, she can roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. To do so, Ramya must see the attacker and be wielding a melee weapon or shield.

LEGENDARY ACTIONS
Ramya can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ramya regains spent legendary actions at the start of her turn

Command Undead. Ramya targets one undead ally she can see within 60 feet of her and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. The undead adds the Ramya's Charisma bonus (+4) to its attack and damage rolls.
Move. Ramya moves up to half its speed without provoking opportunity attacks.
Longsword (Cost 2 Actions). Ramya makes one talwar attack.
Touch of Death (Cost 3 Actions). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage and the target must make a DC 18 Constitution saving throw or gain one level of exhaustion. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

ELITE ACTIONS
If Ramya's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Ice Wall (Cost 2 Actions). Ramya conjures a wall of ice on a solid surface she can see within 120 feet of her. The wall is made up of ten 10-foot-square by 1 foot thick contiguous panels. Each panel as AC12 and 30 hit points and is vulnerable to fire damage.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall, Ramya's choice.

A creature that starts or ends its turn adjacent to the wall must make a DC18 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
Power Word Kill (Cost 3 Actions, 1/Day). Ramya curses a word of power at one creature she can see within 60 feet of her. It he creature has 100 hit points or less, it dies.
 
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dave2008

Legend
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Werewolf by Manzanedo

Human form
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Commission 50 by LauraHollingsworth

Harkon Lukas
Elite Medium humanoid (shapechanger), neutral evil
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Armor Class 16 (Natural Armor)
Hit Points 442 ((26d8 + 104)x2; bloodied 221)
Speed 30 ft., 50 ft. in hybrid form
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STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)14 (+2)16 (+3)16 (+3)
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Saving Throws Dex +9, Con +9, Wis +8, Cha +8
Skills Diplomacy +8, Perception +13, Persuasion +13, Stealth +9
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 23
Languages Common (can’t speak in wolf form)
Challenge 13 (20,000 elite XP) Proficiency Bonus +5
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Blood Frenzy. Harkon has advantage on attack rolls against a creature that is bloodied.

Brute (Hybrid Form Only). A melee weapon deals one extra die of its damage when Harkon hits with it (included in the attack).

DarkLord (EliteTrait, recharges after a Rest). When Harkon is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions.

Jack of All Trades. Harkon gains a +2 bonus to any ability check he makes that doesn't already include his Proficiency Bonus.

Keen Hearing and Smell (Hybrid form Only). Harkon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Loup Garou Resistance. When Harkon fails a saving throw, he can suffer 30 hit points of damage and succeed instead.

Pack Tactics. Harkon has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Regeneration. Harkon regains 10 hit points at the start of each of his turns. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Harkon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

ACTIONS
Multiattack. Harkon makes two melee attacks, but only one can be a bite.

Bite (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with loup garou lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone or grappled, Harkon's choice.

Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Spellcasting (Humanoid Form Only). Harkon is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, true strike, vicious mockery
1st level (4 slots): charm person, heroism, sleep, tasha's hideous laughter
2nd level (3 slots): animal messenger, enthrall, suggestion
3rd level (3 slots): bestow curse, dispel magic

Countercharm. Harkon starts a Performance that lasts until the end of his next turn. During that time, any creatures friendly to him and within 30 feet of him have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear Harkon to gain this benefit. The Performance ends early if Harkon is Incapacitated or silenced or if he voluntarily ends it (no action required).

BONUS ACTIONS
Change Shape. Harkon polymorphs into a Large wolf-humanoid hybrid or back into its true form, which appears humanoid. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Harkon reverts to its true form he it dies.

Feral Speed. Harkon takes the Dash action, running with his hands and feet. When he moves this way his speed is 100 feet.

Inspire (4/Long Rest). Harkon choses on creature within 60 feet of him that can hear him. The creature can add a d8 to one ability check, attack roll, or saving throw it makes within the next 10 minutes. A creature can have only one inspiration die at a time.

LEGENDARY ACTIONS
Harkon can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Harkon regains spent legendary actions at the start of his turn

Swipe. Harkon makes one Claws attack (hybrid form only) or one Longsword attack (humanoid form only).
Mauling Pounce (Costs 2 Actions). Harkon moves up to its speed without provoking opportunity attacks, and he can make one Claws attack (hybrid form only) or one Longsword attack (humanoid form only) against each creature he moves past.
Bite (Costs 3 Actions). Harkon changes into hybrid form and then makes one Bite attack.

ELITE ACTIONS
If Harkon's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Howling Inspiration. Harkon can spend any and all remaining uses of Inspire, inspiring one creature for each die he spends.
Ravage (Cost 3 Actions). Harkon makes two claw attacks against one creature. If the creature is knocked prone or grappled, Harkon can also make a bite attack, with advantage, against the same target.
 
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dave2008

Legend
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Drawlloween Laboratory by IrenHorrors (creative commons copyright)

Viktra Mordenheim
Elite Medium humanoid (human), neutral evil
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Armor Class 15 (reinforced lab coat)
Hit Points 72 (8d8x2; 36)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)20 (+5)16 (+3)12 (+1)
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Saving Throws Int +7, Cha +3
Skills Deception +3, History +7, Insight +7, Investigation +9, Perception +5, Persuasion +3, Sleight of Hand +4, Stealth +4
Senses Passive Perception 16
Languages Common, Dwarvish, Gnomish, Primordial
Challenge 1 (400 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Viktra is first bloodied, all conditions and effects she is suffering end for her, her abilities recharge, and she can use her Elite Actions.

Sneak Attack (1/Turn). Viktra deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viktra that isn't incapacitated and she doesn't have disadvantage on the attack roll.

ACTIONS
Multiattack. Viktra makes two scalpel attacks.

Scalpel. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Improvised Weapon. Viktra uses one of the following options (roll a d4 or choose one); Viktra can use each one no more than once per day unless she has at least 10 minutes to resupply in her laboratory:
  1. Acid Flask. Viktra hurls a flask of acid. Ranged Weapon Attack. +4 to hit, range 10/30 ft., one target. Hit. 14 (4d6) acid damage.
  2. Alchemist’s Fire. Viktra throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit. 4 (1d8) fire damage at the target takes the same damage at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
  3. Paralyzing Syringe. Viktra makes a melee attack with a large syringe. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. The target is incapacitated and its speed reduced in half for 10 minutes. The target must make a DC 15 Constitution saving throw at the end of its next turn. On a failure, the target is paralyzed instead of incapacitated for the duration. On a success, the target is no longer incapacitated, but it is slowed for 1 minute.
  4. Blinding Smoke. Viktra launches a cloud of smoke in a 20 foot cone. Each creature in the cone must make a DC 15 Constitution saving throw or be blinded for 1 minute. The creature, or an adjacent ally, can use an action and a flask of water to remove the smoke from creatures eyes, ending the effect on the creature.

BONUS ACTIONS
Cunning Action. Viktra can take the Dash, Disengage, or Hide action.

LEGENDARY ACTIONS
Viktra can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Viktra has unspent legendary actions at the end of the round, she may spend and immediately use any remaining legendary actions. Viktra regains spent legendary actions at the start of her turn.

Scalpel. Viktra makes one scalpel attack.
Tumble. Viktra takes the Disengage Action and moves half her speed. She can move through another creatures space with this movement.

ELITE ACTIONS
If Viktra's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Shock Gloves (Costs 2 Actions). Viktra charges up her gloves. Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit. 9 (2d8) lightning damage and the target must make a DC 15 Strength saving throw or be stunned for 1 minute. The target can make additional saving throws at the end of each of its turns, ending the effect on itself on a success.
Steam Powered Bone Saw (Cost 2 actions). Viktra makes the following attack on an incapacitated target. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. 9 (2d6 +2) slashing damage. On a critical hit the attack does 23 (6d6 + 2) slashing damage and one limb is removed from the target if it is a Medium or smaller creature.
 
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dave2008

Legend
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Ghost by Marco Dotti (copyright Marco Dotti)

Wilfred Godefroy
Elite Medium undead, lawful evil
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Armor Class 11
Hit Points 90 ((10d8)x2; bloodied 45)
Speed 0 ft., fly 40 ft. (hover)
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STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)12 (+1)14 (+2)17 (+3)
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Saving Throws Dex +3. Wis +4
Skills Diplomacy +5, Intimidation +5, Persuasion +5, Stealth +3
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 11
Languages Any languages it knew in life
Challenge 5 (3,600 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Wilfred is first bloodied, all conditions and effects he is suffering end for him, all his abilities recharge, and he can use his Elite Actions.

Ethereal Sight. Wilfred can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.

Incorporeal Movement. Wilfred can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.

Turn Resistance. While in Mordent, Wilfred has advantage on saving throws against any effect that turns undead.

ACTIONS
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. Wilfred enters the Ethereal Plane from the Material Plane, or vice versa. Wilfred is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of Wilfred that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Wilfred's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that Wilfred can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Wilfred; Wilfred then disappears, and the target is incapacitated and loses control of its body. Wilfred now controls the body but doesn't deprive the target of awareness. Wilfred can't be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Wilfred otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Wilfred ends it as a bonus action, or Wilfred is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Wilfred reappears in an unoccupied space within 5 feet of the body. The target is immune to this Wilfred's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

LEGENDARY ACTIONS
Wilfred can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Wilfred regains spent legendary actions at the start of her turn

Move. Wilfred moves up to his speed.
Touch (Costs 2 Actions). Wilfred makes a Withering Touch attack.

ELITE ACTIONS
If Wilfred's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord.

Command Undead. Wilfred commands one of his undead allies to, using its reaction, move up to half its speed and make an attack.
Cold Aura (Cost 2 actions). Wilfred emanates an intense unnatural cold. Each creature within 30 feet of Wilfred must make a DC 13 Constitution saving throw, taking 11 (2d10) cold damage on a failure, or half as much damage on a successful save.
 
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dave2008

Legend
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The Warlock and his Patron by Balazs Pataki (copyright Balazs Pataki)

Jacqueline Renier
Elite Medium humanoid (human, shapechanger), lawful evil
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Armor Class 13 (Ring of Protection)
Hit Points 88 ((8d8 + 8)x2; bloodied 44)
Speed 30 ft. Climb 20 ft.
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STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)13 (+1)12 (+1)14 (+2)
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Savings Throws Str +1, Dex +6, Con +4, Int +2, Wis +2, Cha +3
Skills Acrobatics +5, Diplomacy +4, Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (900 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Jacqueline is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Evasion. If Jacqueline is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack. Once per turn, Jacqueline deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of her allies (see Rat Queen) that isn't incapacitated and Jacqueline doesn't have disadvantage on the attack roll.

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

Rat Queen. Jacqueline can understand and magically command any rat within 120 feet of her using limited telepathy. All rats in Richemulot are especially intelligent and eagerly obey Renier’s will. A swarm of rats under Jacqueline is considered an ally.

Regeneration. Jacqueline regains 5 hit points at the start of each of her turns. If Jacqueline takes damage from a silver weapon, this trait doesn’t function at the start of the her next turn. Jacqueline dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Shapechanger. Jacqueline can use her action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into her true form, which is humanoid. Jacqueline statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. Jacqueline reverts to her true form if she dies.

ACTIONS
Multiattack (Humanoid or Hybrid Form Only). Jacqueline makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one creature that is grappled by the Jacqueline, incapacitated, or restrained. Hit: 4 (1d4 + 2)piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Summon Rats (1/Day). Jacqueline magically calls 1d4 swarms of rats. The rats arrive at the end of her next turn, acting as allies of Jacqueline and obeying her spoken commands. The rats remain until the Jacqueline dies, or until she dismisses them as a bonus action.

LEGENDARY ACTIONS
Jacqueline can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Jacqueline regains spent legendary actions at the start of her turn

Quick Feet. Jacqueline moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Jacqueline makes a rapier or dagger attack.

ELITE ACTIONS
If Jacqueline's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Command Swarm (Cost 2 Actions). Jacqueline commands a swarm of rats to use its reaction and move up to its speed and enter another creatures space and make a bite attack, using Jacqueline's attack bonus (+5). On a successful the creature must succeed on a DC 10 Constitution saving throw or become infected with the Gnawing Plague.*
Swarm Shield (Cost 2 actions). Jacqueline commands a swarm of rats to enter her space and cover her body granting her 20 temporary hit points. The swarm dies when Jacqueline has 0 temporary hit points remaining.

*The Gnawing Plague is described in Van Richten's Guide to Ravenloft.
 
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dave2008

Legend
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Hag by Krystian Biskup (copyright Krystian Biskup)

Mother Lorinda
Elite Medium fey , neutral evil
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Armor Class 15 (natural armor)
Hit Points 164 ((11d8+33)x2; bloodied 82)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)16 (+3)13 (+1)16 (+3)
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Savings Throws Dex +3, Con +5
Skills Arcana +5, Athletics +6, Deception +8, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Infernal, Sylvan
Challenge 3 (1,400 elite XP) Proficiency Bonus +2
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Amphibious. Lorinda can breathe air and water.

Brute. A melee weapon deals one extra die of its damage when Lorinda hits with it (included in the attack).

DarkLord (EliteTrait, recharges after a Rest). When Lorinda is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Mimicry. Lorinda can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

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

ACTIONS
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 9 (2d4 + 4) slashing damage. Additionally, if the target is a Large or smaller creature it must make a DC 14 Strength saving throw or be grappled.

Staff. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) bludgeoning damage or 13 (2d8 + 4) bludgeoning damage when used two-handed and the target must make a DC 14 Strength saving throw or be knocked prone or pushed 10 feet (Lorinda's choice).

Hag Eye. Lorinda can see through the empty eye socket of one of her Minders.

Illusory Appearance. Lorinda covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if Lorinda takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, Lorinda could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Lorinda is disguised.

Innate Spellcasting. Lorinda's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Invisible Passage.
Lorinda magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

LEGENDARY ACTIONS
Lorinda can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Lorinda regains spent legendary actions at the start of her turn

Rend. Lorinda makes a claws attack targeting one creature she is grappling.
Slippery Escape. Lorinda moves up to half her speed. This movement does not provoke opportunity attacks.
Weakness (Costs 2 Actions). Ranged Spell Attack. +5 to hit, range 60 ft., one target. Hit. For 1 minute, the target can only move up to half its speed, it inflicts only half damage with its weapon attacks and it has disadvantage on all Strength checks and saving throws. At the end of each of the target’s turns, it can make a DC 13 Constitution saving throw, ending the effect on itself on a success.

ELITE ACTIONS
If Lorinda's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Indivisibility (Cost 2 actions). Lorinda uses her Invisible Passage action.
Staff (Cost 2 actions). Lorinda makes a staff attack.

LORINDA'S LAIR
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Lorinda's abode is the enchanted moving structure the Gurgyl. A twisted tower of thorns, wicker, and bones, the Gurgyl moves around on three skeletal dragon legs. Hidden within the ominous walls of the Gurgyl are Lorinda's kitchen/laboratory, nursery, and the Old Cauldron.

When Lorinda is encountered in her lair she has an elite challenge rating of 5 (3,600 XP).

Lair Actions​

On initiative count 20 (losing initiative ties), Lorinda takes a lair action to cause one of the following effects:
  • Lorinda can teleport to an unoccupied space adjacent to one of her Minders.
  • Lorinda commands the Gurgyl to move up to its speed.
  • Lorinda commands the Gurgyl to shake, each creature in the Gurgyl, except Lorinda, must make a DC 15 Dexterity saving throw or be knocked prone.
  • Lorinda can cast a coven spell using the Old Cauldron.* For casting these spells, Lorinda is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 14, and the spell attack bonus is +6.
    • 1st level (4 slots): identify, ray of sickness
    • 2nd level (3 slots): hold person, locate object
    • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
    • 4th level (3 slots): phantasmal killer, polymorph
    • 5th level (2 slots): contact other plane, scrying
    • 6th level (1 slot): eyebite
*Lorinda loses this action if her sisters are freed from the Old Cauldron.

 
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dave2008

Legend
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Unknown by unknown (at least by me)

Human Form
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Archer by Astri Lohne

Chakuna
Elite Medium humanoid (human, shapechanger) , neutral
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Armor Class 15 (unarmored defense)
Hit Points 240 ((16d8 + 48)x2; bloodied 120)
Speed 30 ft., 40 ft. in panther form
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STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)12 (+1)14 (+2)12 (+1)
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Savings Throws Str +6, Con +8
Skills Acrobatics +5, Athletics +6, Perception +8, Stealth +5
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 6 (4,600 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Chakuna is first bloodied, all conditions and effects she is suffering end for her, her abilities recharge, and she can use her Elite Actions.

Feline Speed (2/ Short Rest, Panther Form Only). When Chakuna takes the Dash action she can move at 4 times her speed (160 ft.) during this movement.

Keen Hearing and Smell. Chakuna has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Panther or Hybrid Form Only). If Chakuna moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Regeneration. Chakuna regains 10 hit points at the start of each of her turns. If Chakuna takes damage from a silver weapon, this trait doesn’t function at the start of her next turn. Chakuna dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Standing Leap (Panther or Hybrid Form Only). Chakuna's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Shapechanger. Chakuna can use her action to polymorph into a panther-humanoid hybrid or into a panther, or back into her true form, which is humanoid. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

ACTIONS
Multiattack. In humanoid form, Chakuna makes two scimitar attacks or two longbow attacks. In hybrid form, she can attack like a humanoid or make two claw attacks. In panther form, she makes two claw attacks.

Bite (Panther or Hybrid Form Only). Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werepanther lycanthropy.

Claw (Panther or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 600/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

BONUS ACTIONS
Feline Agility (Panther Form Only).
Chakuna takes the Dash or Disengage action.

Rage (4/Day). Chakuna enters a rage for 1 minute. The rage ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. Chakuna can also end her rage with a bonus action. While raging, Chakuna gain the following benefits:
  • She has advantage on Strength checks and Strength saving throws.
  • She gains a +3 bonus to her melee damage rolls.
  • You has resistance to bludgeoning, piercing, and slashing damage.
Throat Bite (Panther or Hybrid Form Only). Chakuna can make a bite attack against a prone or incapacitated creature or a creature she has grappled.

LEGENDARY ACTIONS
Chakuna can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Chakuna regains spent legendary actions at the start of her turn

Feline Escape. Chakuna can take the Disengage action.
Rake. Chakuna can make a claw attack against a creature she is grappling.

ELITE ACTIONS
If Chakuna's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Standing Pounce (Cost 2 actions). Chakuna makes standing leap. If she lands in an occupied space of a Large or smaller creature it must make a DC 14 Strength saving throw or be pushed 5 feet, knocked prone, and Chakuna can make two claw attacks targeting the creature. On a successful save, Chakuna lands in an unoccupied space adjacent to the target and makes one claw attack against the target. This movement does not provoke opportunity attacks.
 
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dave2008

Legend
Dear followers of this thread, you may have noticed that my next project is providing 5e stats for several of the Darklords from VGtR. I am currently planning on providing stats for all the Darklords that are given a write-up. However, there are several more Darklords listed by name only. If anyone would like to see stats for those Darklords, just let me know the Darklord, the Domain, and where I can find some information about them. Thanks!
 

dave2008

Legend
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When the wind turns by Roiuky


LionChallenge 1
Medium beast, unaligned200 XP
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Armor Class 13
Hit Points 44 (8d8 + 24; bloodied 22)
Speed 40 ft.
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STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)3 (-4)12 (+1)10 (+8)
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Saving Throws Dex +5, Wis +3
Skills Athletics +5, Perception +5, Stealth +7
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Proficiency Bonus +2 Maneuver DC 14
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Feline Speed (2/ Short Rest). When the lion takes the Dash action it can move at 4 times its speed (160 ft.) during this movement.

Savanah Hunter. The lion has advantage on Dexterity (Stealth) checks to Hide if it is in a dry (brown) grassland.

Keen Senses. The lion has advantage on Wisdom (Perception) checks.

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

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

ACTIONS
Multiattack. The lion makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Additionally, if the lion hits the same target with two claw attacks on the same turn, the target is also grappled.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

BONUS ACTION
Feline Agility.
The lion can take the Dash or Disengage action.

Ferocious Bite. The lion can make a bite attack against a prone or incapacitated creature or a creature it has grappled.

REACTIONS
Throat Bite. If a creature ends its turn grappled by the lion, the lion makes a bite attack against it with advantage.
 
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