D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Zombie Dragon by sandara

Ancient Green Dragon Zombie
Gargantuan dragon, lawful evil
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Armor Class 19 (Natural Armor)
Hit Points 279 (18d20 + 90; bloodied 139)
Speed 30 ft., climb 20 ft., fly 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
22 (+6)8 (-1)20 (+5)1 (-5)5 (-3)6 (-2)
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Saving Throws Dex +5, Wis +3
Damage Resistances necrotic; bludgeoning, piercing & slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive perception 6
Languages --
Challenge 20 (25,000 XP) Proficiency Bonus +6
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Colossal. The zombies's space is 25 feet by 25 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Magic Weapons. The zombie’s weapon attacks are considered magical weapons.

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

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Unstoppable. At any time, requiring no action, the zombie can take 30 hit points of damage and immediately end one conditions or effect it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

Zombie Plague. A creature with 20 hit points or less that is hit by a melee attack from the zombie must make a DC 20 Constitution saving throw or be infected with zombie plague. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest.

At the end of each Long Rest, an infected creature must make a DC 20 Constitution saving throw. On a failed save, the creature gains one additional level of Exhaustion. If a creature reaches the sixth level of exhaustion, it dies and immediately rises as a zombie.

ACTIONS
Multiattack.
The zombie makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 17 (5d6) poison damage and the target must make a DC 20 Strength saving throw or be grappled.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be knocked prone or pushed 10 feet, the zombie's choice.

Tail. Melee Weapon Attack: +12 to hit, reach 35 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and incapacitated until the end of the zombie’s next turn.

Poison Breath (Recharge 6). The zombie exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 88 (16d10) poison damage and be poisoned on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTIONS
The zombie can take 3 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 the zombie has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The zombie regains spent legendary actions at the start of its turn.

Crunch. The zombie makes a bite attack against a creature it has grappled.
Tail Slam (Cost 2 Actions). The zombie makes one Tail attack.
Wing Attack (Costs 3 Actions). The zombie beats its wings. Each creature within 30 feet of the zombie must succeed on a DC 20 Strength saving throw, taking 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The zombie can then fly up to half its flying speed.
 
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dave2008

Legend
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Dracolich Commission by Ahkahna

*Note: my view on a dracolich is different then what is presented in the MM.

DRACOLICH
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Even as long-lived as they are, all dragons must eventually die. This thought doesn’t sit well with many dragons, it is generally accepted. However, some powerful dragons cannot except the limitations of a mortal life and allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic and depraved dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.

Beyond Death. The ritual that transforms a dragon into a dracolich consumes its vitality and innate elemental magic. The reborn dracolich retains the shape, size, and mental capabilities it had in life; however, its body withers, its skin and scales draw tight and slough away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. Additionally, it looses the ability to use the magic it had in life, including its breathweapon, but it gains new necrotic powers in the process.

Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe.

The process of becoming a dracolich robs a dragon of the elemental magic it had in life as it fuels its undead transformation. However, many dracolich's use their undeath to acquiring new magical abilities, becoming wizards, sorcerers, or occasionally clerics of evil gods.

Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich’s phylactery. As the dragon’s flesh rots away, the spirit inside the gem returns to animate the dragon’s bones.

If a dracolich’s physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon’s corpse, the dracolich’s spirit can take possession of that corpse to become a new dracolich. If the dracolich’s spirit gem is taken to another plane, the dracolich’s spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife.

DRACOLICH TEMPLATE
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Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren’t true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can’t be transformed into a dracolich, for it has already lost too much of its physical form.

When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.

Type. The dracolich’s type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.

Armor Class. The dracolich's armor class is reduced by 4, compared to what it had when it was living.

Hit Points. The dracolich has 2 less hit dice than than the dragon had in life. Recalculate the dracolich's hit points based on its revised hit dice and Constitution.

Speed. Reduce all speeds it has by 10 ft.

Strength. The dracolich's Strength score is reduced by 4, compared to what it had when it was living.

Dexterity. The dracolich's Dexterity score is reduced by 2, compared to what it had when it was living.

Constitution. The dracolich's Constitution score is reduced by 2, compared to what it had when it was living.

Damage Resistance. The dracolich has resistance to necrotic and piercing damage.

Damage Immunities. The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich.

Condition Immunities. The dracolich can’t be charmed, frightened, paralyzed, or poisoned. It also doesn’t suffer from exhaustion.

Dragon Magic. The dracolich cannot use the innate magic it had in life, it looses the Dragon Magic trait.

Dragon Scales. The dracolich's scales wither and fall off, it looses the Dragon Scales trait.

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

Perceptive. The dracolich looses this trait if it had it in life.

Seige Monster. The dracolich looses this trait if it had it in life.

Breathweapon. The dracolich's breathweapon damage type changes to necrotic. Additionally, any creature that takes damage from the dracolich's breathweapon must make an additional Constitution saving throw, same DC as the breathweapon, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
 
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dave2008

Legend
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by Herschel Hoffmeyer


MegalodonChallenge 12
Gargantuan beast, unaligned8,400 XP
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Armor Class 16 (natural armor)
Hit Points 214 (13d20 + 78; bloodied 107)
Speed 0 ft., swim 120 ft.
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STRDEXCONINTWISCHA
26 (+8)10 (+0)22 (+6)1 (-5)10 (+0)5 (-3)
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Saving Throws Str +12, Con +10
Skills Athletics +12, Perception +4, Stealth +4
Senses Blindsight 90 ft., Passive Perception 14
Languages --
Proficiency Bonus +4 Maneuver DC 20
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Aquatic. The shark has advantage on attacks against creatures in water that do not have a swim speed. Additionally, while submerged in water it has advantage on all Dexterity checks and saving throws.

Aquatic Senses. If the shark is submerged, it has advantage on Wisdom (Perception) checks versus submerged targets.

Blood Frenzy. The shark has advantage on melee attack rolls against any creature that is bloodied.

Crushing Bite. If the shark has advantage on a bite attack and both rolls are a hit, the attack is a critical hit.

Water Breathing. The shark can breathe only underwater.

ACTIONS
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage and the target is also grappled (Escape DC 20). Until the grapple ends, the target is restrained and the shark cannot bite another target. If the shark moves at least 20 feet straight toward the target immediately before the hit, the target takes an extra 22 (4d10) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one target not grappled by the shark. Hit: 18 (3d8 + 5) bludgeoning damage.

REACTIONS
Chomp. If a creature ends its turn grappled by the shark, the shark can make a bite attack against the target.

Swallow. If a Large or smaller creature ends its turn grappled by the shark, the target must succeed on a DC 20 Strength or Dexterity saving throw or be swallowed by the shark. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the shark, and it takes 14 (4d6) acid damage at the start of each of the shark's turns.

If the shark takes 30 or more damage on a single turn from a creature inside it, the shark must succeed on a DC 20 Constitution saving throw a the end of that turn or regurgitate all swallowed creatures, which fall prone in space within 10 feet of the shark. If the shark dies, a swallowed creature is no longer restrained and can escape from the corpse by using 30 feet of movement and exiting prone.
 
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dave2008

Legend
I have added the traits for the Achfiends:
These a still drafts really. I would love to get some feedback. In particular I am looking for advice on common spells for innate casting. Right now all the archfiends have the same list and I don't want that to be the case.
 
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dave2008

Legend
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The Wolf of Winter by deskridge


Timber WolfChallenge 1/2
Medium beast, unaligned100 XP
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Armor Class 13 (natural armor)
Hit Points 13 (2d8 + 4; bloodied 6)
Speed 50 ft.
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STRDEXCONINTWISCHA
14 (+2)15 (+2)14 (+2)3 (-4)12 (+1)8 (-1)
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Saving Throws Dex +4, Con +4
Skills Athletics +4, Perception +3
Senses Darkvision 90 ft., Passive Perception 13
Languages --
Proficiency Bonus +2 Maneuver DC 12
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Keen Hearing and Smell. The timber wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The timber wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Multiattack. The timber wolf makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Additionally, if the timber wolf chooses, the target must succeed on a DC 12 Strength saving throw or be grappled.

REACTIONS
Chomp. If a target ends its turn grappled by the timber wolf, the timber wolf can make a bite attack against that target.

Variant: Timber Wolf Alpha
When a pack of timber wolves is encountered their is typically a leader of the group. This leader is called the Alpha. To make a timber wolf an Alpha, make the following changes (these changes to not change its CR): Increase its hit points to 20 and give it the following action:

Howl. The timber wolf alpha makes a commanding howl. Each wolf ally of the aplha's within 600 feet of it and that can hear it, can use its reaction to take one of the following actions:
  • Take the Disengage action.
  • Move up to half its speed and make a bite attack.
  • Take the Dash action.
  • Make a bite attack with advantage against a creature it has grappled.
  • Gain 5 temporary hit points
 
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dave2008

Legend
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Path of Miranda_ Forest spirit by snatti89

Giant FoxChallenge 1/2
Medium beast, unaligned100 XP
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Armor Class 13
Hit Points 16 (3d8 + 3; bloodied 8)
Speed 50 ft.
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STRDEXCONINTWISCHA
13 (+1)16 (+3)13 (+1)3 (-4)12 (+1)8 (-1)
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Saving Throws Dex +5, Con +3
Skills Acrobatics +5, Perception +3
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Proficiency Bonus +2 Maneuver DC 13
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Evasion. If the giant fox is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Hearing and Smell. The giant fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS
Multiattack. The giant fox makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Additionally, if the fox chooses, the target must succeed on a DC 11 Strength saving throw or be grappled.

BONUS ACTIONS
Cunning Speed (1/Rest).
The giant fox can take the Dash action.
 
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imeannoharm

Dorkus
Demon Lord Traits
Demon Lords come in three broad categories: Vassals (CR 20-25), Lords (CR 26-30), and Nobles (CR 31+). Though each demon lord is a unique entity, they generally all have the abilities and traits in the list below for these categories. These abilities and traits are assumed to be a part of the demon lord's stat block. Specific modifications to these traits and/or additional traits are listed in the individual stat blocks
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Damage Resistances
  • Vassals: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical damage
  • Lords: cold, fire, lightning; uncommon or lesser magic and nonmagical items
  • Nobles: cold, fire, lightning; rare or lesser magic and nonmagical items
Damage Immunities
  • Vassals & Lords: poison; nonmagical items
  • Nobles: poison; common or lesser magical and nonmagical items
Condition Immunities
  • Vassals: charmed, frightened, poisoned
  • Lords: charmed, exhaustion, frightened , poisoned
  • Nobles: charmed, exhaustion, frightened, petrified, poisoned
View attachment 126150
Abyssal Might.
  • Vassals: The demon lords's attacks and effects ignore the resistances and immunities of creatures CR/ level 10 and below. A demon lord's attacks and effects targeting creatures of CR 11-15 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Lords: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 15 and below. A greater god's attacks and effects targeting creatures of CR 16-20 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
  • Nobles: The demon lord's attacks and effects ignore the resistances and immunities of creatures CR/ level 20 and below. The demon prince's attacks and effects targeting creatures of CR 21-25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).
Abyssal Resistance.
  • Vassals & Lords: A demon lord can use a reaction, take 30 hit points of damage, and end one condition or effect on itself immediately.
  • Nobles: A demon lord can use a reaction, take 30 hit points of damage per condition or effect, and end up to two conditions or effects on itself immediately.
Banishment. When a demon lord drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting. Refer to individual entries for an demon lord’s spell casting ability, their save DC, and attack bonus. The demon lord can innately cast the following spells at minimum of level noted, requiring no material components:
  • Vassals: The demon lord casts innate spells at a minimum of 5th level.
At will: darkness, detect magic, see invisibility,
3/day each: dispel magic, fear, telekinesis
1/day each: bane, symbol (insanity or pain), teleport
  • Lords: The demon lord casts innate spells at a minimum of 6th level.
At will: comprehend languages, darkness, detect magic, dispel magic, fear, telekinesis
3/day each: bane, forbiddance, symbol (insanity or pain), teleport
1/day each: elemental bane, plane shift (self only), teleport

  • Nobles: The demon lord casts innate spells at a minimum of 7th level.
At will: bane, comprehend languages, darkness, detect magic, detect thoughts, dispel magic, fear, telekinesis
3/day each: elemental bane, forbiddance, plane shift (self only), symbol
1/day each: gate, mind blank, power word pain, power word kill


Limited Magic Immunity.

  • Vassals: Unless the demon lord wishes to be affected, it is immune to 1st level spells or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll.
  • Lords: Unless the demon lord wishes to be affected, it is immune to spells of 5th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .
  • Nobles: Unless the demon lord wishes to be affected, it is immune to spells of 6th level or lower, and it is has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against it has disadvantage on the attack roll. .

Magic Weapons.
  • Vassals: The demon lord's weapon attacks are considered rare magical items.
  • Lords: The demon lord's weapon attacks are considered very rare magical items.
  • Nobles: The demon lord's weapon attacks are considered legendary magical items.
ACTIONS
Summon Demons (1/short rest).

  • Vassals: The demon lord summons a number of demons with a total average hit point value of 500 or less which appear in unoccupied spaces within 120 feet of it.
  • Lords: The demon lord summons a number of demons with a total average hit point value of 1.000 or less which appear in unoccupied spaces within 180 feet of it.
  • Nobles: The demon lord summons a number of demons with a total average hit point value of 1,500 or less which appear in unoccupied spaces within 240 feet of it.
What is the difference between vassals, lords and nobles? What about demon princes? Are princes renamed nobles?
 

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