D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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The God Fly by Herckeim

Ankheg Drone
Large monstrosity, unaligned
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Armor Class 14 (natural armor)
Hit Points 33 (5d10 + 6; bloodied 16)
Speed 40 ft., fly 60 ft.
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STRDEXCONINTWISCHA
16 (+3)14 (+)213 (+1)1 (-5)11 (+0)6 (-2)
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Savings Throws Dex +4
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages --
Challenge 1 (400 XP) Proficiency Bonus +2
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Flyby. The drone doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Powerful Flyer. The drone can fly while it has a medium creature grappled, costing it 10 feet of speed.

ACTIONS
Multiattack. The drone makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 7 (1d8 + 3) piercing damage.
 
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dave2008

Legend
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Ankheg by Aazure-Dragon

Ankheg Soldier
Large monstrosity, unaligned
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Armor Class 17 (natural armor)
Hit Points 60 (8d10 + 16; bloodied 30)
Speed 40 ft., burrow 10 ft.
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STRDEXCONINTWISCHA
16 (+3)14 (+)213 (+1)1 (-5)11 (+0)6 (-2)
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Savings Throws Str +5, Dex +4, Con +3
Skills Athletics +7, Perception +4
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages --
Challenge 3 (700 XP) Proficiency Bonus +2
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Pack Tactics. The ankheg has advantage on 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.

Supple Sternum. The ankheg’s chitonous skin is softer on the underside of its thorax between it legs, having an AC of 14.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 5-6). The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature Grappled. Each creature in that line must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS
Crush.
The ankheg can make a bite attack against a target it has grappled.
 
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dave2008

Legend
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Release the caterpillar! by agathalark

Ankheg Queen
Champion Huge monstrosity, unaligned
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Armor Class
17 (natural armor)
Hit Points 140 (10d12 + 20; bloodied 70)
Speed 20 ft., burrow 10 ft.
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STRDEXCONINTWISCHA
21 (+5)8 (-1)14 (+2)3 (-4)14 (+2)6 (-2)
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Savings Throws Str +8, Con +5, Wis +5
Skills Perception +8
Senses darkvision 90 ft., tremorsense 90 ft., passive Perception 18
Languages --
Challenge 5 (2,700 champion XP) Proficiency Bonus +3
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Hive Instincts (Champion Trait, recharges after a short or long rest). When the ankheg queen is first bloodIed, it can remove one condition or effect it is suffering and it can use its champion actions.

Reactive. The queen can take two reactions per round, but only one per turn.

Supple Sternum. The queen’s chitonous skin is softer on the underside of its thorax between it legs, having an AC of 14.

ACTIONS
Multiattack. The ankheg queen makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage plus 3 (1d6) acid damage.

Acidic Spittle. Ranged Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) acid damage.

Acid Spray (Recharge 5-6): The queen spits acid in a line that is 60 ft. long and 5 ft. wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS
Pheromones.
The queen releases an invisible cloud of pheromones in a 60-foot radius around it which remains for 1 minute unless dispersed by a strong wind.. It can use this cloud to issue the following commands to any of its brood that are within the cloud:
  • The queen can increase the radius of the cloud by 30 feet.
  • The queen can command one of its brood to use a reaction to move up to half its speed and make an attack on a target of the queen’s choice.
REACTIONS
Pheromones.
If the queen has released her pheremones, see can use a reaction to do one of the following:
  • If the queen is the target of a ranged attack, she can command one of its brood to use a reaction to move up to half its speed to move between the queen and the attacker, becoming the target of the attack instead of the queen.
  • If the queen is the target of a melee attack, she can command one of its brood to use a reaction to move up to half its speed and attack the queen’s attacker. On a hit, the attack targeting the queen fails.

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

Move. The queen can move up to half its speed.
Save. The queen makes a saving throw for a condition it is suffering. On a success, the condition ends.
Spittle (Recharge 5-6). The queen makes an acidic spittle attack.
 
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dave2008

Legend
Dretch Horde
Gargantuan swarm of medium fiends, chaotic evil
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Armor Class 11
Hit Points 218 (19d20 + 19; bloodied 109)
Speed 120 ft.
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STRDEXCONINTWISCHA
11 (+0)11 (+0)12 (+1)5 (-3)8 (-1)3 (-4)
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Savings Throws Dex +3, Con +4, Wis +2
Skills Perception +7
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned; see swarm resistances
Senses darkvision 60 ft., passive perception 17
Languages Abyssal, Telepathy 60 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Grappler. If the horde uses an action or legendary action and hits a single creature with two claw attacks, that target is also grappled. While the target is grappled by the horde it has disadvantage on its attempts to escape the grapple if it has been hit by a claw attack in the same round prior to creature attempting the escape.

Swarm. The horde can occupy another creature’s space and vice versa, and the horde can move through any opening large enough for a Medium Dretch. If the horde is reduced to 163 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the horde is reduced to 109 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the horde is reduced to 54 hit points or less, replace the horde with three dretches in unoccupied spaces within the former area of the horde; or the swarm loses its Swarm Resistance trait.

Swarm Reactions. The horde does not have reactions. Whenever a creature moves inside the space of the horde or out of the space of the horde, the horde makes one claw attack with advantage targeting the triggering creature.

Swarm Resistance. The horde has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the horde can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The horde has advantage on attack rolls against a creature if it is occupying the same space as the horde.

Swarm Vulnerabilities. The horde takes double damage from any attack that effects any area that is 10 feet by 10 feet or greater.

BONUS ACTIONS
Ravenous Swarm.
The horde makes a bite attack against all targets it has grappled.

ACTIONS
Multiattack. The horde makes six claw attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

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

Fetid Cloud (12/Day). A 10-foot radius of disgusting green gas extends out from the horde. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

LEGENDARY ACTIONS

The horde can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horde regains spent legendary actions at the start of its turn.

Move. The horde moves up to 10 feet.
Multiattack. The horde makes six claw attacks.
Fetid Cloud. The horde can make a fetid cloud attack.
 
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imeannoharm

Dorkus
Dretch Horde
Gargantuan swarm of medium fiends, chaotic evil
View attachment 125869
Armor Class 11
Hit Points 218 (19d20 + 19)
Speed 120 ft.
View attachment 125870
STRDEXCONINTWISCHA
11 (+0)11 (+0)12 (+1)5 (-3)8 (-1)3 (-4)
View attachment 125871
Savings Throws Dex +4, Con +5, Wis +3
Skills Perception +3
Damage Resistances bludgeoning piercing and slashing
Damage Immunities poison
Condition Immunities poisoned; see swarm resistances
Senses darkvision 60 ft., passive perception 13
Languages Abyssal, Telepathy 60 ft.
Challenge 10 (5,900 XP)
View attachment 125872
Grappler. If the swarm uses an action or legendary action and hits a single creature with two claw attacks, that target is also grappled. While the target is grappled by the swarm it has disadvantage on its attempts to escape the grapple if it has been hit by a claw attack in the same round prior to creature attempting the escape.

Ravenous Swarm. The swarm makes a bite attack against all targets it has grappled.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium Dretch. If the swarm is reduced to 163 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 109 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 54 hit points or less, replace the swarm with four dretches in unoccupied spaces within the former area of the swarm.

Swarm Resistance. When a spell or effect that would impose the paralyzed, petrified, prone, restrained, or stunned condition, the swarm loses one legendary action for the duration of the spell or effect instead.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

ACTIONS
Multiattack. The swarm makes six claw attacks.

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

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

Fetid Cloud (12/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

LEGENDARY ACTIONS

The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 10 feet.
Multiattack. The swarm makes six claw attacks.
Fetid Cloud. The swarm can make a fetid cloud attack.
:) Now fart demons are actually scary!
 

dave2008

Legend
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Art from the 2e Monstrous Compendium

Lemure Swarm
Gargantuan swarm of medium fiends, lawful evil
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Armor Class 7
Hit Points 210 (20d20; bloodied 105)
Speed 15 ft.
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STRDEXCONINTWISCHA
10 (+0)5 (-3)11 (+0)1 (-5)11 (+0)3 (-4)
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Savings Throws Dex +0, Con +3
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned; see Swarm Resistance
Senses darkvision 120 ft., passive perception 10
Languages understands infernal but can't speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Devil’s Sight. Magical darkness doesn’t impede the swarm’s darkvision.

Grappler. If the swarm uses an action or legendary action and hits a single creature with two first attacks, that target is also grappled. While the target is grappled by the swarm it has disadvantage on its attempts to escape the grapple if it is Medium or smaller.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny lemure. If the swarm is reduced to 158 hit points or less, change its size to Huge and it loses one use of its legendary actions. If the swarm is reduced to 106 hit points or less, change its size to Large and it loses an additional use of its legendary actions. If the swarm is reduced to 53 hit points or less, choose: 1) replace the swarm with four lemures in unoccupied spaces within the former area of the swarm, or 2) keep the current statistics, but remove the Swarm Resistance trait.

Swarm Reactions. The swarm does not have reactions. Whenever a creature moves inside the space of the swarm or out of the space of the swarm, the swarm makes one fist attack with advantage targeting the triggering creature.

Swarm Resistance. The swarm has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the swarm can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.

Swarm Tactics. The swarm has advantage on attack rolls against a creature if it is occupying the same space as the swarm.

Swarm Vulnerabilities. The takes double damage from any attack that effects any area that is 10 feet by 10 feet or greater.

ACTIONS
Multiattack.
The swarm makes four melee attacks.

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 2 (1d4) piercing damage, and 3 (1d6) poison damage.

LEGENDARY ACTIONS
The swarm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The swarm regains spent legendary actions at the start of its turn.

Move. The swarm moves up to 5 feet.
Multiattack. The swarm uses its multiattack action.
 
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dave2008

Legend
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Behir by Aazure-Dragon

Behir StormbringerChallenge 11
Huge elite monstrosity, typically neutral evil14,400 elite XP
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Armor Class 20 (natural armor)
Hit Points 240 (28d12 + 112; bloodied 120)
Speed 50 ft., climb 40 ft.
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STRDEXCONINTWISCHA
23 (+6)16 (+3)18 (+4)10 (+0)14 (+2)12 (+1)
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Savings Throws Dex +7, Wis +6, Cha +5
Skills Athletics +10, Perception +6, Stealth +7
Damage Immunities lightning
Senses darkvision 90 ft., passive perception 16
Languages Draconic, Giant
Proficiency Bonus +4; Maneuver DC 18
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Lightning Recharge (Elite Trait, 1/Rest). When the behir is first bloodied, all conditions and effects it is suffering end for it, its elite traits activate, all of its abilities recharge, and it immediately uses its Lightning Leap elite action. Additionally, on its initiative count +10, or in place of an Action on its turn, the behir can use an elite action.

Limited Magic Resistance. If the behir is the target of or in the area of effect of a spell or magical effect that is 3rd level or lower, the behir has advantage on its saving throws and any creature that makes a spell attack against it has disadvantage on the attack roll.

Relentless. The behir has advantage on saving throws against effects that inflict the paralyzed, restrained, or stunned condition.

ACTIONS
Multiattack. The behir makes two claw attacks or one constrict attack and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) magical piercing damage plus 7 (2d6) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) magical slashing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 19 (3d8 + 6) bludgeoning plus 15 (2d8 + 6) slashing damage and the target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. The behir can have one Large or two Medium or smaller creatures grappled.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 90 feet long and 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 ft. of Movement, exiting prone.

Innate Spellcasting. The behir’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:

At-will: feather fall
1/day each: call lightning, fly

ELITE ACTIONS
Lightning Leap (Recharge 6). The behir teleports to an unoccupied space it can see within 180 feet of it, creating a thunderous boom on its departure and arrival. Each creature within 15 feet of its departure and arrival locations must make DC 16 Dexterity and Constitution saving throw. On a failed Dexterity saving throw the target takes 5 (1d10) lightning damage. On a failed Constitution saving throw the target takes 5 (1d10) thunder damage. On a successful save, the target takes half the lightning or thunder damage.

Rend. The behir makes a claw attacks against a creature it has grappled.

Shocking Grasp. Electricity crackles over the behir's scaly hide. Until the end of the behir's next turn, when it hits a creature with a melee attack it inflicts an additional 7 (2d6) lightning damage.
 
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dave2008

Legend
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Chimera-Arcane Gladiator by ManthosLappas

Guardian Chimera
Champion Large monstrosity, unaligned
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Armor Class 15 (Natural Armor)
Hit Points 196 (14d10 + 56)
Speed 40 ft., fly 80 ft.
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STRDEXCONINTWISCHA
20 (+5)12 (+1)19 (+4)3 (-4)16 (+3)12 (+1)
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Savings Throws Dex +4, Wis +6
Skills Athletics +8, Perception +9, Stealth +4
Damage Resistances fire
Senses Darkvision 90 ft., Passive Perception 19
Languages Understands Draconic but can't speak it
Challenge 7 (4,350 XP) Proficiency Bonus +3
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Charger. If the chimera moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that attack deals an additional 7 (2d6) bludgeoning damage and if the creature fails the saving throw it is also pushed 10 feet.

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

Keen Senses. The chimera has advantage on Wisdom (Perception) checks that rely on sight or smell.

Magic Weapons. Chimera’s weapon attacks are considered magical for overcoming resistances.

Multiheaded. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When two of the chimera’s heads are asleep, the third head is awake.

ACTIONS
Multiattack.
Chimera makes three attacks: two claw attacks and one dragon bite, lion bite, or horn attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage and the target must make a DC 16 Strength saving throw or be grappled. If the target fails the saving throw by 5 or more, it is also restrained.

Dragon Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage and 3 (1d6) fire damage.

Lion Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the chimera or incapacitated. Hit: 9 (1d8 + 5) piercing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and the target must make a DC 16 Strength saving throw or be knocked prone.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS
Neck Bite.
If a creature ends its turn grappled by the chimera, the chimera can make a lion bite attack against the creature. This attack is a critical hit on a roll of 15-20.

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

Withdraw. The chimera moves up to half its speed without provoking opportunity attacks.
Pounce (Recharge 5-6). The chimera leaps up to half its speed and makes a claw attack. On a hit the target must make a DC 16 Strength saving throw or be knocked prone. If the target is prone, the chimera can make on bite against the target.
 
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dave2008

Legend
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Gorgimera by Mcmisa

Gorgimera
Huge monstrosity, chaotic evil
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Armor Class 18 (Natural Armor)
Hit Points 184 (16d12 + 80; bloodied 92)
Speed 50 ft., climb 30 ft., fly 80 ft.
1599646507029.png

STRDEXCONINTWISCHA
22 (+6)12 (+1)20 (+5)(-2)616 (+3)14 (+2)
1599646508050.png

Savings Throws Str +10, Dex +5, Con +9
Skills Athletics +10, Intimidation +6, Perception +11
Damage Resistances fire, poison
Condition Immunities petrified
Senses darkvision 90 ft., passive Perception 21
Languages Draconic
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Ferocious Charge. If the chimera moves at least 20 feet straight toward a creature and attacks it on the same turn, it can choose one of the follow options:
  • If it hits the target with a gore attack on the same turn, that attack deals an additional 13 (2d12) piercing damage and if the creature fails a DC 18 Strength saving throw it is also pushed 15 feet.
  • If it hits the target with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the chimera can make one bite attack against it as a bonus action.
Keen Senses. The chimera has advantage on Wisdom (Perception) checks that rely on sight or smell.

Limited Magic Resistance. If the chimera is the target of or in the area of effect of a spell or magical effect that is 3rd level or lower, the chimera has advantage on its saving throws and any creature that makes a spell attack against the it has disadvantage on the attack roll.

Magic Weapons. Chimera’s weapon attacks are considered magical for overcoming resistances.

Multiheaded. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Relentless. If the gorgimera is subject to an effect that would inflict the incapacitated condition; it instead loses its ability to use reactions and its speed is reduced by half feet for the duration of the spell or effect.

Wakeful. When two of the chimera’s heads are asleep, the third head is awake.

ACTIONS
Multiattack.
The gorgimera makes three attacks: two claw attacks and one dragon bite, lion bite, or gore attack.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) slashing damage and the target must make a DC 18 Strength saving throw or be grappled. If the target fails the saving throw by 5 or more, it is also restrained.

Dragon Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage and 7 (2d6) fire damage.

Lion Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the chimera or incapacitated. Hit: 15 (2d8 + 6) piercing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage and the creature must make a DC 17 Constitution saving throw or its speed is reduced in half until the end of the gorgimera’s next turn.

Breath Weapon (Recharge 5-6). The gorgimera uses one of the following breath weapons.

Fire Breath. The dragon head exhales fire in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Petrifying Breath. The gorgon head exhales petrifying gas in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, a target begins to turn to stone and is Restrained. The Restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is Petrified until freed by the Greater Restoration spell or other magic.

REACTIONS
Neck Bite.
If a creature ends its turn grappled by the chimera, the chimera can make a lion bite attack against the creature. This attack is a critical hit on a roll of 15-20.

Tail Attack. If a creature attempts to move out of the gorgimera’s reach, the gorgimera makes tail attack targeting the triggering creature.
 
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dave2008

Legend
1628089621147.png

Basilisk by Aazure-Dragon

Greater Basilisk
Large monstrosity, unaligned
1599653397892.png

Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30; bloodied 42)
Speed 30 ft., climb 20 ft.
1599653399001.png

STRDEXCONINTWISCHA
18 (+4)10 (+1)16 (+3)4 (-3)10 (+0)10 (+0)
1599653399912.png

Savings Throws Str +7, Con +6
Skills Athletics +6, Stealth +4
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages --
Challenge 6 (2,300 XP) Proficiency Bonus +3
1599653402685.png

Aggressive Stance. The basilisk can use a bonus action to rear up onto its back six legs or back down to all eight legs. While it is reared up it can use a bonus action to make two claw attacks.

Petrifying Gaze. If a creature starts its turn within 60 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, it is no longer restrained or petrifying, but it gains one level of exhaustion that last for 1 minute. On a failure, the creature is Petrified until freed by the Greater Restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Poisonous Cloud. At the start of the basilisk’s turns, each creature within 5 feet of it takes 7 (2d6) poison damage.

Stone Camouflage. The basilisk has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS
Claw.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 7 (2d6) poison damage.
 
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dave2008

Legend
Dracolisk
Champion Huge monstrosity, unaligned
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Armor Class 18 (natural armor)
Hit Points 180 (12d12 + 36; bloodied 90)
Speed 40 ft., climb 30 ft., fly 60 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)17 (+3)8 (-1)12 (+1)14 (+2)
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Savings Throws Str +8, Dex +5, Con +6
Skills Athletics +8 Stealth +5
Damage Resistances acid
Senses darkvision 90 ft., passive Perception 11
Languages --
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Dragon Ancestry (Champion Trait, recharges after a short or long rest). If the dracolisk is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use a its champion actions.

Limited Magic Resistance. The basilisk has advantage on saving throws against spells and magical effects that are 3rd level or lower.

Magic Weapons. The basilisk’s weapon attacks are considered magical for overcoming resistances.

Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, it is no longer restrained or petrifying, but it gains one level of exhaustion that last for 1 minute. On a failure, the creature is Petrified until freed by the Greater Restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Relentless. If the basilisk has advantage on saving throws against effects that inflict the paralyzed, restrained, or stunned condition.

ACTIONS
Multiattack.
The basilisk can make three attacks: two claw attacks and one bite attack.

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

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) acid damage.

Acid Breath (Recharge 5-6). The basilisk exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.

CHAMPION ACTIONS
Once the dracolisk's champion trait is activated it can take a champion action, choosing from the options below.

Wing Attack. The dracolisk beats its wings. Each creature within 10 feet of the dracolisk must succeed on a DC 16 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dracolisk can then fly up to half its flying speed.
Darkness. On its initiative count +10, the dracolisk conjures magical darkness that spreads from a point the dracolisk chooses within 60 feet of it, filling a 15-foot-radius sphere for 1 minute or until the dracolisk dismisses it as a bonus action or dies. The darkness spreads around corners. Creatures with darkvision, except for the dracolisk, can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
 
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dave2008

Legend
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Mikie meets the Dreadnought by ZLMike

Astral Dreadnought, Venerable
Elite Gargantuan monstrosity (titan), unaligned
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Armor Class 20 Natural Armor
Hit Points 630 (18d20 + 126; bloodied 315)
Speed 20 ft., fly 90 ft. (hover)
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STRDEXCONINTWISCHA
28 (+9)7 (-2)25 (+7)5 (-3)14 (+2)18 (+4)
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Saving Throws Dex +5, Con +14, Wis +9
Skills Athletic +16, Intimidation +11, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 120 ft, passive perception 19
Languages --
Challenge 21 (66,000 elite XP) Proficiency Bonus +7
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Antimagic Cone. The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 300-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded.

Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.

Colossal. The abomination’s space is 30 feet by 30 feet and it has advantage on saving throws against being pushed or pulled.

Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought’s past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.

Magic Weapons. An astral dreadnought’s weapon attacks are magical.

Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage.

Astral Eye (Elite Trait, recharges after a short or long rest). If the dreadnought is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its elite actions.

Unstoppable. The dreadnought can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, it can use a reaction, take 30 hit points of damage and end the condition or effect immediately.

ACTIONS
Multiattack.
The astral dreadnought makes two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 41 (5d12 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (5d8 + 9) slashing damage and the target must make DC 24 Strength saving throw or be grappled.

LEGENDARY ACTIONS
The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Psychic Projection. The dreadnought selects one creature it can see within 120 feet of it and assault its mind. The target must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Bite (Cost 2 Actions). The astral dreadnought makes a bite attack against one target it has grappled.
Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 120 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

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

Teleport. The dreadnought teleports to an unoccupied space it can see within 120 feet of it.
Antimagic Beam (Cost 2 Actions, Recharge 5-6.) The dreadnought focuses its antimagic cone into a beam that is 400 feet long by 10 feet wide. Each creature in the beam must make a DC 22 Constitution saving throw. On a failed save, the target cannot cast spells and any non-artifact magic items in its possession lose all its magical properties. The target may make an additional saving throw at the end of each of its turns, end the effect for itself on a success. Additionally, after uses this ability, the dreadnought's antimagic cone is not active until the start of the deadnoughts next turn.
Astral Wind (Cost 3 Actions). The dreadnought creates a vortex in a 90-foot cone. Each creature in the cone must make a DC 22 Strength saving throw or pulled adjacent to the dreadnought. The dreadnought then makes a bite attack against each creature pulled adjacent to it.
 
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imeannoharm

Dorkus
I have added the uber primordial, the end and the beginning, the bane of the celestial host, Ahat-Hir. Ahat-Hir is the most extreme example in terms of mythic stages and primordial rules. This is an exercise in pushing the system as far as it can go (perhaps too far). It is a work in progress and will help me figure out the boundaries of these revised mythic/epic monsters.

FYI, Ahat-Hir is not supposed to be challenged by PCs, it is designed to take on an army of gods. It is essentially nine stage 5 mythic monsters in one and it provides the equivalent of 54 CR 50 monsters in XP.
According to my calculations it should take 2,700 non-mythic CR 30 deities to kill Mythic Ahat-Hir. That's about the size of an army, right?
 


dave2008

Legend
Don't you think 25 points is a little low for such a powerful creature?
It is still a work in progress, but it is already immune or resistant to about everything so I am not too worried about it. In general, when I include a damage threshold it is mostly for flavor. Anything that should be fighting the monster would not have to worry about the damage threshold. That is why I don't figure them into the CR calculations, they're flavor more than mechanics.
 

dave2008

Legend
According to my calculations it should take 2,700 non-mythic CR 30 deities to kill Mythic Ahat-Hir. That's about the size of an army, right?
That is the general idea. Of course it is still a work in progress, and forgot to include its most powerful abilities. I will look at it again when I get to uploading the rest of the primordials.
 


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