D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Gray Render by Hologramzx

Grey RenderChallenge 11
Large elite monstrosity, typically chaotic neutral 14,400 elite XP
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Armor Class
19 (natural armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 50 ft.
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STRDEXCONINTWISCHA
21 (+5)13 (+1)20 (+5)3 (-4)9 (+0)8 (-1)
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Savings Throws Str + 9, Dex +5, Con +9
Skills Athletics +9, Intimidation +3, Perception +8, Stealth +5
Damage Resistances cold, fire, poison
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 18
Languages --
Proficiency Bonus +4; Maneuver DC 17
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Brute. A melee weapon deals on extra die of damage when the gray render hits with it (included in the attack).

Gray Endurance (Elite Trait, 1/Rest). When the gray render is first bloodied, all conditions and effects it is suffering end for it, its elite traits activate, and all of its abilities recharge. Additionally, on its initiative count +10, or in place of an Action on its turn, the gray render can use an elite action.

Natural Camouflage. The gray render has advantage on its Hide attempts when in areas of rock or bare earth.

Spell Resistance. The gray render takes half damage from magical effects and spells.

Elite Recovery. At the end of each of its turns while bloodied, the gray render ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

ACTIONS
Multiattack.
The gray render makes two claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is Large or smaller, the target must succeed on a DC 17 Strength saving throw or be grappled or knocked prone, the gray render's choice.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage. This attack is a critical hit if the gray render has advantage on the attack and both rolls hit.

BONUS ACTIONS
Vicious Bite.
The gray render can make a bite attack against a target that is prone, incapacitated, or it has grappled.

REACTIONS
Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.

Rend. If a creature ends its turn grappled by the gray render, the creature takes 25 (6d8) slashing damage.

ELITE ACTIONS
Dash.
The gray render moves up to its speed. Attacks of opportunity have disadvantage to hit the gray render during this movement.

Hide. The gray render can take the Hide action.

Rending Claw. The gray render can make one claw attack against a target it has grappled.
 
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dave2008

Legend
Yuan-ti Abomination Guard
Large Monstrosity (shapechanger, yuan-ti), neutral evil
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Armor Class 20 (half plate + shield + Defense)
Hit Points 153 (18d10 + 54; bloodied 76)
Speed 50 ft.
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STRDEXCONINTWISCHA
20 (+5)16 (+3)17 (+3)17 (+3)15 (+2)18 (+4)
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Savings Throws Str +9, Dex +5, Con +7, Wis +6
Skills Athletics +9, Intimidation +8, Perception +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 90 ft., passive Perception 16
Languages Abyssal, Common, Draconic.
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Action Surge (1/day). The yuan-ti can make three additional longsword attacks on its turn.

Alert. The yuan-ti gains a +5 bonus to its initiative, it can’t be surprised while it is conscious, and other creatures don’t gain advantage on attack rolls against it as a result of being hidden.

Improved Critical. The yuan-ti scores a critical hit on a roll of 19 or 20.

Indomitable (1/long rest). The yuan-ti can re-roll a saving throw it has failed.

Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Magic Weapon. The yuan-ti wields a +1 Large longsword, included in its attacks.

Mobile. The yuan-ti ignores the extra movement cost of difficult terrain when it takes the dash action. In addition, when it makes a melee attack against a creature it doesn’t provoke opportunity attacks from that creature for the rest of its turn.

Sentinel. When the yuan-ti hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of its turn, and creatures within 5 feet of the yuan-ti provoke opportunity attacks even if they take the Disengage action.

Shapechanger. The yuan-ti can use its action to polymorph into a Large snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.

ACTIONS
Multiattack (Abomination Form Only).
The yaun-ti makes three ranged or melee attacks, but can use its bite and constrict attacks only once each.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage.

Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and the yuan-ti can’t constrict another target.

Longsword (Abomination Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Longbow (Abomination Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.

Innate Spellcasting (Abomination Form Only). The yuan-ti’s spellcasting ability is Charisma (spell save DC 16). The yuan-ti can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only)
3/day: suggestion
1/day: fear

BONUS ACTIONS
Second Wind (1/short rest).
The yaun-ti regains 17 (1d10 + 12) hit points.

REACTIONS
Protection.
When a creature the yuan-ti can see attacks a target within 5 feet of the yuan-ti, the yaun-ti can use its reaction to impose disadvantage on the attack roll.

Sentinel Strike. When a creature within 5 feet of the yuan-ti makes an attack against a target other than the yuan-ti, the yuan-ti can make a melee attack against the attacking creature.
 
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dave2008

Legend
I have added the hardcore beasts and monstrosities and added a few fiends:

Better Beasts:
Malevolent Monstrosities
Formidable Fiends
 

dave2008

Legend
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Unknown artist

Ogre Collector
Large giant, chaotic neutral
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Armor Class 12 (natural armor)
Hit Points 52 (7d10+14; bloodied 26)
Speed 40 ft.
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STRDEXCONINTWISCHA
19 (+4)12 (+1)15 (+2)5 (-3)8 (-1)7 (-2)
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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
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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.

Sack Smash. The ogre swings it sack at the ground or another hard surface. A creature restrained in the sack must make a DC 14 Strength saving throw, taking 13 (2d8+4) bludgeoning damage and be stunned until the end of its next turn on a failed save, or half as much damage on a successful one. If an occupied sack is swung at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

BONUS ACTIONS
Bash.
The ogre makes a greatclub attack against a target restrained in its sack.
 
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dave2008

Legend
Ogre Wrathbringer
Large giant, chaotic neutral
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Armor Class 12 (thick hide)
Hit Points 68 (8d10+24; bloodied 34)
Speed 40 ft.
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STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)5 (-3)8 (-1)8 (-1)
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Savings Throws Str +6, Con +5
Skills Intimidation +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 3 (700 XP) Proficiency Bonus +2
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ACTIONS
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pushed 10 feet or knocked prone, the Ogre’s choice.

Smash (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage and if the target is Large or smaller it is also knocked prone.

BONUS ACTIONS
Rage (1/short rest).
The ogre can enter a rage until the end of its next turn. While in a rage, the ogre has resistance to nonmagical bludgeoning, piercing, and slashing damage; and it gains a +2 bonus to its damage rolls.
 
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dave2008

Legend
Ogre Skirmisher
Large giant, chaotic neutral
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Armor Class 13 (giant hide)
Hit Points 59 (7d10+21; bloodied 29)
Speed 40 ft.
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STRDEXCONINTWISCHA
19 (+4)12 (+1)16 (+3)5 (-3)10 (+0)8 (-1)
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Savings Throws Dex +3, Wis +2
Skills Perception +2, Survival +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 2 (450 XP) Proficiency Bonus +2
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Brutal Charge. If the ogre moves at least 10 feet straight toward a target and then hits it with a weapon attack, the target takes an extra 4 (1d8) damage.

ACTIONS
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pushed 10 feet or knocked prone, the Ogre’s choice.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Hurling Charge (Recharge 5-6). The ogre makes a javelin attack and then moves at least 10 feet and makes a greatclub attack.
 
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dave2008

Legend
Ogre Warhulk
Large giant, chaotic neutral
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Armor Class 15 (half plate)
Hit Points 95 (10d10+40; bloodied 47)
Speed 40 ft.
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STRDEXCONINTWISCHA
20 (+5)12 (+1)18 (+4)7 (-2)10 (+0)12 (+1)
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Savings Throws Str +6, Con +6, Wis +2
Skills Athletics +8, Intimidation +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Skewer. The ogre adds 5 (1d10) piercing damage to its pike attack against prone targets.

ACTIONS
Multiattack.
The ogre makes two pike or greatclub attacks.

Pike. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft., or range 30/120 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pushed 10 feet or knocked prone, the Ogre’s choice.

BONUS ACTIONS
Sweep (Recharge 4-6).
The ogre swings its pike through the battle field in a 10-foot radius semicircle centered on it. Each target in the area must make a DC 14 Dexterity saving throw or be knocked prone.
 
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imeannoharm

Dorkus
Thanks! What book is that from? It will be easier for me if I can review the original source.

FYI, I am heading out of town shortly, so it will probably be next week before I get to it.
"Serpent Kingdoms" from 3.5. By the way the spell caster I mentioned appears to be synonymous with the Mageslayer.
 



dave2008

Legend
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Troll by AdeHughesArt

Troll Ripper
Large giant, chaotic evil
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Armor Class 15 (natural armor)
Hit Points 84 (8d10+40; bloodied 42)
Speed 30 ft.

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STRDEXCONINTWISCHA
18 (+4)13 (+1)20 (+5)7 (-2)9 (-1)7 (-2)
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Savings Throws Str +7, Dex +4, Con +8
Skills Athletics +7, Perception +2
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.


ACTIONS
Multiattack.
The troll makes two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the troll hits a target with two claw attacks on the same turn, it is also grappled. A Large or smaller creature grappled this way is also restrained.

BONUS ACTIONS
Quick Bite.
The troll can make a bite attack targeting a creature it has grappled.

REACTIONS
Rip.
If a creature ends is turn grappled by the troll, the troll can make two claw attacks targeting the grappled creature.
 
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dave2008

Legend
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Private Troll by Edikt Art

Troll, Ice
Large giant, chaotic evil
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Armor Class 15 (natural armor)
Hit Points 80 (7d10+42; bloodied 40)
Speed 30 ft., climb 20 ft., swim 20 ft.
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STRDEXCONINTWISCHA
18 (+4)13 (+1)22 (+6)9 (-1)10 (+0)7 (-2)
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Savings Throws Str +7, Dex +4, Con +9, Wis +3
Skills Athletics +7, Perception +2
Damage Vulnerabilities fire
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Ice Walk. The troll can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost extra movement.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.


ACTIONS
Multiattack.
The troll makes two claw or two great axe attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 3 (1d6) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the troll hits a target with two claw attacks on the same turn, it is also grappled. A Large or smaller creature grappled this way is also restrained.

Great Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

BONUS ACTIONS
Quick Bite.
The troll can make a bite attack targeting a creature it has grappled.
 
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dave2008

Legend
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Troll by 000Fesbra000

Troll, Mountain
Huge giant, neutral
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Armor Class 18 (natural armor)
Hit Points 182 (12d12+72; bloodied 91)
Speed 50 ft.
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STRDEXCONINTWISCHA
22 (+6)12 (+1)22 (+6)7 (-)210 (+0)10 (+0)
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Savings Throws Str +10, Con +10, Wis +4
Skills Athletics +10, Perception +4
Senses darkvision 90 ft., passive Perception 14
Languages Giant
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Earth Stride. Difficult terrain composed of earth or rock doesn’t cost the troll extra movement.

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

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

Stubborn. The troll has advantage on Wisdom saving throws and saving throws against being charmed


ACTIONS
Multiattack.
The troll makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and the target must make a DC 18 Strength saving throw or be knocked prone or grappled, the troll’s choice. The troll can grapple one Huge or two Large or smaller targets. The troll can’t use a slam attack when grappling a Huge target or one slam attack for each Large or smaller creature grappled.

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

Innate Spellcasting. The troll’s spell casting ability is Charisma (spell save DC 12). The troll can innately cast the following spells, requiring no components:

At-will: earth tremor, mold earth
3/day each: wall of stone
1/day each: earthquake, flesh to stone

REACTIONS
Bite.
If a creature ends is turn grappled by the troll, the troll can make a bite attack targeting the grappled creature.
 
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dave2008

Legend
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Troll Mother by TurnerMohan

Troll Matron
Champion Large giant, any chaotic alignment
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Armor Class 17 (natural armor)
Hit Points 140 (10d10+40; bloodied 70)
Speed 30 ft.
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STRDEXCONINTWISCHA
19 (+4)13 (+1)19 (+4)12 (+1)14 (+2)8 (-1)
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Savings Throws Str +7, Dex +4, Con +8
Skills Arcana +4, Athletics +7, Intimidation +2, Perception +2
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Giant, Goblin, Orc
Challenge 6 (3,450 champion XP) Proficiency Bonus +3
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Keen Senses. The troll has advantage on Wisdom (Perception) checks that rely on smell.

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Wild Shape. The troll can us an action to turn into a crocodile, a frog, a giant lizard or a giant poisonous snake as described in the druid feature Wild Shape. The troll can maintain the animal form for up to 3 hours.

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the troll or incapacitated. Hit: 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the troll hits a target with two claw attacks on the same turn, it is also grappled. A Large or smaller creature grappled this way is also restrained.

Spellcasting. The troll is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The troll typically has the following druid spells prepared:

Cantrips (at will): guidance, poison spray, resistance, thorn whip
1st level (4 slots): charm person, entangle, jump, speak with animals
2nd level (3 slots): darkness, melf’s acid arrow, pass without a trace, spike growth
3rd level (3 slots): stinking cloud, water walk, call lightning, dispel magic
4th level (1 slot): freedom of movement, locate creature, blight

REACTIONS
Rend.
If a creature ends its turn grappled by the troll, the troll can make one claw attack targeting the grapple creature.

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

Escape. The troll moves up to half its speed without provoking opportunity attacks during this movement.
Matron's Prerogative (Recharge 5-6). The troll can take one of the following actions.
  • Cantrip. The troll can cast an at will spell.
  • Claw. The troll makes a claw attack.
 
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