D&D 5E 5e Updates: Monstrous Compendium


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dave2008

Legend
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test concept by Dmitry Cherevatenko

MarutChallenge 25
Large Construct (Inevitable), lawful neutral75,000 XP
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Armor Class 22 (natural armor)
Hit Points 432 (32d10 + 256; bloodied 216)
Speed 40 ft., fly 30 ft. (hover)
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STRDEXCONINTWISCHA
28 (+9)12 (+1)26 (+8)19 (+4)15 (+2)18 (+4)
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Saving Throws Int +12, Wis +10, Cha +12
Skills Insight +10, Intimidation +12, Perception +10
Damage Resistances cold, fire; nonmagical attacks
Damage Immunities acid, lightning, thunder, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses truesight 90 ft., Passive Perception 20
Languages all, but rarely speaks
Proficiency Bonus +8; Maneuver DC 25
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Immutable Form. The marut is immune to any spell or effect that would alter its form.

Inevitable Demise. When the marut reduces a creature to 0 hit points it is knocked unconscious and banished to a teleportation circle in the Hall of Concordance in Sigil.

Inevitable Recovery (1/Rest). When the marut is first bloodied, any conditions or effects it is suffering end for it.

Justify. When the marut plane shifts an unwilling target, it is transported to a teleportation circle in the Hall of Concordance in Sigil. If a target is transported in this way, the marut can plane shift with it to the circle.

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

ACTIONS
Multiattack. The marut makes one thunder fist and one lightning fist attack. It can replace one of these with an inexorable lightning attack.

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 thunder damage and the target must make a DC 24 Constitution saving throw or be deafened for 1 minute.

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 lightning damage and the target must make a DC 24 Constitution saving throw or be blinded for 1 minute.

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage and must make a DC 24 Constitution saving throw or be paralyzed until the end of the marut's next turn.

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn.

Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20, +12 with spell attacks). The marut can innately cast the following spells, requiring no material components:

At will: command (5th level), locate creature, sleep (5th level)
3/day each: plane shift, scrying, wall of force
1/day: geas (9th level)

BONUS ACTIONS
Inevitable Step. The marut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS
The marut can take up to two reactions per round but only one per turn. If a condition or effect would prevent the marut from using a reaction, the effect ends, costing the marut one of its reactions.

Unavoidable. When the marut is missed by an attack, it sends a psychic shockwave through the attacker. The target is incapacitated until the end of the marut's next turn and target must make a DC 24 Intelligence saving throw or be knocked unconscious for 1 minute.
 
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dave2008

Legend
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Inevitable by Syrupjuice

KolyarutChallenge 19
Medium construct (Inevitable), lawful neutral22,000 XP
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Armor Class 20 (natural armor)
Hit Points 273 (26d8 + 156; bloodied 136)
Speed 50 ft., fly 35 ft. (hover)
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STRDEXCONINTWISCHA
22 (+6)18 (+4)22 (+6)23 (+6)22 (+6)18 (+4)
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Saving Throws Int +12, Wis +12, Cha +10
Skills diplomacy +10, History +12, Insight +12, Perception +12
Damage Resistances thunder, nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses Darkvision 60 ft., Passive Perception 22
Languages all
Proficiency Bonus +6; Maneuver DC 20
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Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.

Inevitable Recovery (1/Rest). When the kolyarut is first bloodied, any conditions or effects it is suffering end for it.

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

ACTIONS
Multiattack. The kolyarut makes four melee attacks. It can replace one of these attacks with its enervation ray.

Unerring Force Blade. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 20 force damage plus one of the following effects (chose on or roll d6):
1-2: Disarm. The target drops one item it is holding of the kolyarut's choice.​
3-4: Imbalance. The target can't take reactions until the start of the kolyarut's next turn.​
5-6: Push. If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut.​

Enervation Ray. The kolyarut targets one creature it can see within 120 feet of it. The creature must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage and one level of fatigue on a failed save, or half as much damage on a successful one.

Edict of Blades (Recharge 5-6). The kolyarut moves up to its speed without provoking opportunity attacks and can make on Unerring Blade attack against each creature it moves past. Whenever it hits a creature during this movement, each spell of 5th level or lower on the target ends, and the target is incapacitated until the end of the kolyarut's next turn.

Hold Person (5th-Level; V, S, Concentration). Up to four humanoids within 60 feet that the kolyarut can see make a DC 16 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on a success.

Innate Spellcasting. The kolyarut’s innate spellcasting ability is Intelligence (spell save DC 16). The kolyarut can innately cast the following spells, requiring no material components:

At will: alter self, invisibility, locate creature
3/day each: hold person (5th level), plane shift (self only), scrying
1/day: geas

BONUS ACTIONS
Inevitable Step (Recharge 5-6). The kolyarut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS
Inevitable Rebuke.
When the kolyarut is hit by a melee attack, the kolyarut can make an Unerring Force Blade attack targeting the attacker.

Parry. The kolyarut adds 6 to its AC against one attack roll that would hit it. To do so, the kolyarut must see the attached and be wielding a melee weapon.
 
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dave2008

Legend
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Zelekhut miniature

ZelekhutChallenge 14
Large construct (Inevitable), lawful neutral11,500 XP
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Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 40 ft., fly 40 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)14 (+2)14 (+2)15 (+2)
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Saving Throws Int +7, Wis +7, Cha +7
Skills Insight +7, Perception +7
Damage Resistances nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses Darkvision 60 ft., Passive Perception 17
Languages all
Proficiency Bonus +5; Maneuver DC 18
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Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.

Inevitable Recovery (1/Rest). When the zelekhut is first bloodied, any conditions or effects it is suffering end for it.

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

ACTIONS
Multiattack. The zelekhut makes two spiked chain attacks. It can replace one of these attacks with its enervation ray.

Spiked Chain. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage plus 14 (4d6) lightning damage and if the target is Medium or smaller it must make a DC 18 Strength or Dexterity saving throw or be grappled.

Charging Chains (Recharge 4-6). The zelekhut moves up to its speed without provoking opportunity attacks, and it can make one spiked chain attack against each creature it moves past.

Innate Spellcasting. The zelekhut’s innate spellcasting ability is Intelligence (spell save DC 15). The zelekhut can innately cast the following spells, requiring no material components:

At will: dispel magic, locate creature
3/day each: clairvoyance, hold person
1/day: hold monster

BONUS ACTIONS
Shocking Chains. One creature grappled by the zelekhut's chains must make DC 18 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

REACTIONS
Chain Parry.
The zelekhut adds 5 to its AC against one ranged attack that would hit it.
 
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Gregory Efs

Villager
I think the attacks hitting for certain really gave it that "inevitable" vibe, as that's how things work in mechanus, so it's very flavourful and unique. Sad to see it go

Otherwise, excellent!
OK, at the request of @InternetStranger I give you the: Marut

I didn't know a lot about the Marut before making this monster, but it has changed quite a bit through the editions. I tried to capture some of the flavor of each edition. Let me know what you think!
 

dave2008

Legend
I think the attacks hitting for certain really gave it that "inevitable" vibe, as that's how things work in mechanus, so it's very flavourful and unique. Sad to see it go

Otherwise, excellent!
@Gregory Efs, I am not sure what your are talking about, all of the Marut's attacks are automatic. They sometimes have riders that allow saves, but the initial attack is auto hit:

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage...

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage....

PS the WotC Marut also allowed saving throws on its Blazing Edict and Planeshift/Justify actions as well. I just expanded the concept to its other attacks to make them more interesting.
 

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