D&D 5E 5e Updates: Monstrous Compendium

Vecna is already a god as of 3rd edition, where they listed him as a lesser god in the player's handbook, in 5th edition In the Sword Coast Adventurer's Guide (2015), Vecna is mentioned as a possible God for the Arcana Cleric Domain, as well as a Warlock patron of the Undying. our information on Ace is limited to ToA unfortunately.
For Acererak, you have the original Tomb of Horror. The 2ed Return to the Tomb of Horror and of course, ToA.

Return to the Tomb of Horror has a lot of excellent lore on Acererak. It is a killer dungeon though and for high level adventurers. Of three groups that tried it, only one survived.
 

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ChaosKing002

Explorer
For Acererak, you have the original Tomb of Horror. The 2ed Return to the Tomb of Horror and of course, ToA.

Return to the Tomb of Horror has a lot of excellent lore on Acererak. It is a killer dungeon though and for high level adventurers. Of three groups that tried it, only one survived.
Time to do some reading, Creating a "cinematic" universe for my dnd crew so I want to include as much of the good stuff as I can. Acererak is a really interesting character so i hope they do more with him.
 

Reynard

Legend
View attachment 141316
Unknown artist

Ogre Collector
Large giant, chaotic neutral
View attachment 125996
Armor Class 12 (natural armor)
Hit Points 52 (7d10+14; bloodied 26)
Speed 40 ft.
View attachment 125997
STRDEXCONINTWISCHA
19 (+4)12 (+1)15 (+2)5 (-3)8 (-1)7 (-2)
View attachment 125998
Savings Throws Str +6, Dex +3
Skills Athletics +6, Perception +1, Stealth +3
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 2 (450 XP) Proficiency Bonus +2
View attachment 125999
ACTIONS
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. In addition, if the target is dropped to 0 hit points or less the ogre may choose to knock the target unconscious instead.

Sack. The ogre attempts to grapple a medium or smaller creature. On a successful grapple the target is stuffed into a sack and restrained. The target can be freed by using an action to use a slashing or piercing weapon to cut open the sack. The target can then exit the sack prone in an unoccupied space adjacent to the sack. Each sack can hold one Medium or two Small creatures.

BONUS ACTIONS
Bash.
The ogre makes a greatclub attack against a target restrained in its sack.
I would add the action: Sack Smash. If the ogre has a creature restrained in its sack at the start of its turn, it may slam the sack against the ground or other had surface. The creature takes 2d8+4 bludgeoning damage and must make a DC 14 Constiution saving throw or be stunned until the end of its next turn.
 




dave2008

Legend
1655368506982.png

Gnoll Marauder, 4e Monster Manual (pg 133)

Gnoll MarauderChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
1599771485172.png

Armor Class 17 (Hide Armor & Shield)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
14 (+2)12 (+1)12 (+1)10 (+0)12 (+1)8 (-1)
1599771488291.png

Saving Throws Dex +3, Con +3
Skills Athletics +4, Intimidation +3, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Action Surge (1/Rest). The gnoll can take one additional action on its turn.

Spear Duelist. The gnoll gains a +2 bonus to damage rolls with a spear (included in the attack) as long as it is wielding no other weapons.

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

REACTIONS
Savage Bite.
When the gnoll hits a bloodied creature with a melee attack, it can make a bite attack, with advantage, against the same target.



EQUIPMENT
Spear, Longbow, Dagger, Hide Armor
 
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dave2008

Legend
1655543847519.png

Gnoll Claw Fighter, 4e Monster Manual (pg 133)

Gnoll Flesh RipperChallenge 1/2
Medium humanoid (gnoll), Chaotic evil100 XP
1599771485172.png

Armor Class 13 (Leather Armor)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
14 (+2)14 (+2)12 (+1)10 (+0)10 (+0)8 (-1)
1599771488291.png

Saving Throws Dex +4, Con +3
Skills Acrobatics +4, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Charging Claws. If the gnoll moves at least 10 feet straight toward a Medium or smaller creature and then hits it with a claw attack on the same turn, that target automatically fails its saving throw and is grappled.

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage an the target must make a DC 12 Strength saving throw or be grappled.

Dashing Claws (Recharge 5-6). The gnoll moves up to its speed without provoking opportunity attacks, and it can make one Claw attack against each creature it moves past.

REACTIONS
Rip.
If a creature ends it turn grappled by the gnoll, the gnoll makes a claw attack, with advantage, on the creature.



EQUIPMENT
Dagger, Leather Armor
 
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dave2008

Legend
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Gnoll Hunt Master, 4e Monster Manual (pg 133)

Gnoll Hunt MasterChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
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Armor Class 13 (Leather Armor)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 35 ft., climb 30 ft., swim 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
13 (+1)14 (+2)12 (+1)10 (+0)12 (+1)10 (+0))
1599771488291.png

Saving Throws Dex +4, Cha +2
Skills Acrobatics +4, Perception +5, Stealth +6
Senses Darkvision 60 ft., Passive Perception 13
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Hunter's Quarry. The gnoll deals an extra 5 damage, of the attacks type, to a creature it has marked (see Longbow).

ACTIONS
Multiattack. The gnoll makes two Longbow attacks.

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

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, the target is marked, and the target’s speed is reduced by 10 feet until the end of its next turn.

Hyena Sense (1/Rest). The gnoll touches a hyena (including giant hyenas). As long as the gnoll maintains concentration, the gnoll can use a bonus action to see and hear what the hyena sees and hears for up to 1 hour.

BONUS ACTIONS
Hunter's Veil (2/Day). The gnoll camouflage's itself, it gains a +10 bonus to Dexterity (Stealth) checks to hide itself as long as it doesn't move and it takes no actions.



EQUIPMENT
longbow, handaxe, leather armor
 

dave2008

Legend
1655547266541.png

Gnoll Demonic Scourge, 4e Monster Manual (pg 133)

Gnoll Scourge of YeenoghuChallenge 3
Large humanoid (gnoll), Chaotic evil700 XP
1599771485172.png

Armor Class 15 (Leather Armor & Shield)
Hit Points 60 (8d10 + 16; bloodied 30)
Speed 40 ft.
1599771486387.png

STRDEXCONINTWISCHA
18 (+4)14 (+2)14 (+2)9 (-1)8 (-1)12 (+1)
1599771488291.png

Saving Throws Dex +4, Con + 4, Wis +1, Cha +3
Skills Athletics +6, Intimidation +5
Senses Darkvision 60 ft., Passive Perception 9
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 13
1599771489448.png

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Multiattack. The gnoll makes two melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target musts make a DC 14 saving throw or be grappled.

Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must make a DC 13 Strength saving throw or be knocked prone.

BONUS ACTIONS
Quick Dash (1/Rest). The gnoll moves up to its speed.

Savage Bite. The gnoll makes a bite attack against a creature it has grappled.



EQUIPMENT
Large flail, Large Shield
 
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