D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
I have upload a new deity format with the introduction of Panzuriel, the Enslaver. This mimics the deity format in Theros with the additions of the information on divine realm and the godly stat block of course!

This is still a work in progress in terms of the deity information. That takes a lot longer to write, so I will present the deity entry shortly after the stat block is finished. I can then go back and add the flavor / PC info later.

Let me know your thoughts. Thanks!
 

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dave2008

Legend
1627299401233.png

Mithral Golem by JovaZ

Mithral Golem
Huge construct, unaligned
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Armor Class 22 (Natural Armor)
Hit Points 253 (22d12+ 110; bloodied 126)
Speed 60 ft.
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STRDEXCONINTWISCHA
24 (+6)20 (+5)21 (+5)3 (-4)11 (+0)1 (-5)
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Saving Throws Str +12, Dex +11, Con +11
Damage Immunities damage from spells, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, [aralyzed, petrified, poisoned
Senses darkvision 180 ft., passive perception 10
Languages understands the languages of its creator but can't speak
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Alacrity. The golem has advantage on Dexterity saving throws, and it gains an additional action which it can take at its initiative count +10. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Evasion. If the golem is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the golem instead takes no damage if it succeeds on the saving throw, and only half damage if it fails

Haste Absorption. Whenever the golem is subjected to the haste spell, it is not affected, but instead gains 10 hit points at the start of each of its turns for the duration of the spell or until it reaches 0 hit points.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Limited Magic Immunity. The golem is immune to any spell or magical effect of 2nd level or lower. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the golem has disadvantage on the attack roll.

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

Reactive. The golem can take two reactions, but it can only use one per turn.

ACTIONS
Multiattack. The golem makes three melee attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Quicksilver Strike (Recharge 4-6). The golem moves up to its speed. The first time it it moves within reach of a target during the move, it makes one slam attack against that target.

REACTIONS
Dodge. The golem adds 4 to its AC against one ranged attack that would hit it. To do so, the golem must see the attacker.

Counterstrike. If the golem is missed by a melee attack, it can make a slam attack targeting its attacker.
 
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dave2008

Legend
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Iron Golem by dleoblack

Adamantine Golem
Champion Huge construct, unaligned
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Armor Class 25 (Natural Armor)
Hit Points 408 (24d12+ 120; bloodied 204)
Speed 40 ft.
1600808807657.png

STRDEXCONINTWISCHA
27 (+8)10 (+0)21 (+5)3 (-4)11 (+0)1 (-5)
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Saving Throws Str +15, Con +12
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 180 ft., passive perception 10
Languages understands the languages of its creator but can't speak
Challenge 21 (49,500 champion XP) Proficiency Bonus +7
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Adamantine Durability (Champion Trait, recharges after a short or long rest). If the golem is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

Adamant Skin. The golem is immune to all damage unless an attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal. Additionally, any critical hit against the golem becomes a normal hit.

Brute. A melee weapon deals one extra die of its damage when the golem hits with it (included in the attack).

Destructive Strikes. When the golem has advantage, its melee attacks deal an additional 22 (4d10) bludgeoning damage on a hit.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Limited Magic Immunity. The golem is immune to any spell or magical effect of 2nd level or lower. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the golem has disadvantage on the attack roll.

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

Shred Magic (3/Short Rest). The golem can use a reaction at the end of its turn to remove one magical condition, effect, or spell it is suffering as if it had cast dispel magic at 8th level.

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

Trample. If the golem moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the golem can make one stomp attack as a bonus action.

ACTIONS
Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone or pushed 15 feet, the golem's choice.

Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one prone or Medium or smaller target. Hit: 34 (4d12 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone.

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

Adamantium Armor. The golem gains resistance to all bludgeoning, piercing, and slashing damage and can then move up to half its speed. The golem loses the resistance when this movement ends
Javelin Launcher (Recharge 5-6). The golem launches three adamantine javelins: Ranged Weapon Attack: +15 to hit, range 120/240 ft., one to three targets. Hit: 18 (3d6 + 8) piercing damage.
 
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TheBoredGM

Beneath our modern banality, we're just savages.
Panzuriel the Enslaver

Challenge
38 (345,000 XP)

Read or paraphrase the following text when Panzuriel uses her Kraken's Soul trait:

Future descriptive text goes here

Fighting Panzuriel as a mythic encounter is equivalent to taking on three CR 38 creatures in one encounter. Award a party 1,035,000 XP for defeating Panzuriel after she uses Kraken's Soul.


While in Rezuriel, Panzuriel is considered CR 34 (240,000 XP / 960,000XP)
You said Panzuriel was CR 38, but later you said Cr 34.
 

Stalker0

Legend
Adamantine Golem
Challenge
21 (33,000 XP)

Destructive Strike. I like the concept of Destructive Strikes, it shakes up the golem from a normal bruiser. That said, it does add a bit more on the DM side to run. An alternative idea:

"When the Adamantine golem has advantage, he deals 22 extra damage". This is easier for a DM to manage...and it also adds more value to all of those proning attacks: "oh crap I'm prone and AHHHHH....squish." At the end of the day I think both work for the concept, its just a question of the effort for a DM to run this.


You used damage thresholds before with some of your gods and elementals, it might also make sense for this guy... I mean adamantine is the hardest stuff there is!
If nothing else, if there is one monster in the whole book that should be immune to critical hits, its this guy. After all, a simple adamantine shield is enough to make a user immune from crits normally.

The Adamant Darts... I appreciate giving the golem ranged attacks but something about this concept of throwing little darts didn't do it for me....but I'm struggling to offer a better flavor, sorry.

Ok something more controversial, and it really depends on if you the want to golem to be "just a bruiser that does a lot of damage" or "a special memorial really scary guy". But one idea you could try out is once he has elite traits, he activates some kind of small anti-magic field around himself. This suddenly turns him into a nigh invincible killing machine if you don't have the right tools. Since this guy is often the epitome of golem hood, if there was one golem that regained some of the old edition "magic immunity", it could be this one....so something to consider.
 
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TheBoredGM

Beneath our modern banality, we're just savages.
Ok something more controversial, and it really depends on if you the want to golem to be "just a bruiser that does a lot of damage" or "a special memorial really scary guy". But one idea you could try out is once he has elite traits, he activates some kind of small anti-magic field around himself. This suddenly turns him into a nigh invincible killing machine if you don't have the right tools. Since this guy is often the epitome of golem hood, if there was one golem that regained some of the old edition "magic immunity", it could be this one....so something to consider.
Depends on whether the Admantine Golem is technological (robot) or more like a hunk of armor.
But that idea seems like a good one.
 

dave2008

Legend
You said Panzuriel was CR 38, but later you said Cr 34.
I had originally intended for Panzuriel to be CR 33, the CR 34 was its rank in its Divine domain. However, the 8 tentacle attacks do so much damage that it raised his CR to 38. I will get the rank in the divine realm corrected.
 

dave2008

Legend
Adamantine Golem
Challenge
21 (33,000 XP)

Destructive Strike. I like the concept of Destructive Strikes, it shakes up the golem from a normal bruiser. That said, it does add a bit more on the DM side to run. An alternative idea:

"When the Adamantine golem has advantage, he deals 22 extra damage". This is easier for a DM to manage...and it also adds more value to all of those proning attacks: "oh crap I'm prone and AHHHHH....squish." At the end of the day I think both work for the concept, its just a question of the effort for a DM to run this.
Damn, your always improving my ideas - thanks! That is better 5e approach.


You used damage thresholds before with some of your gods and elementals, it might also make sense for this guy... I mean adamantine is the hardest stuff there is!
If nothing else, if there is one monster in the whole book that should be immune to critical hits, its this guy. After all, a simple adamantine shield is enough to make a user immune from crits normally.
I intended to included it. I cut it from the Mithril Golem to give to the Adamantine and then evidently forgot to paste it in! I will get that corrected.
The Adamant Darts... I appreciate giving the golem ranged attacks but something about this concept of throwing little darts didn't do it for me....but I'm struggling to offer a better flavor, sorry.
I imagine them more as javelins (and almost called them that) that shoot out of it, not thrown. I will think of a way to clarify it.
Ok something more controversial, and it really depends on if you the want to golem to be "just a bruiser that does a lot of damage" or "a special memorial really scary guy". But one idea you could try out is once he has elite traits, he activates some kind of small anti-magic field around himself. This suddenly turns him into a nigh invincible killing machine if you don't have the right tools. Since this guy is often the epitome of golem hood, if there was one golem that regained some of the old edition "magic immunity", it could be this one....so something to consider.
I gave the mithril golem more spell immunity I think, but this guy is pretty spell resistant too. I will think about taking it up a notch..
 

dave2008

Legend
Adamantine Golem
Challenge
21 (33,000 XP)

Destructive Strike. I like the concept of Destructive Strikes, it shakes up the golem from a normal bruiser. That said, it does add a bit more on the DM side to run. An alternative idea:

"When the Adamantine golem has advantage, he deals 22 extra damage". This is easier for a DM to manage...and it also adds more value to all of those proning attacks: "oh crap I'm prone and AHHHHH....squish." At the end of the day I think both work for the concept, its just a question of the effort for a DM to run this.


You used damage thresholds before with some of your gods and elementals, it might also make sense for this guy... I mean adamantine is the hardest stuff there is!
If nothing else, if there is one monster in the whole book that should be immune to critical hits, its this guy. After all, a simple adamantine shield is enough to make a user immune from crits normally.

The Adamant Darts... I appreciate giving the golem ranged attacks but something about this concept of throwing little darts didn't do it for me....but I'm struggling to offer a better flavor, sorry.
Updated, let me know what you think.
 

dave2008

Legend
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Elf by Mitch Mohrhauser

LeShay
Medium fey, any alignment
1600821798106.png

Armor Class 18 (19 with LeShay weapons)
Hit Points 375 (30d8 + 240; bloodied 187)
Speed 40 ft.
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STRDEXCONINTWISCHA
18 (+4)27 (+8)22 (+6)20 (+5)19 (+4)28 (+9)
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Savings Throws Dex +15, Con +13, Int +12, Wis +11
Skills Acrobatics +15, Arcana +12, History +12, Nature +12, Perception +11, Persuasion +16, Stealth +15
Senses darkvision 60 ft., passive Perception 21
Languages Common, plus any languages it new in life
Challenge 21 (33,000 XP) Proficiency Bonus +7
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Action Surge (2/Day). The LeShay can take one additional action on top of its regular action and a possible bonus action.

Charming Gaze. If a creature starts its turn within 30 feet of the LeShay and the two of them can see each other, the creature must make a DC 24 Wisdom saving throw or be magically charmed. The charmed creature regards the Leshay as a trusted friend to be heeded and protected. Although the target isn't under the leshay's control, it takes the leshay's requests or actions in the most favorable way it can.

Each time the leshay or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lesahy dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the hamadryad's Fey Charm for the next 24 hours.

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 LeShay in the meantime, it must immediately make the save.

Fey Ancestry. The LeShay has advantage on saving throws against being charmed and it can't be magically put to sleep.

Fey Step (Recharge 4–6). As a bonus action, the LeShay can teleport up to 30 feet to an unoccupied space it can see.

Fey Touched (3/Shorts). If the LeShay fails an attack roll, ability check, or saving throw it can reroll the die and it must use the new roll.

LeShay Weapons. The LeShay can conjure two magical weapons to its hands as a free action action. The weapons are unique to the LeShay and disappear when they are not used. While wielding its weapons, the LeShay gains a +1 bonus to its AC (included in its AC) and it an use a bonus action to make one LeShay Weapon attack.

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

ACTIONS
Multiattack.
The LeShay makes four weapon attacks.

LeShay Weapon. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) slashing damage.

LeShay Weapon. Ranged Weapon Attack: +15 to hit, range 60 / 120 ft., one target. Hit: 13 (1d10 + 8) slashing damage. The weapon immediately returns to the Leshay's hand after it hits or misses its target.

Innate Spellcasting. The LeShay’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The LeShay can innately cast the following spells, requiring no material components.

At will: alter self, blur, counterspell, detect thoughts, dispel magic, freedom of movement, greater invisibility, heal, knock, speak with plans and animals, teleport, water breathing

REACTIONS
Parry.
When the LeShay would be hit by an attack, it can reduce the damage by 13 (1d10 + 8).

Retributive Strike. When a creature misses the Leshay with a melee attack, it can make a melee weapon attack against the creature.
 
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dave2008

Legend
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Dryad by Okha

Hamadryad
Medium fey, neutral
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Armor Class 14 (16 with Barkskin)
Hit Points 65 (10d8 + 20; bloodied 32)
Speed 40 ft.
1600857222678.png

STRDEXCONINTWISCHA
14 (+2)18 (+4)15 (+2)17 (+3)18 (+4)20 (+5)
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Savings Throws Dex +7, Wis +17, Cha +8
Skills Perception +7, Stealth +7
Senses darkvision 60 ft., Passive Perception 17
Languages Elvish, Sylvan
Challenge 3 (700 XP) Proficiency Bonus +2
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Forest Matron. The hamadryad ignores difficult terrain in a forest and takes no damage from spells that create or modify plants like spike growth, wall of thorns, or similar magic.

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

Speak with Beasts and Plants. The hamadryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 90 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

ACTIONS
Multiattack.
The hamadryad makes two club attacks.

Club. Melee Weapon Attack: +5 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage with shillelagh.

Thorn Whip. Melee Spell Attack: +8 to hit, reach 30 ft., one target. Hit: 10 (3d6) piercing damage, and if the target is a Large or smaller creature it is pulled 10 feet closer to the hamadryad.

Fey Charm. The hamadryad targets one humanoid or beast that she can see within 60 feet of her. If the target can see the hamadryad, it must succeed on a DC 16 Wisdom saving throw or be magically charmed. The charmed creature regards the hamadryad as a trusted friend to be heeded and protected. Although the target isn't under the hamadryad's control, it takes the hamadryad's requests or actions in the most favorable way it can.

Each time the hamadryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the hamadryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the hamadryad's Fey Charm for the next 24 hours.

The hamadryad can have no more than two humanoids and up to six beasts charmed at a time.

Innate Spellcasting. The hamadryad's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with attack spells). The dryad can innately cast the following spells, requiring no material components:

At will: barkskin, druidcraft, entangle, goodberry, thorn whip (see "Actions)
3/day each: pass without trace, shillelagh
1/day each: plant growth, spike growth

BONUS ACTIONS
Forest Magic (1/Short Rest). If the hamadryad is in a forest, it can cast a spell.
 
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dave2008

Legend
How do you get CR21?

HP 375 = CR20. AC 18/19 (this is not explained btw) = CR20

Dam/round = 100 (23*13) = CR16. Attack bonus +15 =+3 CR = CR19.

Final CR 19/20.
The 19 was from wielding two weapons, but your correct I forgot to mention that! I will get that corrected. EDIT - corrected.

The basic CR I also calculated at 19.5 (but my calculation was a bit different); however, it has a very powerful, always on gaze, attack, so I bumped to 21. FYI, if I remember correctly the basilisk CR was increased by 1 for its gaze and this much more powerful so I increased it by 2.

Not to mention it can cast blur at will.
 
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Right. I'm just trying to figure out how to get to CR. RAW is pretty indifferent to non-damaging spells/attacks.

BTW, I don't think blur is a game changer at CR21, and neither are charm effects.
 

dave2008

Legend
Right. I'm just trying to figure out how to get to CR. RAW is pretty indifferent to non-damaging spells/attacks.

BTW, I don't think blur is a game changer at CR21, and neither are charm effects.
If you deconstruct the CR of the monsters in the MM you can see they accounted for it. Some things just aren't in the guidelines.

The LeShay's charm is very powerful (DC 24 is 5 over its base CR DC), it requires no action, and it affects all creatures within 30 feet. A move, misty step, or teleport and the LeShay could take out half the party without taking an action! Really the only thing I might change is increasing the range to 60 ft.

Not to mention Fey Touched is a nice boost too.

EDIT: FYI, you forgot the boost from Magic resistance in your CR calculation. The LeShay's defensive CR is 21, not 20.
 
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dave2008

Legend
How do you get CR21?

HP 375 = CR20. AC 18/19 (this is not explained btw) = CR20

Dam/round = 100 (23*13) = CR16. Attack bonus +15 =+3 CR = CR19.

Final CR 19/20.
I added a bonus action attack (LeShay Weapons), that takes the base CR to 20.5, then the charm bumps it to 21. Does that feel better?

I had originally planned to do this, but thought it was overkill. It didn't change the numbers to much so I am happy to add it back if you feel it is needed.
 

dave2008

Legend
Worm that Walks
Medium undead, any evil alignment
1600868994049.png

Armor Class 17 (see equipment; 20 with mage armor)
Hit Points 231 (22d8+132; bloodied 115)
Speed 30 ft.
1600868995327.png

STRDEXCONINTWISCHA
17 (+3)18 (+4)23 (+6)22 (+6)15 (+2)18 (+4)
1600868996207.png

Savings Throws Str +4, Dex +12, Con +14, Int +14, Wis +10, Cha +12
Skills Arcana +20, History +13, Perception +9, Stealth +11
Damage Resistances cold, poison, psychic; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities necrotic
Condition Immunities charmed, grappled, exhaustion, frightened, paralyzed
Senses truesight 120 ft., passive Perception 19
Languages Common plus up to five other languages
Challenge 23 (50,000 XP) Proficiency Bonus +7
1600868997569.png

Decompose (1/Day). When the worm that walks is reduced to 0 hit points, it falls into a pile of vermin (worms, maggots, etc., use two swarms of insects) that immediately attempt to escape by slithering through holes or burrowing into the earth. Any items or equipment worn or carried by the worm that walks fall to ground in the area previously occupied by the worm that walks. Unless the swarms are destroyed, the worm that walks reforms from them 24 hours later.

Horrifying Attack. When the worm that walks engulfs a creature, each of the creature’s allies within 60 feet of it, and that can see the attack, must make a DC 21 Wisdom saving throw or become frightened 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. The saving throw is made with disadvantage if the engulfed creature is reduced to 0 hit points by the attack.

Magic Absorption. If a worm that walks is hit by an attack spell or succeeds on a saving throw from a 3rd level spell or lower it is unaffected by the spell and instead regains (4) 1d8 hit points per level of the spell.

Magic Weapons. The worm that walks’ weapon attacks are considered uncommon magical items for overcoming resistances.

Swarm Form. The worm that walks can move through a space as narrow as 4 inches wide without squeezing.

Turn Resistance. The worm that walks has advantage on saving throws against any effect that turns undead.

Withering Aura. A creature that touches the worm that walks, or hits it with a melee attack within 5 feet of it takes 13 (3d8) necrotic damage and the worm that walks regains an equal amount of hit points.

Unstoppable (3/Short Rest). The worm that walks can use a reaction at the end of its turn or 2 legendary actions to remove one or two conditions or effects it is suffering.

Equipment. A worm that walks typically has several magic items in its possession. The sample here has the following magic items (included in its AC and attacks): bracers of defense and a ring of protection.

ACTIONS
Multiattack.
The worm that walks makes two slam or chill touch attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) necrotic damage.

Chill Touch. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage and the target cannot regain hit points until the start of the worm that walks next turn.

Engulf (Recharge 5-6). The worm that walks can move up to 20 feet and enter the space of a Medium or smaller creature, swallowing it in a mass of vermin. The target must make a DC 21 Constitution saving throw or take 20 (8d4) piercing damage plus 28 (6d8) necrotic damage and be blinded and restrained on a failed save. The affected creature takes 20 (8d4) piercing damage plus 28 (6d8) necrotic damage at the start of each of the worm that walks' turns. The creature can make a DC 21 Dexterity saving throw at the end of each of its turns to shake of the vermin, ending the effect on itself on a success and moving to an unoccupied space adjacent to the worm that walks.

Spellcasting. The worm that walks is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The worm that walks typical has the following wizard spells prepared:

Cantrips (at will): acid splash, chill touch (see "Actions"), mage hand, prestidigitation, vicious mockery
1st level (4 slots): burning hands, detect magic, inflict wounds, mage armor, magic missile, shield
2nd level (3 slots): blur, darkness, detect thoughts, melf’s acid arrow
3rd level (3 slots): counterspell, dispel magic, fireball, haste
4th level (3 slots): blight, banishment, fire shield, evard’s black tentacles
5th level (3 slots): cloudkill, dispel good and evil, geas, scrying
6th level (2 slots): disintegrate, mass suggestion
7th level (2 slots): finger of death, delayed blast fireball
8th level (1 slot): abdi-dalzim’s horrid wilting, power word stun
9th level (1 slot): meteor swarm*

*Note: If the worm that walks doesn't use meteor swarm, it is only a CR 19 threat worth 22,000 XP.


LEGENDARY ACTIONS
Worm that walks can take 2 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. If Worm that walks has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. A worm that walks regains spent legendary actions at the start of its turn.

Cantrip. The worm that walks cast a cantrip at 17th level.
Slam. The worm that walks makes a slam attack.
Swarm Movement (Cost 2 Actions). The worm that walks transforms into a swarm of vermin and can move up to twice its speed. During this movement it can move through other creature's spaces and attack rolls targeting it have disadvantage. The first time the worm that walks enters a creature's space, the creature takes 5 piercing damage.
Feed (Costs 2 Actions). A creature engulfed by the worm that walks takes 28 (6d8) necrotic damage and the worm that walks regains half as much hit points.
 
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I added a bonus action attack (LeShay Weapons), that takes the base CR to 20.5, then the charm bumps it to 21. Does that feel better?

I had originally planned to do this, but thought it was overkill. It didn't change the numbers to much so I am happy to add it back if you feel it is needed.
you decide.
 


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