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D&D 5E 5e Updates: Monstrous Compendium


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Stalker0

Legend
I didn't feel like working yet today, so I give you a trio of Dragon Turtles (I guess I couldn't quite leave the dragons yet):

Dragon Turtle, Adult (standard, CR 17)
Dragon Turtle, Elder (standard, CR 21)
Dragon Turtle, Venerable (standard CR 25)
I like the Titanic Prey ability, its a cool way to showcase this creature as a "boss killer" in the creature hierarchy without affecting the standard PC vs monster fight. I wouldn't even mind if you dropped that down to Huge, because what that would do is give players that use certain polymorphs or wildshapes a special vulnerability. It shakes up the fight a bit, and a player might have to consider whether their "brute form" is worth it since the creature is so good at attacking larger creature.
 

dave2008

Legend
Deva_Movanic.jpg

The Archangel Michael by Daniel Eskridge

MOVANIC DEVA
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Much like their astral counterparts, the movanic devas are slender and exceedingly agile. They have milky white skin, silvery hair and eyes, and most often wield enchanted flaming swords.

Movanic devas are the most privileged of all the devas, for they are sent to many other planes to aid prominent mortal followers of good deities in moments of dire need. They are able to pass into the Prime Material at will.

Movanic devas rarely appear in their natural form, instead polymorphing themselves into people or animals. Sometimes, however, the shock value of their natural form better serves their needs.

Deva, Movanic
Medium celestial, lawful good
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Armor Class 18 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)17 (+3)20 (+5)18 (+4)
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Saving Throws Wis +9, Cha +8
Skills diplomacy +8, insight +9, perception +9
Damage Resistances cold, fire, force, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., passive perception 19
Languages All, telepathy 120 ft.
Challenge 10 (5,900 XP)
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Angelic Awareness. The deva cannot be surprised.

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). Additionally, its celestial longsword provides a +1 bonus to hit and damage rolls and deals an extra 2d8 fire damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 16). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, light, protection from good and evil
3/day each: counterspell, dispel magic
1/day each: commune, raise dead

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

ACTIONS
Multiattack. The deva makes two melee attacks.

Longsword. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 9 (1d10 + 5) slashing damage plus 9 (2d8) radiant damage and 9 (2d8) fire damage.

Slam. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit. 6 (1d4 + 5) bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 14 Strength saving throw or be incapacitated until the end of its next turn.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

REACTIONS
Parry. The deva adds 5 to its AC against one melee or ranged attack that would hit it. To do so, the deva must see the attacker and be wielding a melee weapon.
 
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dave2008

Legend
I like the Titanic Prey ability, its a cool way to showcase this creature as a "boss killer" in the creature hierarchy without affecting the standard PC vs monster fight. I wouldn't even mind if you dropped that down to Huge, because what that would do is give players that use certain polymorphs or wildshapes a special vulnerability. It shakes up the fight a bit, and a player might have to consider whether their "brute form" is worth it since the creature is so good at attacking larger creature.
I like it! Consider it changed.
 

Stalker0

Legend
Still don't have the motivation to work on gods yet, so to get a step closer I a present you with some celestial offerings:
On the Priest, I really don't like the separate spell lists, especially that the two lists have different save DCs and one side has components and the other doesn't. As a DM running this.... ug :(

I would just merge the list as all innate casts and a single DC. Treat it more like a divine soul sorc with subtle casting if you need that to fit your internal flavor for the creature, but I would shy away from the two lists with a 10 foot pole.

On the Guardian, the current wording is fine but if you wanted to integrate it more into your base stats, you could have serpent sentinel just use the constrict as its opportunity attack. That would also mean that large creatures are immune from the speed drop, which could actually be a nice benefit for PCs utilizing large size (aka the opposite of what I suggested for the Dragon Turtle).

On the Elder, something I've noted in the core MM1 book for Githyanki. Technically that plane shift spell can be used offensively as well as defensively (which for Githyanki is bonkers for their CR). Now for a CR 12, plane shifting a PC is not the worse thing in the world, but it can be very campaign altering. It may be worth adding (self only) to the spell to prevent that, unless you think that's appropriate for the creature.


It should be noted that the immunity from nonmagical damage is a big deal at that CR 5, is that factored in (I haven't checked the CR math), even with games with magic items, its unlikely that everyone will have a magic weapon when they face this thing.
 

dave2008

Legend
On the Priest, I really don't like the separate spell lists, especially that the two lists have different save DCs and one side has components and the other doesn't. As a DM running this.... ug :(

I would just merge the list as all innate casts and a single DC. Treat it more like a divine soul sorc with subtle casting if you need that to fit your internal flavor for the creature, but I would shy away from the two lists with a 10 foot pole.
There are definitely some creatures that have two list, but I get your point. Regardless, they should have the same DC. I threw this in at the last minute and just copied the NPC priest spells. I will have to give it another look through.
On the Guardian, the current wording is fine but if you wanted to integrate it more into your base stats, you could have serpent sentinel just use the constrict as its opportunity attack. That would also mean that large creatures are immune from the speed drop, which could actually be a nice benefit for PCs utilizing large size (aka the opposite of what I suggested for the Dragon Turtle).
That is a good idea, I will think about it.
On the Elder, something I've noted in the core MM1 book for Githyanki. Technically that plane shift spell can be used offensively as well as defensively (which for Githyanki is bonkers for their CR). Now for a CR 12, plane shifting a PC is not the worse thing in the world, but it can be very campaign altering. It may be worth adding (self only) to the spell to prevent that, unless you think that's appropriate for the creature.
I thought about limiting it to self only, but it is actually a classic ability of the couatls (they idea being they can planeshift a group to safety) that I wanted to be a part of this empowered couatl. I think I will keep it.
It should be noted that the immunity from nonmagical damage is a big deal at that CR 5, is that factored in (I haven't checked the CR math), even with games with magic items, its unlikely that everyone will have a magic weapon when they face this thing.
That is straight out of the CR 4 Couatl in the MM. I'm not going to make my version weaker than the MM! ;)
 
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dave2008

Legend
MONADIC DEVA
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Monadic devas have dark brown skin, jet hair, and piercing green eyes. They have a bulky build and rely more upon strength than on speed and agility. These strong stewards of the gods carry an enchanted metal rod which they use to smite their foes.

On rare occasions, a power from the Upper Planes needs a servant to go to one of the Elemental or Paraelemental Planes. When this need arises, monadic devas are used. Monadics can pass into any Elemental Plane at will and survive there without ill effect.

Deva, Monadic
Medium celestial, lawful good
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Armor Class 18 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 30 ft., fly 90 ft.
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STRDEXCONINTWISCHA
20 (+5)17 (+3)20 (+5)17 (+3)20 (+5)19 (+4)
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Saving Throws Wis +9, Cha +8
Skills diplomacy +8, insight +9, perception +9
Damage Resistances cold, fire, force, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 120 ft., passive perception 19
Languages All, telepathy 120 ft.
Challenge 11 (7,200 XP)
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Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). Additionally, its celestial steel rod provides a +1 bonus to hit and damage rolls and deals an extra 3d8 force damage (included in the attack), or an extra 6d8 force damage if the target is a construct.

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 16). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, light, protection from good and evil
1/day each: commune, hold monster, mirror image, raise dead

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

ACTIONS
Multiattack. The deva makes two melee attacks.

Steel Rod. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit. 10 (1d8 +6) bludgeoning damage plus 9 (2d8) radiant damage and 13 (3d8) force damage.

Slam. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 7 (1d4 + 5) bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 15 Strength saving throw or be stunned until the end of its next turn.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

REACTIONS
Shove. The deva can make the following attack on a creature that misses it with a melee attack. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 9 (2d8) radiant damage and if the target is Medium or smaller it is pushed 5 feet and knocked prone.
 
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dave2008

Legend
Deva_Astral.jpg

Astral Deva by ProdigyDuck
ASTRAL DEVA
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Astral devas attend to matters in the Lower Planes for the powers of good. These powerful, pure warriors can pass into the Lower Planes at will, bringing their justice to the heart of evil. If directly commanded by the power they serve, they can enter any layer of any lower plane without passing through intermediate layers. Astral devas also commonly travel to the Astral Plane to rescue good-aligned mortals who have become lost or stranded.

Astral devas have golden skin, amber eyes, fair hair and they carry a mace-like weapon into combat.

Deva, Astral
Medium celestial, lawful good
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Armor Class 18 (natural armor)
Hit Points 168 (16d8 + 96)
Speed 30 ft., fly 120 ft.
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STRDEXCONINTWISCHA
19 (+4)20 (+5)22 (+6)18 (+4)20 (+5)20 (+5)
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Saving Throws Wis +9, Cha +8
Skills diplomacy +8, insight +9, perception +9
Damage Resistances cold, fire, force, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 180 ft., passive perception 19
Languages All, telepathy 120 ft.
Challenge 12 (8,400 XP)
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Angelic Awareness. The deva cannot be surprised.

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack). Additionally, its celestial mace provides a +2 bonus to hit rolls and deals an extra 4d6 bludgeoning damage (included in the attack) when wielded by the deva.

Evasion. If the deva 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.

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, light, protection from good and evil
3/day each: see invisibility
1/day each: blade barrier, commune, raise dead

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

ACTIONS
Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit. 21 (5d6 + 4) bludgeoning damage plus 9 (2d8) radiant damage. If a creature is hit twice by this attack on the same turn, it must make a DC 17 Wisdom saving throw or it can't take Reactions until after its next turn and it must roll a d8 at the start of its next turn to determine its behavior for that turn.

1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6: The creature doesn't move or take Actions this turn.

7-8: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

Palm Strike. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 6 (1d4 + 4) bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 15 Constitution saving throw or have its speed reduced in half for 1 minute.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

REACTIONS
Retributive Strike. If a creature hits the deva with a melee attack, the deva can make a Palm Strike against that target.
 
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dave2008

Legend
Agathinon.jpg

male elf swords man by Enaxor

AGATHINON
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Agathinon are stem, serious, and unyielding. They are devoted beings, unswerving in their constant pursuit of right. In their natural form they appear similar to elves with opalescent, luminous skin and shining eyes.

Agathinon form the elite vanguard of the celestial armies. In groups up to 100 strong, agathinon most often fight in their elven form. In special circumstances, they transform into powerful creatures such to do battle. Agathinon are fearless warriors who often defend their cause to the death.

Agathinon carry out solo missions to the Prime Material Plane to aid mortals in their confrontations with evil. These instructions come down from the celestial stewards or, in the case of mortals of extreme courage and importance, from one of the powers themselves.

Agathinon
Medium celestial, neutral good
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Armor Class 16 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
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STRDEXCONINTWISCHA
17 (+3)16 (+3)16 (+4)15 (+2)18 (+4)16 (+3)
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Saving Throws Dex +6, Wis +7
Skills athletics +7, perception +8
Damage Resistances acid, cold, lightning
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive perception 18
Languages All, telepathy 120 ft.
Challenge 8 (3,900 XP)
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Beast Form. The agathinon can use a bonus action to magically transform into one of its beast forms or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the agathinon's choice).

In a new form, the agathinon retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the beast form. It can choose from one of the forms below.
  • Drake Form. The agathinon transforms into a Large dragon and gains a flying speed of 90 ft. Its AC increases to 20 and its Strength to 22. Its Dexterity is reduced to 10. It must use its Dragon Form actions.
  • Eagle Form. The agathinon transforms into a Medium eagle. Its speed is reduced to 20 ft. and it gains a flying speed of 120 ft. While in this form and it is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Additionally, it doesn't provoke an opportunity attack when it flies out of an enemy’s reach. It must use its Eagle Form actions.
  • Panther Form. The agathinon transforms into a Large cat. Its speed increases to 60 ft., and its Strength and Dexterity Increase to 18. While in this form it has advantage on Wisdom (Perception) checks and it can use a bonus action to make a bite attack on a creature it has grappled. It must use its Panther Form actions.
  • Sea Cat Form. The agathinon transforms into a Large sea cat, its speed is reduced to 15 ft. and it gains a swimming speed of 60 ft. Its AC increases to 17 and its Strength to 19. It must use its Sea Cat Form actions.
  • Stag Form. The agathinon transforms into a Large antlered deer. Its speed increases to 60 ft. and its Strength increases to 18. While in this form if it moves at least 20 feet in a straight line it can jump up to 20 feet high and 40 feet long or if it hits a target with a antlers attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. It must use its Stage Form actions.
Celestial Weapons. The agathinon's weapon attacks are magical. When the agathinon hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Innate Spellcasting. The agathinon's spellcasting ability is Charisma (spell save DC 16). The agathinon can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, cure wounds
3/day each: detect magic
1/day each: hold person

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

ACTIONS - TRUE FORM ONLY
Multiattack. The agathinon makes two attacks.

Mace. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit. 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.

Sling. Ranged Weapon Attack. +6 to hit, range 120 ft., one target. Hit. 5 (1d4 + 3) bludgeoning damage.

ACTIONS - DRAKE FORM ONLY
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

ACTIONS - EAGLE FORM ONLY
Multiattack. The eagle makes two talon and one beak attacks.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is incapacitated or grappled by the eagle. Hit: 6 (1d6 + 3) piercing damage or 13 (3d6 +3) piercing damage on a critical hit.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the eagle hits a Medium or smaller creature with two talon attacks on the same turn, it must make a DC 14 Strength saving throw or be grappled. As long as a creature is grappled in this way, it is also restrained.

ACTIONS - PANTHER FORM ONLY
Multiattack. The panther makes two claw attacks and a bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled by the tiger or incapacitated. Hit: 13 (2d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Additionally, if the panther hits the same target with two claw attacks on the same turn, the target is also grappled

ACTIONS - SEA CAT FORM ONLY
Multiattack. The sea cat makes two claw attacks and a bite or tail attack. It must bite a target it has attacked with its claws and it cannot make a tail attack against a target it has attacked with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and if the target is a Medium or smaller creature it must make a DC 14 Strength saving throw or incapacitated until the end of its next turn and knocked prone.

ACTIONS - STAG FORM ONLY
Multiattack. The stag makes two attacks: one with its antlers and one with its hooves. It can't make both attacks against the same target, unless the target is prone.

Antlers. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) piercing damage.

Hooves. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 6 (1d4 + 5) bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 14 Strength saving throw or be incapacitated until the end of its next turn.
 
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Stalker0

Legend
On the Devas:

Steel Rod. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit. 9 (1d6 + 6), or 10 (1d8 +6) when used 2-handed, bludgeoning damage plus 9 (2d8) radiant damage and 13 (3d8) force damage.

Something about the two-handed part in there was very hard to read with all of the other damages, took me several read throughs to understand what was going on. It just a very busy sentence.

The Monadic Deva is my favorite. Its a very strong well rounded package, strong damage or good conditions, that reactive slam is awesome for dealing with characters with multiple attacks, and a pretty solid set of saving throws. I think a group of them could easily make a very solid encounter for 7-10th level characters. Honestly just from my look of it it seems stronger than the Astral Deva as far as the core stats and conditions it imposes.
 

dave2008

Legend
On the Devas:

Steel Rod. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit. 9 (1d6 + 6), or 10 (1d8 +6) when used 2-handed, bludgeoning damage plus 9 (2d8) radiant damage and 13 (3d8) force damage.

Something about the two-handed part in there was very hard to read with all of the other damages, took me several read throughs to understand what was going on. It just a very busy sentence.
Yes, I probably tried to condense it to much. I will take another look at it.
 

dave2008

Legend
Solar.jpg

unknown art & artist (at least by me)

SOLAR COMMANDER
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Solar Commanders are the most powerful of the celestial stewards. They appear as large humans who have beautiful muscular bodies, two pairs of white wings, and brilliant topaz eyes. Their skin and hair take on metallic coloration. A solar's voice is deep and commanding, and impossible to ignore.

Solar Commanders are mighty enough to be deities themselves, but they choose to serve rather than have worshipers. Instead leading the celestial armies of the divine being to whom they owed their allegiance. They are unmovable in their loyalty toward both their divine masters and their alignment. They truly are the epitome of such virtues as devotion, honor, and purity.

Solar Commanders can travel to any of the planes of existence but only when directed to by the powers, and this is a very rare occurrence. Perhaps once in several millennia, they might be called upon to lead armies of other angels in battle against the fiends. More likely, they were sent on missions of great import, yet which most mortals would not find interesting. When not called into service, solar commanders maintained a state of restful contemplation, awaiting the call to the service of good.

Solar Commander
Large celestial, lawful good
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Armor Class 21 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 50 ft., fly 150 ft.
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STRDEXCONINTWISCHA
25 (+7)22 (+6)26 (+8)25 (+7)25 (+7)30 (+10)
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Saving Throws Con +15, Int +14, Wis +14, Cha +17
Skills athletics +14, insight +14, intimidation +17, perception +14, persuasion +17
Damage Resistances cold, fire, force, lightning, Radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses Truesight 240 ft., passive perception 24
Languages All, telepathy 180 ft.
Challenge 23 (50,000 XP)
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Angelic Awareness. The solar cannot be surprised.

Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Additionally, its celestial greatsword provides a +3 bonus to hit and damage rolls (included in the attack) and deals an extra 8d6 slashing damage on a critical hit.

Divine Awareness. The solar knows if it hears a lie.

Divine Strikes. When the solar has advantage on an attack and both rolls are a hit, the attack scores a critical hit.

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components:

At will: detect evil and good, dispel magic, invisibility (self only)
3/day each: blade barrier, commune, dispel evil and good, raise dead, plane shift, summon celestial
1/day each: control weather, earthquake, fires storm, greater restoration, prismatic spray

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

ACTIONS
Multiattack. The solar makes two melee attacks.

Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or suffer one of the following effects of the planetar's choice:
  • The target is pushed 15 feet.
  • The target is knocked prone.
  • The target's speed is reduced in half and it has disadvantage on Dexterity saving throws until the end of the solar's next turn.
  • The target cannot take reactions or bonus actions until the end of the solar's next turn.
Slam. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit. 12 (2d4 + 7) bludgeoning damage plus 27 (6d8) radiant damage and the target must make a DC 17 Strength saving throw or be stunned until the end of its next turn.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die. Additionally, if a creature is reduced to 0 hit points by an attack from the slaying longbow, it dies.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Flame Strike. The solar conjures a column of divine fire roars down from the heavens to a point the solar can see within 120 feet of it. Each creature in a 15-foot radius, 60-foot-high cylinder centered on the point must make a DC 25 Dexterity saving throw, taking 6d6 fire damage and 6d6 radiant damage on a failed save, or half as much damage on a successful one.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 46 (8d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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

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

Teleport. The solar uses its teleport action.
Greatsword (Costs 2 Actions). The solar makes two greatsword attacks.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 20-foot radius must make a DC 25 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 60 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
 
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Stalker0

Legend
OK, with this I am done with celestials for a while. Please enjoy the following and let me know what you think:
I also went back and updated the Seraphim (Legendary/Mythic, CR 26)
If you want to spice up the Solar a little bit, you could also say that a creature brought below 0 by the slaying longbow is automatically killed. That gives it the deadliness expected from 20+ CR creatures. One thing I don't like is the variety of DC values. There are 4 different DCs for the creature, very easy to forget which save is what.
 

dave2008

Legend
If you want to spice up the Solar a little bit, you could also say that a creature brought below 0 by the slaying longbow is automatically killed. That gives it the deadliness expected from 20+ CR creatures.
I'm confused, right now if it takes a creature below 100 hp it dies (if it fails a Con save). Are you saying ditch that and say when they get to 0 they die, but with no save?
One thing I don't like is the variety of DC values. There are 4 different DCs for the creature, very easy to forget which save is what.
I cleaned it up some, there are only 2 now. Easy DC 17 and hard DC 25.
 

Stalker0

Legend
I'm confused, right now if it takes a creature below 100 hp it dies (if it fails a Con save). Are you saying ditch that and say when they get to 0 they die, but with no save?
Or just allow both. But if you wanted to keep just one, the kill at 0 is a lot scarier to PCs than the kill at 100. The greatswords do so much damage that 100 hp isn't all that impressive at that level.
 

dave2008

Legend
Or just allow both. But if you wanted to keep just one, the kill at 0 is a lot scarier to PCs than the kill at 100. The greatswords do so much damage that 100 hp isn't all that impressive at that level.
OK, I'm not undestanding something. Why would it be scarier to die at 0 vs dying at 100 hp?
 

Stalker0

Legend
OK, I'm not undestanding something. Why would it be scarier to die at 0 vs dying at 100 hp?
For the die at 0, its no save. If the bow brings you to 0, you die...no con save, no death saves, just done. You used the mechanic on some of the high level dragon breath weapons as an example.
 


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