D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Marilith by Everton Sousa & Rain Beredo

Marilith Commander
Large fiend (demon), chaotic evil
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Armor Class 18 (Natural Armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 40 ft., climb 30 ft.
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STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)21 (+)520 (+5)22 (+6)
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Saving Throws Str +10, Dex +11, Con +11, Wis +11, Ch +12
Skills Acrobatics +11, Insight +11, Perception +11, Persuasion +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses truesight 180 ft., passive perception 21
Languages Abyssal, Telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Brute. A melee weapon deals one extra die of its damage when the marilith hits with it (included in the attack)

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the marilith has disadvantage on the attack roll.

Magic Weapons. The marilith's weapon attacks are magical.

Maneuvers (6/Rest): Once per turn, when the marilith makes a melee weapon attack, it can choose to use one of maneuvers below:
  • Commander’s Strike. The marilith can use a bonus action and choose a friendly creature that can see or hear or telepathically communicate with the marilith and command that creature to use its reaction to make one weapon attack, adding 6 (1d12) to the attack’s damage roll on a hit.
  • Maneuvering Attack. When the marilith hits a creature with a melee weapon attack it adds 6 (1d12) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the pit fiend’s original target.
  • Guided Strike. The marilith can use a bonus action and choose a friendly creature that can see or hear or telepathically communicate with the marilith and provide insight for its next attack. The creature adds bonus of 6 (1d12) to its next attack roll.
Reactive. The marilith can take one reaction on every turn in a combat.

ACTIONS
Multiattack. The marilith makes up to seven attacks: six with its longswords and one with its tail. Alternately, replace two longsword attacks for each use of its longbow.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Blade Barrier (1/Day). The marilith creates a vertical wall of magical blades. The wall appears within 90 ft. of the marilith and lasts for 10 minutes or until the marilith loses concentration. The marilith can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw, taking 35 (6d10) slashing damage on a failed save, or half as much damage on a successful one.

Stun (1/Day). The marilith hisses a word of power at one creature it can see within 60 feet of it. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target can make a DC 20 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Summon Demon (1/Day). The marilith has a 75 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, or one marilith. The demons appear in an unoccupied spaces within 90 feet of the marilith.

Innate Spellcasting. The marilith’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The marilith can innately cast the following spells, requiring no material components.

At will: darkness, detect magic, dispel magic, misty step
3/day each: cloudkill, hex
1/day each: polymorph

BONUS ACTIONS
Abyssal Command (1/Rest). The marilith can use a bonus action to choose one demon of a lower CR than the marilith that it can see within 60 feet of it. The demon immediately uses its reaction to move up to its speed and then explodes and is destroyed. Each creature within a 10-foot radius of the demon when it explodes must make a DC 20 Dexterity saving throw, taking 16 (3d10) fire damage on failed saving throw, or half as much damage on a successful one.

Chaos Leap (1/Rest). The marilith uses its teleport action.

Relentless (3/Rest). As long as the marilith has at least one hit point it can end one condition or effect it is suffering, even if it is incapacitated.

REACTIONS
Counterspell (3/Day).
If the marilith can see a creature casting spell within 60 feet of it and the spell is 3rd level or lower, the spell fails and has no effect. If the casting of the spell is 4th level or higher, make an Charisma check with a DC equal to 10 + the spell’s level. On a success, the spell fails and has no effect.

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

Riposte.
When a creature misses the marilith with a melee attack, the marilith can make a weapon attack against that creature.
 
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dave2008

Legend
So throwing this out there. I loved the 4e Pit Fiend, it had to me the coolest ability for a boss monster ever (and one you used a bit for Auril). The Pit Fiend could point at any devil of level rank them him...and blow it up....causing a big area damage.

The flavor is amazing...THAT is why lesser demons listen to a Pit Fiend, he literally holds their lives in the palm of his hand. Second, it made for great tactics, using minions as fodder.

I would LOVE to see something like that reincorproated into the Pit Fiend.
Take a look at the Marilith Commander, I think she has something you will like ;)
 

dave2008

Legend
Nalfeshnee Tyrant
Large fiend (demon), chaotic evil

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Armor Class 19 (natural armor)
Hit Points 207 (18d10 + 108; bloodied 103)
Speed 30 ft., fly 40 ft.
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STRDEXCONINTWISCHA
22 (+6)12 (+1)23 (+6)20 (+5)13 (+1)16 (+3)
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Savings Throws Con +11, Int +10, Wis +6, Cha +8
Skills Arcana +10, Intimidation +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 16
Languages Abyssal, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +5
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Abyssal Indifference. The nalfeshnee has advantage on saving throws against being charmed.

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the nalfeshnee has disadvantage on the attack roll.

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

Teleport (1/short rest). The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Unstoppable (2/Short Rest). The nalfeshnee can use a reaction at the end of its turn to remove one condition or effect it is suffering and it cannot use reactions again until the end of its next turn.

ACTIONS
Multiattack. The nalfeshnee uses scintillating spray if it can. It then makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and if the target is a Large or smaller creature it must make a DC 19 Strength saving throw or be grappled. If the nalfeshnee hits the same target with two claw attacks on the same turn, the target has disadvantage on the second saving throw.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target that is grappled by the nalfeshnee or incapacitated. Hit: 22 (3d10 + 6) piercing damage plus 14 (4d6) poison damage.

Scintillating Spray (Recharge 5-6). The nalfeshnee magically emits a dazzling multicolored light in a 30-foot cone. Each creature in the cone, that can see the light, must succeed on a DC 16 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unholy Whispers (Recharge 5-6). The nalfeshnee magically invades the minds of its enemies. The nalfshnee selects a point it can see within 120 feet of it. All creatures in a 30-foot radius of that point must make a DC 16 Wisdom saving throw or take 35 (6d10) psychic damage and be stunned until the end of the nalfeshnee’s next turn.

Innate Spellcasting. The nalfeshnee’ spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The nalfeshnee can innately cast the following spells, requiring no material components.

At will: chill touch, darkness, detect magic, dispel magic, minor illusion, telekinesis
3/day each: protection from good, slow, symbol, web
1/day each: feeblemind, greater invisibility

BONUS ACTIONS
Foul Curse (1/day).
The nalfeshnee can channel necrotic energy at a creature it can see within 60 feet of it. The target must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much damage on a successful one.

REACTIONS
Boar's Bite. If a creature ends its turn grappled by the nalfeshnee, the nalfeshnee can make a bite attack with advantage targeting the grappled creature.
 
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dave2008

Legend
Klurichir
Huge fiend (demon), chaotic evil
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Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144; bloodied 150)
Speed 40 ft., fly 60 ft.
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STRDEXCONINTWISCHA
24 (+7)15 (+2)21 (+6)18 (+4)16 (+3)20 (+5)
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Savings Throws Str +14, Dex +8, Con +12, Wis +9
Skills Arcana +10, Athletics +14, Intimidation +17,
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages Abyssal, Primordial, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Abyssal Step. The klurichir can use a bonus action to magically teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Aura of Malignance. Creatures within 15 feet of the kluricher cannot regain hit points.

Magic Resistance. The klurichir has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the klurichir has disadvantage on the attack roll.

Magic Weapons. The klurichir’s weapon attacks are magical.

Obscene Magic (2/Short Rest). The klurichir can use a bonus action to cast a spell or use its Blasphemous Utterance.

Unstoppable (3/Short Rest). The klurichir can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the klurichir can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.

ACTIONS
Multiattack. The klurichir makes four claw attacks or two claw attacks and one pincher attack.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target that is grappled by the klurichir or incapacitated. Hit: 18 (3d8 + 7) piercing damage.

Pinchers. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) piercing damage and the target is grappled. A target grappled in this way is also restrained.

Blasphemous Utterance. The klurichir roars a vile word of power. Each creature within a 30 foot radius centered on the klurichir must make a DC 19 Charisma saving throw, taking 19 (3d12) necrotic damage and be cursed on a failed save, or half as much damage on a successful one. A cursed creature has its speed reduced in half and cannot regain hit points. The target may make another saving throw at the end of each of its turns, ending the effect on it with a success.

Innate Spellcasting. The klurichir’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The klurichir can innately cast the following spells, requiring no material components.

At will: darkness, detect magic, dispel magic, hold monster, poison spray (17th level), telekinesis
3/day each: power word stun, symbol, teleport
1/day each: banishment, weird

BONUS ACTIONS
Gnaw.
The klurichir can make a bite attack targeting a creature it has grappled.

REACTIONS
Evade. If the klurichir succeeds on a saving throw versus an area attack, the klurchic can move up to half its speed. If the movement takes it outside the area of effect of the triggering attack, it takes no damage from that attack.

Torso Bite. If a creature ends its turn grappled by the klurichir's pinchers, it can make the following attack. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 7) piercing damage and if the target is a Medium or smaller creature it must make a DC 22 Strength saving throw or be swallowed. If a target is swallowed the grapple ends and while swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the klurichir, and it takes 21 (6d6) acid damage at the start of each of the klurichir’s turns.

If the klurichir takes 30 damage or more on a single turn from a creature inside it, the klurichir must succeed on a DC 20 constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the klurichir. If the klurichir is reduced to 0 hit points, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
 
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Marilith

Brute is not factored into the melee damage. Should be 3d8.

It should be able to teleport without spending the entire turn doing so. Otherwise, it's a useless ability at CR17. I seem to recall this is a common critique of the WotC marilith.

I can't figure out how reactive works with unstoppable? Does it lose use of reactive for an entire turn? Also, "each turn" in reactive. Do you mean "each opponent's turn" and maybe that should be clearer?
 
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Nalfeshnee
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and if the target is a Large or smaller creature it must make a DC 19 Strength saving throw or be grappled. If the nalfeshnee hits the same target with two claw attacks on the same turn, the target has disadvantage on the second saving throw.
 


dave2008

Legend
Marilith

Brute is not factored into the melee damage. Should be 3d8.
This is a a little word play. I could probably just eliminate it, but my thought was though the marilith is Large, the longsword is just Medium and therefor only does 1d8 damage. So I had the Brute trait. Probably just over thinking it :)

It should be able to teleport without spending the entire turn doing so. Otherwise, it's a useless ability at CR17. I seem to recall this is a common critique of the WotC marilith.
I believe I gave it misty step as an at will spell, so a marilith can teleport 30 feet as a bonus action. I just didn't want to make all the demons the same, but if you think misty step is not enough, I can revise the teleport.

I can't figure out how reactive works with unstoppable? Does it lose use of reactive for an entire turn? Also, "each turn" in reactive. Do you mean "each opponent's turn" and maybe that should be clearer?
If the marilith uses "Unstoppable" it uses a reaction, but then it cannot use reactions (at all - no "reactive") until the end of its next turn. I thought it was clear, but what is confusing you and I will clean it up.

Reactive is copied straight from the MM. It applies to each turn because a monster (or PC) can take a reaction on its turn or another monsters/PC's turn, Crawford clarified this at one point in Sage Advice.
 

What is the issue? Do you want to say "creature" instead of "target?"
I want to say the target instead of "it". I read it multiple times and kept reading it as the nalfeshnee that somehow got a disadvantage.
I know there's nothing grammatical wrong, I just kept reading it so and a little change might help others - or me at least
 

I believe I gave it misty step as an at will spell, so a marilith can teleport 30 feet as a bonus action. I just didn't want to make all the demons the same, but if you think misty step is not enough, I can revise the teleport.
You did. I guess it's okay. But I don't see the marilith using teleport before it's done for.

If the marilith uses "Unstoppable" it uses a reaction, but then it cannot use reactions (at all - no "reactive") until the end of its next turn. I thought it was clear, but what is confusing you and I will clean it up.
No, I read it right, then. So losing 5-6 reactions to get rid of some effect. Tough choice.

Reactive is copied straight from the MM. It applies to each turn because a monster (or PC) can take a reaction on its turn or another monsters/PC's turn, Crawford clarified this at one point in Sage Advice.
OK.
 

dave2008

Legend
You did. I guess it's okay. But I don't see the marilith using teleport before it's done for.
No, that is a hold over from the MM statblock. I guess teh marilith could use it to pop into melee range from a hidden position. It makes some sense if the PCs are already facing a group of demons and then the marilith teleports in and changes the whole battle.

No, I read it right, then. So losing 5-6 reactions to get rid of some effect. Tough choice.
Yep, perhaps to harsh, I'll think about it.
 

dave2008

Legend
I want to say the target instead of "it". I read it multiple times and kept reading it as the nalfeshnee that somehow got a disadvantage.
I know there's nothing grammatical wrong, I just kept reading it so and a little change might help others - or me at least
I get it now, I've changed it as suggested. That is why it is always great to have another set of eyes look at these. Thanks!
 


dave2008

Legend
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Unknown by unknow (at least by me)

Balor Executioner
Champion Huge fiend (demon), chaotic evil
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Armor Class 19 (Natural Armor)
Hit Points 396 (22d12 + 132; bloodied 198)
Speed 50 ft., fly 90 ft.
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STRDEXCONINTWISCHA
28 (+9)17 (+3)23 (+6)20 (+5)18 (+4)22 (+6)
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Savings Throws Str +15, Dex +9, Con +12, Wis +10, Cha +12
Skills Athletics +15, Intimidation +12, Perception +10
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive Perception 20
Languages Abyssal, telepathy 180 ft.
Challenge 19 (37,500 champion XP) Proficiency Bonus +6
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Chaos Lord (Champion Trait, recharges after a short or long rest). If the balor is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

Death Throes. When the balor is reduced to 0 hit points, it dies, its weapons are destroyed, and it begins to implode. On its initiative count each round after it dies, the balor's body reduces by one size category. When the balor's body becomes Small, it explodes and each creature within a 60-foot radius of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage* on a failed save, or half as much damage on a successful one. The explosion ignites the area for 1 minute. Any object in the area or creature the ends it turn in or adjacent to the area takes 10 (3d6) fire damage.

*This damage is not calculated as part of the balor's CR.

Executioner. The balor knows the health (current hit points and any conditions or effects it is suffering) of all creatures it can see within 60 feet of it.

Fire Aura. At the end of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. The balor has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the balor has disadvantage on the attack roll.

Magic Weapons. The balor’s weapon attacks are magical and it can wield its greatsword in one hand.

Unstoppable. The balor can can use a reaction, take 30 hit points of damage, and end one condition or effect it is suffering.

Vicious Brute. The balor suffers a -2 penalty on its melee weapon attack rolls and deals two extra dice of its damage when it hits (included in the attack).

ACTIONS
Multiattack. The balor makes two melee attacks.

Greatsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 22 (5d8) lightning damage, or 76 (15d8 + 9) slashing damage plus 67 (15d8) lightning damage on a critical hit.

Whip. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 19 (3d6 + 9) slashing damage plus 21 (6d6) fire damage, and the target must succeed on a DC 23 Strength saving throw or be grappled (DC 20 escape) and pulled up to 25 feet toward the balor. If a creature ends its turned grappled by the balor's whip, it takes 10 (3d6) fire damage.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 9) slashing damage plus 10 (3d6) fire damage and the creature must make a DC 23 Strength saving throw or be pushed 10 feet or knocked prone, the balor's choice.

Chaos Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: select one of the d8 damage die, the target takes 23 (2d8 + 4d6) damage of one of the following types based on the die selected: 1) acid, 2) cold, 3) fire, 4) force, 5) lightning, 6) poison, 7) psychic, or 8) thunder. If both of the initial d8 damage rolls are the same number, the balor can select another target within 30 feet of the original target and make the same attack against the new target.

Innate Spellcasting. The balor’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The balor can innately cast the following spells, requiring no material components.

At will: chaos bolt (see "Actions"), darkness, detect magic, dispel magic, suggestion, telekinesis
3/day each: lightning bolt (7th level), power word pain, teleport, wall of fire
1/day each: dominate monster, incendiary cloud

BONUS ACTIONS
Flames of the Abyss. For 1 minute after the first time the balor is bloodied, the range of its Fire Aura increase to 10 feet and the damage it inflicts increases to 14 (4d6) fire damage

Obscene Magic (1/Short Rest). The balor can cast an at will spell.

Teleport (Recharge 4-6). The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

CHAMPION ACTIONS
Once the balor's champion trait is activated it can take a champion action, choosing from the options below, in place of one of its standard actions on its turn.

Wing Buffet. The balor beats its wings, each creature within 15 feet of it must make a DC 23 Constitution saving throw or be incapacitated until the start of its next turn. The balor can then move up to half its speed.
Executioner's Sword (Recharge 5-6). The balor makes one of the following attacks.
  • Sweeping Blade. The balor makes a longsword attack against each creature within its reach.
  • Death Strike. The balor uses its longsword to attack a creature within its reach. On a hit, instead of taking damage as normal, if the target has 19 hit dice or less, it dies. Otherwise the target takes 100 slashing damage.
 
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I forgot to add the "Gnaw" trait. It has been added now. Not sure why you think it needs to be better than torso bite, I see that as the more icon klurichir attack.
When I commented, I didn't know if the bite would end up using a bonus action or a reaction. If a reaction, it would need to be able to compete with torso bite.
Not relevant now.
 

Stalker0

Legend
Balor Scourge
Challenge 19 (25,000 XP)

This one isn't doing it for me at the moment, just feels very generic instead of the one the greater Demons that it would be. A few things off hand.

1) Death Throes should do more damage. This should be scary, omg run type of damage, not less than a fireball damage.

2) Maybe have the whip do some grappling, restraining

3) How about adding "Twinned" to Dominate Monster. In older versions he had that more at will, but twinned would give it some uniqueness and still work within the concentration schema. This would also gives me a different attack motiff than just danage,

So yeah there's just something here that feels missing.
 

dave2008

Legend
I have added and updated the fiends from my hardcore updates (and one new celestial:

Up next I will be working on some fiendish request until I start work on the dragons next weekend. After that, I will start working on converting the epic updates.
 

dave2008

Legend
This one isn't doing it for me at the moment, just feels very generic instead of the one the greater Demons that it would be. A few things off hand.
First, thank you as always for the comments. Before I get started with my response I want to explain that I want this balor to be bruiser, a "brute" in 4e terms. A simple heavy hitter. Not every high CR demon needs a bunch of tricks, IMO.

1) Death Throes should do more damage. This should be scary, omg run type of damage, not less than a fireball damage.
First I disagree, personally this one of the features I have always hated about the balor. However, to be honest, in 5e it is a CR thing. I checked the CR of the MM balor and the 70 avg damage of its death throes has a huge impact on its CR. That is why its regular attacks are so pathetic. I would much rather make the regular attacks stronger and death throes weaker. I would have eliminated it all together, but I felt it was kinda icon to the balor.

2) Maybe have the whip do some grappling, restraining
That is exactly what it does once its elite actions activate. So we are good there?
3) How about adding "Twinned" to Dominate Monster. In older versions he had that more at will, but twinned would give it some uniqueness and still work within the concentration schema. This would also gives me a different attack motiff than just danage,
I will think about. Personally I thought you would like "Death Strike." It is essentially an at will power word kill. Maybe I should eliminate the attack roll:sneaky:
 
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