D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
That was exactly what I meant ;)
I already downloaded the epic version thus the question for the mythic one!
Thanks
OK, I read it to quickly. When you said "...the epic monster thread." I thought you were asking about Epic Monster Updates, but I skipped right past the "as" in front of it. My apologies.
 

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dave2008

Legend
I have added the Abyssal Hag a different version of the "elite" monsters I'm working on. After making this I realized this could be a fiend and not a fey, but hags are generally fey so I kept as a fey.
 



dave2008

Legend
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Treant by Donngeon Son

Ancient Treant
Elite Gargantuan plant, neutral
1598896179798.png

Armor Class 18 (Natural Armor)
Hit Points 630 ((18d20 + 126)x2; bloodied 315)
Speed 40 ft.
1598896181433.png

STRDEXCONINTWISCHA
26 (+8)8 (-1)25 (+7)16 (+3)21 (+5)16 (+3)
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Saving Throws STR +13, DEX +4, CON +12, WIS +10
Skills History +8, Medicine +8, Nature +10, Survival +10
Damage Resistances cold, bludgeoning, force, piercing, psychic
Condition Immunities exhaustion
Senses tremorsense 150 ft., passive perception 14
Languages common, druidic, elvish, sylvan
Challenge 15 (26,000 elite XP) Proficiency Bonus +5
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Colossal. The ancient is 75 feet tall and its space is 50 feet by 50 feet. Any creature Large or smaller can enter its space and must do so to hit it with an attack with a reach or range of 5 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of the treant's melee attacks must make a DC 21 Dexterity saving throw or take the same damage as the initial target.

False Appearance. While the ancient treant remains motionless, it is indistinguishable from a normal tree.

Minor Magic Immunity. Unless it wishes, the treant is immune to cantrips and magic that affects plants. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the treany has disadvantage on the attack roll.

Magic Weapons. The ancient treant’s weapon attacks are magical.

Regenerate. The ancient treant gains 15 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the ancient treant takes fire damage, this trait doesn’t function at the start of its next turn.

Regrow Bark (Elite Trait, recharges after a short or long rest). When the ancient treant is first bloodied, all conditions and effects it is suffering end for it and it can use its elite actions.

Siege Monster. The ancient treant deals double damage to objects and structures.

Unstoppable. The treant can spend a reaction at the end of its turn to end one effect or condition on itself.

ACTIONS
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 44 (8d8 + 8) bludgeoning damage and the target must make a DC 21 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.

Stomp. The ancient treant stomps one of its feet at a point on the ground within 15 feet of it. Any creature in a 15-foot-radius, 15-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 52 (8d10 + 8) bludgeoning damage and fall prone. Until the treant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 21 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Fling. One Huge or smaller object held or a creature grappled by the ancient treant is thrown up to 120 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Rock. Ranged Weapon Attack: +12 to hit, range 180/600 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of the treant's next turn.

Innate Spellcasting. The ancient treant’s spell casting ability is Wisdom (spell save DC 18, +10 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:

At-Will: druidcraft, entangle, plant growth, speak with plants,
3/day each: plant growth, spike growth, wall of thorns
1/day each: control weather, imprisonment (roots instead of chains)

Animate Trees (1/Day). The treant magically animates up to four trees it can see within 240 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 480 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

LEGENDARY ACTIONS
The ancient treant 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. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The treant moves up to half its speed.
Command Tree. The treant can issue a command to an awakened tree and the tree can use a reaction to move, make an attack, or a similar action.
Attack (Costs 2 Actions). The treant makes a slam, stomp, fling, or rock attack.
Spell (Costs 3 Actions). The treant casts a spell.

ELITE ACTIONS
If the ancient treant's elite trait is active, it can use the options below as legendary actions for 1 hour after using Regrow Bark.

Entangling Roots (Cost 2 actions). Grasping roots and vines burst forth from a 40-foot square that the treant can see within 180 feet of it. Creature in the area must make a DC 18 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a DC 18 Strength check, ending the condition on itself on a success. The plants turn the ground in the area into difficult terrain.
Earthshaking stomp (Cost 3 Actions, Recharge 5-6). The treant makes a stomp attack and the area withing a 90-foot radius of the treant becomes difficult terrain for Huge and smaller creatures and two 10-foot wide by 20-foot deep fissures extend for one end of the area to another in locations the treant chooses. All creatures in the area must make a DC 20 Dexterity saving throw or be knocked prone or or fall, taking 7 (2d6) bludgeoning damage and be knocked prone if they are over a fissure. The fissures crumble at the start of the treants next turn. Creatures inside a fissure take 5d6 bludgeoning damage, are knocked prone, buried in the rubble, restrained, and the only action they can take is a DC 20 Strength (Athletics) to escape.
 
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DnD Warlord

Adventurer
SO I have a few things I have used...I would love for @dave2008 to take a look and maybe rework... here is my first one, a named knight.

Astro The Dragon Knight Medium humanoid, lawful evil

Armor Class 20 (+1 Mithril Plate) Hit Points 480 (34d12+238) Speed 30 ft.

19 Str 13 Dex 24 Con

13 Int 17 Wis 21 Cha

Saving Throws
+7 Dex +9 Wis +11 Cha

Senses Passive Perception 15

Languages Common, Elven, Draconic

Challenge 15 (26,000xp)

Legendary Resistance (3/Day). If Astro fails a saving throw, he can choose to succeed instead.

Empowered Strike. When Astro has temp hp he has advantage on attack rolls.

Ridding Mastery. When Astro is mounted he can use his reaction to make any attack that would target his mount target him instead.

Immortality. Astro has achieved immortality, so he does not age.

Mythic Encounter. When Astro first hits 240hp he can as no action gain 240temp hp, 2 legendary actions (see mystic actions) and he and if he is on his mount it gain resistance to all damage except psychic.

Actions

Multiattack. Astro Makes 2 Dragon Sword attacks or 1 Brash strike

Dragon Sword.(+3longsword) Melee Weapon Attack: +13 16(2d8+7) slashing damage

Brash Strike. Melee Weapon Attack: before making the attack Astro gains 9 temp hep, +13 16(2d8+7) slashing damage

Deadly Charge. (when mounted only; +2 lance) Melee Weapon Attack: +12 17(2d12+6) piercing damage plus +2 per 10ft his mount has moved this turn.

Mythic Actions
If Astro’s mythic trait is active, he can use 2 actions inbetween each of his turns and use the following traits:

Attack. Astro can make 1 Dragon Sword attack
Second Wind. Astro can heal himself or his mount 2d12hp
Cone of Fire. Astro can breathe out a 20ft cone of fire, all creatures in the cone take 5d10 fire damage, and can make a Dex save DC 18 for half damage
Wyvern Flight (Costs 2 Actions). If Astro is mounted on his wyvern he can have it move up to 40ft.
Surge the Heroes (Costs 2 Actions). Astro grants all of his allies within 20ft of him 3d10 temp hp and advantage on there next attack.







Wyvern mount

Large dragon, unaligned
Armor Class 16 (Barding) Hit Points 120 (13d10+39) Speed 20 ft., fly 80 ft.

Skills Perception +4
Senses Darkvision 60 Ft., passive Perception 14
Challenge 6 (2,300 XP)

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:15 (2d8+6) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage plus (7d6)poison damage. The target must make a DC 17 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
 

DnD Warlord

Adventurer
Here is another one...this one a MUCH lower level (I actually used 2 of these with some harpy's I had given 2 levels of fighter)

Harpy Bird Caller

Medium monstrosity, chaotic evil
Armor Class 11 (16 w/barkskin) Hit Points 45 (7d8+7) Speed 20 ft., fly 40 ft.
12 Str +1 13 Dex +1 12 Con +1

7 Int -2 11 Wis- 15 Cha +2
Saves Wis +2 Cha +4

Senses passive Perception 10
Languages Common
Challenge 2 (800 XP)



Innate Spellcasting. The harpy's innate spellcasting ability is Charisma (spell save DC 12 +4 attack). The harpy can innately cast the following spells, requiring no material components:

At will: detect magic, druidcraft
3/day each: counter spell, entangle, hunter’s mark
1/day each: barkskin, shillelagh

Flyby attack. The harpy can move in and out of combat when it flies without provoking opportunity attacks.

Mythic Encounter. When the harpy first hits 23hp he can as no action she gain 45 temp hp, 2 legendary actions (see mystic actions)

Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6(2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3(1d4 + 1) bludgeoning damage.

Shillelagh. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7(1d8 + 2) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Mythic Actions
If the harpy’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:

Attack. She can make 2 attacks 1 with her claw and one with her club or shillelagh
Wing Beats. She blast a powerful wind beneath her wings All creature within 15ft cone make a Str save DC12 or be knocked prone.
Howl of the Harpy (Costs 2 Actions). The Harpy changes her voice form loving to hateful and all non harpy’s within 30ft of her that can hear her take 12(5d4) psychic damage. They can make a Cha save DC 12 for half damage.
Call Avion Aid (Costs 2 Actions). The Harpy can summon 1d4 blood hawks, these hawks arrive at the start of her next turn and take actions on her turn.
 

DnD Warlord

Adventurer
The order of the Phoenix knights are a group of psychic half elves in my world...they are 1 part jedi 1 part Jean Grey

PHENOIX KNIGHT s
Medium humanoid (half elf), Chaotic Neutral
Armor Class 16 (Inertial armor and shield) Hit Points 75 (8d10 + 16) Speed 30ft.
STR 16 (+3) DEX 12 (+1) CON 14 (+2)
10 INT (+0) WIS 11 (+0) CHA 16 (+3)
Saving Throws Con +4, Wis +2
Damage resistance: Psychic, and Fire
Senses passive Perception 10
LanguagesL Common, Elven, Telepathy 60ft
Challenge 3 (1,400 XP)

Brave. The knight has advantage on saving throws against being frightened .

Innate Spellcasting (Psionics). The knights's innate spellcasting ability is Charisma (+5 to hit and DC13). It can innately cast the following spells, requiring no components:
At will: firebolt, mage hand (the hand is invisible), mind sliver
3/day each: jump, detect thoughts

White Hot Rebirth (Mythic Encounter). Once per day when the knight dies they as no action burst into fire, and is reborn at full health. All enemies within 10ft of the knight must make a DC13 dex save or take 7(2d6)fire damage. When they return they gain 2 legendary actions (see mystic actions)

ACTIONS
Multiattack. The knight makes two melee attacks.

Kopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3(1d6) fire damage.

Fire bolt. Ranged spell Attack: +5 to hit, range 120ft., one target. Hit: 5 (ld10)+ 3(1d6) fire damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
As a reaction when the knight or an ally within 20ft of them can create a firy psychic shield reducing the damage by 6(1d6+3).

Mythic Actions
If the Phoenix Knight’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:

Attack. they can make 1 melee or ranged attack (including cantrips)
Inspiring Word. They can have an ally within 30ft spend a HD and heal that much.
Psychic Blast (Costs 2 Actions). They release a psychic scream that deals 5d6 psychic damage to all enemies within 30ft. Targets can make a Charisma Save DC 13 for half damage.
Dominate Person (Costs 2 Actions). They target 1 creature within 15ft and that target makes a Wisdom Save DC13 or becomes charmed. Well charmed in this way the phoenix knight controls the creature’s actions, the creature can make saves to end this at the end of everyone fo there turns.
 

dave2008

Legend
SO I have a few things I have used...I would love for @dave2008 to take a look and maybe rework... here is my first one, a named knight.

Astro The Dragon Knight Medium humanoid, lawful evil

Armor Class 20 (+1 Mithril Plate) Hit Points 480 (34d12+238) Speed 30 ft.

19 Str 13 Dex 24 Con

13 Int 17 Wis 21 Cha

Saving Throws
+7 Dex +9 Wis +11 Cha

Senses Passive Perception 15

Languages Common, Elven, Draconic

Challenge 15 (26,000xp)

Legendary Resistance (3/Day). If Astro fails a saving throw, he can choose to succeed instead.

Empowered Strike. When Astro has temp hp he has advantage on attack rolls.

Ridding Mastery. When Astro is mounted he can use his reaction to make any attack that would target his mount target him instead.

Immortality. Astro has achieved immortality, so he does not age.

Mythic Encounter. When Astro first hits 240hp he can as no action gain 240temp hp, 2 legendary actions (see mystic actions) and he and if he is on his mount it gain resistance to all damage except psychic.

Actions

Multiattack. Astro Makes 2 Dragon Sword attacks or 1 Brash strike

Dragon Sword.(+3longsword) Melee Weapon Attack: +13 16(2d8+7) slashing damage

Brash Strike. Melee Weapon Attack: before making the attack Astro gains 9 temp hep, +13 16(2d8+7) slashing damage

Deadly Charge. (when mounted only; +2 lance) Melee Weapon Attack: +12 17(2d12+6) piercing damage plus +2 per 10ft his mount has moved this turn.

Mythic Actions
If Astro’s mythic trait is active, he can use 2 actions inbetween each of his turns and use the following traits:

Attack. Astro can make 1 Dragon Sword attack
Second Wind. Astro can heal himself or his mount 2d12hp
Cone of Fire. Astro can breathe out a 20ft cone of fire, all creatures in the cone take 5d10 fire damage, and can make a Dex save DC 18 for half damage
Wyvern Flight (Costs 2 Actions). If Astro is mounted on his wyvern he can have it move up to 40ft.
Surge the Heroes (Costs 2 Actions). Astro grants all of his allies within 20ft of him 3d10 temp hp and advantage on there next attack.







Wyvern mount

Large dragon, unaligned
Armor Class 16 (Barding) Hit Points 120 (13d10+39) Speed 20 ft., fly 80 ft.

Skills Perception +4
Senses Darkvision 60 Ft., passive Perception 14
Challenge 6 (2,300 XP)

Actions



Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:15 (2d8+6) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage plus (7d6)poison damage. The target must make a DC 17 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Sure! I will take a look when I get some time.
 




Mythic Demogorgon
Huge fiend (demon), chaotic evil
View attachment 125421
Armor Class 24 (Natural Armor)
Hit Points 496 (34d12 + 272)
Speed 50 ft., climb 30 ft., swim 50 ft.
View attachment 125422
STRDEXCONINTWISCHA
29 (+9)14 (+2)27 (+8)20 (+5)18 (+4)26 (+8)
View attachment 125423
Saving Throws STR +17, DEX +10, CON +16, WIS +12, CHA +16
Skills Acrobatics +10, Arcana +13, Athletics +17, Intimidate +16, Insight +12, Perception +20
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical Attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 360 ft., truesight 180 ft., passive perception 30
Languages all, telepathy 180 ft.
Challenge 28 (120,000 XP)
View attachment 125424

Grasping Tentacles. Demogorgon can use a bonus action to make a bite, fling or tentacle attack against a target it has grappled.

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

At will: detect magic, dispel magic, fear, fly, major image, telekinesis, wall of ice
3/day each: contagion (flesh rot), charm monster, evard's black tentacles, project image, teleport
1/day each: feeblemind, plane shift (self only), time stop, weird

Legendary Resistance (3/Day).
If Demogorgon fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless Demogorgon wishes to be affected, it is immune to spells of 3rd level or lower. It has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Demogorgon has disadvantage on the attack roll.

Magic Weapons. Demogorgon’s weapon attacks are magical.

Maddening Gaze. When a creature that can see Demogorgon starts its turn within 120 feet of it, the creature must make a DC 18 Charisma saving throw if Demogorgon isn’t incapacitated and can see the creature. On a failed save, the target must roll a d10, suffering one of the following effects determined by the roll:

1-4. Beguiling Gaze. The target is stunned until the end of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
5-8. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.
9-10. Hypnotic Gaze. The target is charmed by Demogorgon until the end of Demogorgon’s next turn. While the target is charmed this way, Demogorgon can use an action, legendary action, or bonus action to take precise control of the target as in the spell dominate monster.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Demogorgon until the start of its next turn, when it can avert its eyes again. If the creature looks at Demogorgon in the meantime, it must immediately make the save.

Necrotic Molt (Mythic Trait, recharges after a short or long rest). If Demogorgon is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, Demogorgon sheds its skin, all conditions and effects it is suffering end for it, it regains 496 hit points, all of its abilities recharge, and its space and the area within a 10-foot radius of it becomes difficult terrain for Medium and smaller creatures and any creature that ends its turn in the area takes 7 (2d6) necrotic damage.

Prince of Demons. Demogorgons attacks ignore all resistances of creatures CR or level 20 or below. Additionally, any demon within 120 feet of Demogorgon must make a DC 20 Charisma saving throw at the start of each of its turn or suffer the effects of Demogorgon's hypnotic gaze.

Regeneration. If Demogorgon has at least 1 hit point, it regains 20 hit points at the start of it's turn.

Siege Monster. Demogorgon deals double damage to objects and structures.

Teleport. Demogorgon can use a bonus action to magically teleport up to 120 feet to an unoccupied space it can see.

Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

ACTIONS

Multiattack. Demogorgon makes two attacks: any combination of bite, fling, tail, and tentacle attacks.

Tentacle. Melee Weapon Attack. +17 to hit, reach 15 ft., one target. Hit. 22 (3d8 + 9) bludgeoning damage plus 33 (6d10) necrotic damage and if the target is a Medium or smaller creature it must make a DC 25 Strength saving throw or be grappled. A creature grappled in this way is also restrained. Additionally, the target's hit point maximum is reduced by an amount equal to 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.

Bite. Melee Weapon Attack. +17 to hit, reach 5 ft., one grappled, charmed, or incapacitated creature. Hit. 28 (3d12 + 9) piercing damage or 61 (8d12 +9) damage on a critical hit. This attack scores a critical hit on a roll of 18 - 20.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) piercing damage and the target must make a DC 24 Constitution saving throw or gain one level of exhaustion on a failure or be poisoned on a success. These effects remain until the target takes a short or long rest, removing 1 level of exhaustion or the poisoned condition on a short rest or 4 levels for a long rest.

Fling. One Medium or smaller object or creature held or grappled by Demogorgon is thrown up to 120 ft in a direction of its choosing. The target must make a DC 25 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.

Summon Demon (1/short-rest). Demogorgon magically summons demons with a combined average hit points of not more than 500.

LEGENDARY ACTIONS
Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time at the end of another creature’s turn or any unspent legendary actions can be used at the end of each round. Demogorgon regains spent legendary actions at the start of its turn.

Attack. Demogorgon makes a bite, fling, tail, or tentacle attack.
Move. Demogorgon can move up to half its speed.
Maddening Glare. Demogorgon chooses a creature it can see within 120 feet of it and forces it stare into its eyes. The target must make a DC 24 Wisdom saving throw or be affected by Demogorgon's Beguiling or Insanity Gaze, Demogorgon's choice.
Quick Casting. Demogorgon casts an at will spell.
Hypnotic Glare (Cost 2 Actions). Demogorgon chooses a creature it can see within 120 feet of it and forces it stare into its eyes. The target must make a DC 24 Wisdom saving throw or be affected by Demogorgon's Hypnotic Gaze.

MYTHIC ACTIONS
If Demogorgon’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Necrotic Molt.

Teleport. Demogorgon uses its teleport action.
Glare of Subjugation (Costs 2 Actions). Demogorgon can force a sighted creature it has grappled to see its eyes and be affected by its hypnotic gaze and the effect last for 1 minute. The target can make a DC 24 Wisdom saving throw at the end of each of its turns, ending the effect on itself with a success.
Spell Casting (Costs 2 Actions). Demogorgon casts a spell.

---

Demogorgon as a Mythic Encounter
Demogorgon is a terrifying opponent for high-level characters, but if you can increase the insanity of the encounter by using the Necrotic Molt trait. When this happens, Demogorgon rejuvenates and then can use its mythic actions when it uses a legendary action.

Read or paraphrase the following text when Demogorgon uses its Necrotic Molt trait:

The Demon Prince's skin cracks and falls to the ground in viscous clumps of ichor covered hide and scales. Standing among the gore is a resplendent Demogorgon of untarnished scales and hide.

Fighting Demogorgon as a mythic encounter is equivalent to taking on two CR 28 creatures in one encounter. Award a party 240,000 XP for defeating Demogorgon after it uses Necrotic Molt.
I was thinking of being a little more evil with the mythic rules, and have Demogorgon split in 2 (each with 1 head). It seems like the action economy of having 2 weaker legendary monster with legendary/mythic actions could make for a really bad day for a party of 4 PC's.
 

dave2008

Legend
I was thinking of being a little more evil with the mythic rules, and have Demogorgon split in 2 (each with 1 head). It seems like the action economy of having 2 weaker legendary monster with legendary/mythic actions could make for a really bad day for a party of 4 PC's.
Can you clarify? I'm not 100% sure I am following what your suggesting.
 

dave2008

Legend
Are you planning on doing an epic version of Lucifer from Tome of Horrors /TOH2020?
I have the Tome of Horros book from Frog God Games and Lucifer is not in it, so I am not sure what version of Lucifer your talking about.

However, if and when I do decided to do Lucifer Morningstar / Samael / Satan I would most likely do my own version. I would definitely review whatever resources already exist, but LM is one of my favorite characters and I couldn't just updated someone else's version.
 

I have the Tome of Horros book from Frog God Games and Lucifer is not in it, so I am not sure what version of Lucifer your talking about.

However, if and when I do decided to do Lucifer Morningstar / Samael / Satan I would most likely do my own version. I would definitely review whatever resources already exist, but LM is one of my favorite characters and I couldn't just updated someone else's version.
There's a Tome of Horrors 2020, just released.
 

Curious, you have made a CR34(?) version of Demogorgon in you Epic Monsters thread. Is the new mythic version CR28 because you estimate that's roughly the same power level? I'm pondering where to place the top tier Demon Lords myself, as I feel the official versions too weak. I was considering just adding 5 to all the CRs (so Demogotgon and Orcus CR31), but maybe CR28 mythic is a better fit? :unsure:
 


dave2008

Legend
Curious, you have made a CR34(?) version of Demogorgon in you Epic Monsters thread. Is the new mythic version CR28 because you estimate that's roughly the same power level? I'm pondering where to place the top tier Demon Lords myself, as I feel the official versions too weak. I was considering just adding 5 to all the CRs (so Demogotgon and Orcus CR31), but maybe CR28 mythic is a better fit? :unsure:
I have not made a "formal" decision on this. I made Demogorgon as a favor for a forum member in another thread. The poster wanted an artifact to weaken Demogorgon for their lvl 20 group and we all said Demogorgon is to weak as is. So I made mythic version that provided an improved (IMO) CR 28 Demogorgon in case that was really all he/she needed and applied the mythic trait to give it the power I feel is closer to what Demogorgon requires. So, to be clear I was not really comparing the mythic version to my previous Epic CR 34 version in terms of power. I just made a new one based on the what I thought the poster might need.

Personally I like the mythic template a lot and think it is a better fit than a CR 31 version. In fact. I am think of converting all of my epic monsters to this thread and mythic variants when it makes sense. Currently I am thinking something like this:

Demigods (and similar): CR 21 - 30
Lesser gods (and similar): CR 26-30 X 2 (Mythic 1)
Intermediate gods (and similar): CR 26-30 X 3 (Mythic 2)
Greater gods (and similar): CR 26-30 X 4 (Mythic 3)

This would keep everyone in the same bounded accuracy, but allow greater gods to be much tougher. However, it might be a little limiting and perhaps I need to allow for CRs above 30.
 

dave2008

Legend
I have added the Primordial Tarrasque to the mythic monsters. I didn't like how the MM tarrasque was a whirling dervish with 5 attacks on its turn. So instead I revised the damage budget and gave it far fewer attacks, but massive damage on each attack and then added the mythic template of course.

PS - I will be taking a short break from this thread to finish up some other work. Then I will be back to post some new work I have waiting, converting stuff from the Epic and Hardcore updates, and getting to @DnD Warlord 's requests.
 

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