D&D 5E 5e Updates: Monstrous Compendium


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Stalker0

Legend
You could also argue that the save bonuses are sort of the opposite of fly. At low levels, having a wide variety of saves is practically meaningless, as the spellcasters are going to use what they are going to use.

At high CRs, parties have access to so many tools that they will target any weakness they can find, so a creature with any vulnerable saves is going to feel very vulnerable. This is doubly true if you use Xanathars in your assumption, as it significantly increases the number of "off save" spells.
 

Stalker0

Legend
Alright, White Dragon!

1) I think Brutal Rage is fine for the more brutish motiff. If you wanted other options, you could go with the barbarian reckless attack option (it has advantage on all attacks, but receives advantage on attacks against it).

2) I like the theme of frost breath and continue to like how each dragon's breath shakes up the fight in significantly different ways. You could consider an acrobatics check instead of a dex save for walking on the ice, as that is less of a direct "take THIS!" effect, and more of a "player does it their way" kind of thing. I always like to see skills used in fights when it makes sense, as its an easy way to let certain players show off their skills.

3) Since the White dragon is meant to be the brute, one way to show that off that hasn't been used for the dragon's so far is some kind of enhanced critical. Maybe extra damage on a crit or a wider range.

4) Icy Spittle: Same critique as I have with these really low damage attacks. Also, I actually do not like the name "icy spittle", it actually sounds very lame to me:)

5) Breath Weapon: The petrified idea is very.... wait for it.... cool :) That said, I actually think the effect is too much at the CR 14 level. I don't mind the effect itself, but there is no way to get out of it in a fight except for a very specific spell. At higher CRs by all means, parties should have every tool in the belt in the CR 20+ range, but at CR 14 that is still up in the air. I would add in either some way for fellow party members to help you...or maybe throw in X fire damage will release you (and some of that can do damage to the person to make it more interesting). On the flip side I think you can bump the magic drop a bit more, like 3rd level. Ultimately this means the dragon will have to deal with the "wall spell" problem I mentioned early...but it is a brute, its supposed to be corralled and contained by tactics.
 

dave2008

Legend
Alright, White Dragon!

1) I think Brutal Rage is fine for the more brutish motiff. If you wanted other options, you could go with the barbarian reckless attack option (it has advantage on all attacks, but receives advantage on attacks against it).

2) I like the theme of frost breath and continue to like how each dragon's breath shakes up the fight in significantly different ways. You could consider an acrobatics check instead of a dex save for walking on the ice, as that is less of a direct "take THIS!" effect, and more of a "player does it their way" kind of thing. I always like to see skills used in fights when it makes sense, as its an easy way to let certain players show off their skills.

3) Since the White dragon is meant to be the brute, one way to show that off that hasn't been used for the dragon's so far is some kind of enhanced critical. Maybe extra damage on a crit or a wider range.

4) Icy Spittle: Same critique as I have with these really low damage attacks. Also, I actually do not like the name "icy spittle", it actually sounds very lame to me:)

5) Breath Weapon: The petrified idea is very.... wait for it.... cool :) That said, I actually think the effect is too much at the CR 14 level. I don't mind the effect itself, but there is no way to get out of it in a fight except for a very specific spell. At higher CRs by all means, parties should have every tool in the belt in the CR 20+ range, but at CR 14 that is still up in the air. I would add in either some way for fellow party members to help you...or maybe throw in X fire damage will release you (and some of that can do damage to the person to make it more interesting). On the flip side I think you can bump the magic drop a bit more, like 3rd level. Ultimately this means the dragon will have to deal with the "wall spell" problem I mentioned early...but it is a brute, its supposed to be corralled and contained by tactics.
Good suggestions as always. I'm doing some yard work, but will take this into account this afternoon or evening. Thanks!
 

Stalker0

Legend
Black Dragon

1) Tail Sting is my favorite of these abilities so far. Good damage, and is actually the more "realistic" of the abilities (if that word can ever really be applied to dragons).

2) My only issue with acidic blood (other than the blue also has the equivalent), is that knowing my party (since this is a lurker) their first response when the dragon hides is going to be is "ok I'm looking at its blood trail to find". Now mechanically the DM can rule it as the see fit, but its one of those I have a hard time going "the blood is so intense that it does damage!" and "oh the blood is innocuous you can't really track with it"

3) Swamp Glide is a solid lurker ability. You could also consider some kind of camouflaged ability when the creature is lying still in swamp if you want to take this up another notch.

4) I keep going back and forth on Gloom. First, I love the concept and effect, a dragon that casts darkness is just terrifying. I would first make the area bigger, a 20 foot radius is not super large when a dragon is 15 by 15!

I am also thinking you don't let the dragon see in the magical darkness, as giving it advantage on all attack rolls (and the party having disadvantage on all attack rolls) may be too much. The dragon has blindsense so it can hunt that way in the dark, and can always use its breath to avoid the disadvantage. And then there is the question of whether the breath removes the darkness as a magical effect.

So I'm going to ponder it, I feel there's some polish that needs to go there, a simple (I can see and you can't) may be too punishing to players. On the other hand the breath is not as punishing on effect as some of the other dragons so maybe its okay....hmm.
 

Stalker0

Legend
Also just throwing this out, having just made a new dungeon for my level 9 party....there is a woeful lack of mid CR oozes out there! I know you made the slither hoard recently, but yeah even with the two additional monster books there is very little love for the ooze.
 

dave2008

Legend
Black Dragon

1) Tail Sting is my favorite of these abilities so far. Good damage, and is actually the more "realistic" of the abilities (if that word can ever really be applied to dragons).

2) My only issue with acidic blood (other than the blue also has the equivalent), is that knowing my party (since this is a lurker) their first response when the dragon hides is going to be is "ok I'm looking at its blood trail to find". Now mechanically the DM can rule it as the see fit, but its one of those I have a hard time going "the blood is so intense that it does damage!" and "oh the blood is innocuous you can't really track with it"

3) Swamp Glide is a solid lurker ability. You could also consider some kind of camouflaged ability when the creature is lying still in swamp if you want to take this up another notch.

4) I keep going back and forth on Gloom. First, I love the concept and effect, a dragon that casts darkness is just terrifying. I would first make the area bigger, a 20 foot radius is not super large when a dragon is 15 by 15!

I am also thinking you don't let the dragon see in the magical darkness, as giving it advantage on all attack rolls (and the party having disadvantage on all attack rolls) may be too much. The dragon has blindsense so it can hunt that way in the dark, and can always use its breath to avoid the disadvantage. And then there is the question of whether the breath removes the darkness as a magical effect.

So I'm going to ponder it, I feel there's some polish that needs to go there, a simple (I can see and you can't) may be too punishing to players. On the other hand the breath is not as punishing on effect as some of the other dragons so maybe its okay....hmm.
Good comments, thank you! The black is the one I feel needs the most work, right not it doesn't even meet the CR listed. I just wasn't sure what direction to take to stream line it. It will need another pass or two/

My only thought at this time regarding gloom is: the area of the gloom is 1,256 sq. ft., and the dragon's space is only 225 sq. ft. Perhaps that is not enough, but it is close IMO. But at this point I am not even sure if I keep or what I might change about it.
 

Stalker0

Legend
My only thought at this time regarding gloom is: the area of the gloom is 1,256 sq. ft., and the dragon's space is only 225 sq. ft. Perhaps that is not enough, but it is close IMO. But at this point I am not even sure if I keep or what I might change about it.
Its better to think of it in "square math". A 20 ft radius effect is 44 squares (using the spell templates). A huge dragon is 3 x 3 or 15. In regular math the dragon takes up about 18%, in square math its about 34%, almost double the difference. If you wanted to get even more stingy you would note that the dragon cannot fit on the edges without revealing itself, so its actual 36 squares (42%). Further, a dragon on the corner of the area can only move 15 ft and stay in the darkness, so in effect he is almost static within the area. That may not change your conclusions, but just noting that square math is the way to go when thinking about this things because it is a sizable difference.

Oh final factoid (that I just realized myself looking at the area). If you know the dragon is in the darkness (aka no one sees any parts hanging outside), you have a 1 in 4 of hitting the dragon with a blind guess.

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dave2008

Legend
OK, I've updated the white dragon, adult. Some additional comments below
1) I think Brutal Rage is fine for the more brutish motiff. If you wanted other options, you could go with the barbarian reckless attack option (it has advantage on all attacks, but receives advantage on attacks against it).
Actually just giving it a bonus to melee damage worked.
2) I like the theme of frost breath and continue to like how each dragon's breath shakes up the fight in significantly different ways. You could consider an acrobatics check instead of a dex save for walking on the ice, as that is less of a direct "take THIS!" effect, and more of a "player does it their way" kind of thing. I always like to see skills used in fights when it makes sense, as its an easy way to let certain players show off their skills.
Done!
3) Since the White dragon is meant to be the brute, one way to show that off that hasn't been used for the dragon's so far is some kind of enhanced critical. Maybe extra damage on a crit or a wider range.
Done - see the Savage trait.
4) Icy Spittle: Same critique as I have with these really low damage attacks. Also, I actually do not like the name "icy spittle", it actually sounds very lame to me:)
Renamed Ice Bolt, minor damage bump, & made it a spell attack
5) Breath Weapon: The petrified idea is very.... wait for it.... cool :) That said, I actually think the effect is too much at the CR 14 level. I don't mind the effect itself, but there is no way to get out of it in a fight except for a very specific spell. At higher CRs by all means, parties should have every tool in the belt in the CR 20+ range, but at CR 14 that is still up in the air. I would add in either some way for fellow party members to help you...or maybe throw in X fire damage will release you (and some of that can do damage to the person to make it more interesting). On the flip side I think you can bump the magic drop a bit more, like 3rd level. Ultimately this means the dragon will have to deal with the "wall spell" problem I mentioned early...but it is a brute, its supposed to be corralled and contained by tactics.
I gave an easier method to recover, alternately I could make it 3 saves before your frozen. That was my original intent, but it became lengthy and I remembered the CR 3 basilisk has the same effect on only 2 saves (restrained & then petrified).
 

I gave an easier method to recover, alternately I could make it 3 saves before your frozen. That was my original intent, but it became lengthy and I remembered the CR 3 basilisk has the same effect on only 2 saves (restrained & then petrified).
Well, a basilisk is sorta the classic pretrification encounter, so two saves seem appropriate. Your white, for all its qualities, is not classic the same way. That points at 3 saves. On the other hand, monsters are only supposed to last 3 rounds more or less. That points to 2 saves. Hmm..

Edit: maybe be incapacitated on second failed save. You're out, but still not petrified, and you get another chance. Best of both worlds, imo.

I like savage. Perhaps a bit difficult to remember

Edit edit: Do you adjust CR for unstoppable? Don't think it should, as it costs the effective hp from the DMG
 
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Stalker0

Legend
I like savage a lot. I think everything looks good except the breath.

im not digging the arcana check plus spell thing, just has a weird flavor to me. I still like using some fire damage or something to break them out, if the party is spending actions to free their friends you are already winning.

i would keep it at 2 saves, at 3 the petrify loses any real battle efficacy.
 


dave2008

Legend
I like savage a lot. I think everything looks good except the breath.

im not digging the arcana check plus spell thing, just has a weird flavor to me. I still like using some fire damage or something to break them out, if the party is spending actions to free their friends you are already winning.

i would keep it at 2 saves, at 3 the petrify loses any real battle efficacy.
OK, I will take another crack at it. I guess it makes sense to me as I let my spell casters spend spell slots and make arcana checks to do magical things outside their spell list.

EDIT: I've revised to include a heat option.
 

dave2008

Legend
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Lantern Archon by Seraph777

Lantern
Small celestial (archon), lawful good
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Armor Class 19
Hit Points 28 (8d6; bloodied 14)
Speed 0 ft., fly 60 ft. (hover)
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STRDEXCONINTWISCHA
1 (-5)28 (+9)10 (+0)11 (+0)12 (+1)13 (+)1
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Savings Throws Wis +3, Cha +3
Skills Acrobatics +13
Damage Resistances acid, cold, fire, necrotic; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning, poison, radiant
Condition Immunities grappled, prone, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Common, Celestial, Draconic, Infernal, telepathy 60 ft.
Challenge 2 (450 XP) Proficiency Bonus +2
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Incorporeal. The archon can’t wear or carry anything and can move through other creatures and objects as if they were difficult terrain. The archon takes 5 (1d10) force damage if it ends its turn inside an object or creature.

Sacred Illumination. The archon sheds bright light in a 1-foot to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. Any hostile creature within the radius of bright light at the start of its turn must make a DC 11 Constitution saving throw. On a failure, the creature has disadvantage on its attacks and saving throws, and creatures have advantage on attacks against it. The effects end after the creature takes a short or long rest. The archon can alter the radius as a bonus action.

ACTIONS
Scorch.
Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 3 (1d6) radiant damage.

Light Ray. Ranged Spell Attack. +3 to hit, range 120 ft., one target. Hit. 9 (2d8) radiant damage.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 11, +3 to hit with attack spells). It can innately cast the following spells requiring no components:

At will: continual flame, detect evil and good
1/day each: aid, protection from evil and good

BONUS ACTIONS
Quick Escape. The archon takes the Disengage action.
 
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dave2008

Legend
1627390901291.png

Hound Archon by Seraph777

Hound
Medium celestial (archon), lawful good
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Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10; bloodied 27)
Speed 30 ft.
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STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)11 (+0)13 (+1)12 (+1)
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Savings Throws Wis +3, Cha +3
Skills Perception +3, Stealth +5, Survival +3
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses passive Perception 13
Languages Common, Celestial, Draconic, Infernal, telepathy 60 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
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Aura of Menace. The first time an enemy of the archon comes within 30 feet of it or starts its turn in that radius, it must make a DC 11 Wisdom check, on a failure it suffers disadvantage on attacks targeting the archon for 1 minute or until it hits the archon with an attack. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack).

Pact Tactics. The archon has advantage on an attack roll against a creature if at least one of the archon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS
Multiattack.
The archon makes two melee attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 3 (1d6) radiant damage and that target must make a DC 12 Strength or be grappled.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 3 (1d6) radiant damage and that target must make a DC 12 Constitution saving throw or have its speed reduced in half until the end of the its next turn.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 12, +4 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: continual flame, detect evil and good
3/day each: aid, protection from evil and good
1/day: cure wounds (2nd level)

Change Shape.
The archon can polymorph into a small to large canine or back to its natural form. Its statistics, other than its size, are the same in each form. While in canine form any equipment it is wearing or carrying is assumed into its new form and it loses its bite, claw, and greatsword attacks and gains the attacks of its new form. It reverts to its true form if it dies.

REACTIONS
Canine Opening.
If a creature ends its turn grappled by the archon, the archon can make a bite attack targeting the grappled creature.
 
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dave2008

Legend
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Owl Archon by Seraph777

Owl
Large celestial (archon), lawful good
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Armor Class 15 (natural armor)
Hit Points 82 (11d10 + 22; bloodied 41)
Speed 30 ft., fly 80 ft.
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STRDEXCONINTWISCHA
17 (+3)13 (+1)14 (+2)15 (+2)14 (+2)14 (+2)
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Savings Throws Wis +5, Cha +5
Skills Arcana +5, History +5, Insight +5, Perception +8
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 18
Languages Common, Celestial, Draconic, Infernal, telepathy 60 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +2
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Aura of Menace. The first time an enemy of the archon comes within 30 feet of it or starts its turn in that radius, it must make a DC 13 Wisdom check, on a failure it suffers disadvantage on attacks targeting the archon for 1 minute or until it hits the archon with an attack. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack).

Flyby Attack. When the archon flies at least 20 feet before attacking a target, it doesn’t provoke an opportunity when it flies out of reach of that same target.

Lore Master. Each Owl archon is an expert in a particular field of lore and applies double its proficiency bonus and advantage on checks made pertaining to their area of expertise.

ACTIONS
Multiattack.
The archon makes two claw attacks.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make 13 Strength saving throw or be grappled. A grappled target is also restrained.

Petrifying Gaze (Recharge 5-6). The archon targets one creature it can see within 60 feet of it. If the target can see the archon, the target must succeed on a DC 13 Constitution saving throw. On a failed save the creature is restrained. It must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure, the creature is petrified until freed by a greater restoration spell, similarly power magic, or the tears of an archon.


Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 13, +5 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: continual flame, detect evil and good
3/day each: aid, protection from evil and good
1/day each: cure wounds (3rd level), dispel magic

BONUS ACTIONS
Quick Beak.
The archon makes a Beak attack targeting a creature it has grappled.
 
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dave2008

Legend
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Warden Archon by Seraph777

Warden
Large celestial (archon), lawful good
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Armor Class 18 (plate armor)
Hit Points 119 (14d10 + 42; bloodied 59)
Speed 40 ft.
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STRDEXCONINTWISCHA
19 (+4)14 (+2)16 (+3)15 (+2)15 (+2)16 (+3)
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Savings Throws Con +6, Wis +5, Cha +6
Skills Athletics +7, Intimidation +9, Perception +8
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities pertrified
Senses darkvision 120 ft., passive Perception 18
Languages All, telepathy 80 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Aura of Menace. The first time an enemy of the archon comes within 30 feet of it or starts its turn in that radius, it must make a DC 14 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3 (1d6) radiant damage (included in the attack).

Eternal Guardian. Warden archons cannot be put to sleep by spells or magical effects and they have advantage on saving throws against being charmed.

ACTIONS
Multiattack.
The archon can make two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the archon or incapacitated. Hit: 11 (2d6+4) piercing damage plus 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make a DC 15 Strength saving throw or be grappled, knocked prone, or pushed 10 feet, the archon’s choice.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 14, +6 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good
3/day each: protection from evil and good, cure wounds (3rd level)
1/day each: banishment, dispel magic
 
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dave2008

Legend
Warden, Guardian
Champion Large celestial (archon), lawful good
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Armor Class 19 (plate armor + defensive)
Hit Points 182 (14d10 + 42; bloodied 91)
Speed 40 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)16 (+3)15 (+2)15 (+2)16 (+3)
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Savings Throws Dex +6, Con +7, Wis +6, Cha +7
Skills Athletics +9, Intimidation +10, Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 19
Languages All, telepathy 80 ft.
Challenge 9 (7,500 champion XP) Proficiency Bonus +4
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Aura of Menace. The first time an enemy of the archon comes within 40 feet of it or starts its turn in that radius, it must make a DC 15 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 2d6 radiant damage (included in the attack).

Eternal Guardian. Warden archons cannot be put to sleep by spells or magical effects and they have advantage on saving throws against being charmed.

Guardian's Resolve (Champion Trait, recharges after a short or long rest). When the archon is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

Indomitable (1/day). The archon can re-roll a saving throw it has failed. It must use the second roll.

Sentinel. When the archon hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of its turn, and creatures within 5 feet of the archon provoke opportunity attacks even if they take the Disengage action.

ACTIONS
Multiattack.
The archon makes two melee attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled by the archon or incapacitated. Hit: 12 (2d6+5) piercing damage plus 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make a DC 17 Strength saving throw or be knocked prone or pushed 10 feet, the archon’s choice.

Glaive. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10+5) slashing damage plus 3 (1d6) radiant damage and if the target is Medium or smaller it must make a DC 17 Strength saving throw or be pushed 10 feet or knocked prone, the archon’s choice.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 400 ft., one target. Hit: 13 (2d10+2) slashing damage plus 3 (1d6) radiant damage.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 18, +7 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good
3/day each: protection from evil and good, cure wounds (3rd level)
1/day each: banishment, dispel magic

REACTIONS
Protection.
When a creature the archon can see attacks a target within 5 feet, 10 feet if the archon has a reach weapon, of the archon, the archon can use its reaction to impose disadvantage on the attack roll.

Sentinel Strike. When a creature within 5 feet, 10 feet if the archon has a reach weapon, of the archon makes an attack against a target other than the archon, the archon can make a melee attack against the attacking creature.

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

Bear Hug. The archon selects a Medium or smaller creature adjacent to it. The creature must make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check or be grappled. A creature grappled this way is also restrained.
Juggernaut. The archon gains 10 temporary hit points and it can move up to half its speed. The archon looses any unspent temporary hit points at the end of its movement.
Sweeping Attack (Recharge 5-6). The archon makes a glaive attack against all targets within its reach.
 
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dave2008

Legend
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Sword Archon by Seraph777

Sword
Large celestial (archon), lawful good
1602843077881.png

Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56; bloodied 66)
Speed 40 ft., fly 90 ft.
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STRDEXCONINTWISCHA
20 (+5)16 (+3)17 (+3)16 (+3)17 (+3)18 (+4)
1602790927287.png

Savings Throws Con +7, Wis +7, Cha +8
Skills Acrobatics +7, Intimidation +8, Perception +7
Damage Resistances radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 17
Languages All, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Aura of Menace. The first time an enemy of the archon comes within 30 feet of it or starts its turn in that radius, it must make a DC 16 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Dive. If the archon is flying and dives at least 30 feet straight towards a target and then hits it with a melee weapon attack, that attack deals an extra 9 (2d8) damage to the target.

Magic Resistance (3/day). The archon has advantage on saving throws against spells and magical effects.

ACTIONS
Multiattack.
The archon makes two arm blade attacks..

Arm Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage plus 7 (2d6) fire damage and 4 (1d8) radiant damage.

Flyby Furry (Recharge 4-6). The archon moves up to its speed and makes one arm blade attack against each creature within its reach during the move. When the archon moves away from a creature it has just attacked, it does not provoke opportunity attacks from that creature.

Innate Spellcasting. The archon’s spell casting ability is Charisma (spell save DC 16, +8 to hit with attack spells). I can innately cast the following spells requiring no components:

At will: aid, continual flame, detect evil and good
3/day each: cure wounds (4th level), protection from evil and good, dispel magic
1/day each: banishment, bless, teleport

BONUS ACTIONS
Arm Blades.
The sword archon transform its hands into flaming swords or back into hands.

REACTIONS
Parry.
The archon adds 4 to its AC against one melee or ranged attack that would hit it. To do so the archon must see the attacker and have its hands transformed into arm blades.
 
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dave2008

Legend
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Trumpet Archon by Seraph777

Trumpet
Medium celestial (archon), lawful good
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Armor Class
20 (natural armor)
Hit Points 190 (20d8 + 100; bloodied 95)
Speed 30 ft., fly 90 ft.
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STRDEXCONINTWISCHA
21 (+5)18 (+4)20 (+5)18 (+4)20 (+5)22 (+6)
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Savings Throws Con +10, Wis +10, Cha +11
Skills Insight +9, Perception +10, Persuasion +11, Religion +10
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning
Condition Immunities exhaustion, frightened, petrified
Senses darkvision 120 ft., passive Perception 20
Languages All, telepathy 120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Aura of Menace. The first time an enemy of the archon comes within 40 feet of it or starts its turn in that radius, it must make a DC 18 Wisdom check or become frightened of the archon for 1 minute, or until it takes damage. Attack roles against a frightened enemy have advantage.

Celestial Weapons. The archon’s weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Elusive. Unless the archon is incapacitated, attack rolls against it cannot have advantage.

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

Trumpet. The archon’s trumpet is capable of producing divine music of incredible beauty or paralyzing awe when played by archon. In addition, the archon can transform the trumpet into a greatsword and back again as a bonus action.

The trumpet transforms into a useless chunk of metal when not in the possession of its owner.

ACTIONS
Multiattack.
The archon makes two melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus and 13 (3d8) radiant damage.

Trumpet (recharge 6). The archon blows its trumpet, and all creatures within 120 feet of the archon that can hear it, and that the archon wishes, must make a DC 19 Charisma saving throw or be paralyzed for 1 minute. A paralyzed creature can make another saving throw at the end of each of its turns, ending the effect on itself on a success.

Celestial Lightning (recharge 5-6). The archon magically creates and bolt of lightning that arcs from it to a target it can see within 90 feet it. The bolt continues to jump to additional targets within 30 feet of each previous target. It makes three jumps or until there is no target within range. Each target must make a DC 16 Dexterity saving throw, taking 35 (6d10) lightning damage on a failure or half as much damage on a success; or it regains 35 (6d10) hit points, the archon’s choice.

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

At will: aid, continual flame, detect evil and good, dispel magic
3/day each: cure wounds (5th level), protection from evil and good
1/day each: banishment, blade barrier, bless, teleport

Teleport. The archon magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.

BONUS ACTIONS
Rally.
The archon chooses one friendly creature that can see or hear it and bolsters its resolve. The creature gains 12 (1d12 + 6) temporary hit points. The hit points remain until the end of the archon’s next turn, or until they are expended.

REACTIONS
Inspire.
The archon chooses one friendly creature that can see or hear it and will miss with an attack roll. The creature gains a +6 (1d12) bonus to the triggering attack role. If the attack is a hit, the archon can choose to change the attacks damage type to radiant damage.
 
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