D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Spirit of Winter by hibbary

Sovereign Wolf
Huge Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 243 (18d12 + 126; bloodied 121)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)18 (+4)18 (+4)22 (+6)
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Saving Throws Str +12, Dex +9, Wis +9, Cha +11
Skills Athletics +12, Intimidation +9, Perception +9
Damage Resistance cold, poison, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities frightened, exhaustion
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Sylvan, Terran telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +6
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Feral Senses. The sovereign wolf has advantage on saving throws against being charmed and Wisdom (Perception) checks.

Magic Resistance. The sovereign wolf has advantage on saving throws against spells and other magical effects.

Magic Weapons. The sovereign wolf's weapon attacks are magical.

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

ACTIONS
Multiattack. The sovereign wolf makes two melee attacks, but only one attack can be a claw attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit. 25 (4d8 + 7) piercing damage and, if the wolf wishes, the creature must make a DC 20 Strength saving throw or be grappled. Additionally, if the target is Medium or smaller, it is also restrained while it is grappled by the sovereign wolf.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit. 17 (4d4 + 7) slashing damage. Additionally, if the target is a Medium creature or smaller it must make a DC 20 Strength saving throw or be knocked prone.

Lupin Fury (Recharge 4-6). The sovereign wolf makes one bite attack on each target within its reach.

Howl of Command. The sovereign wolf makes a commanding howl. Each wolf ally of the wolf's within 1,000 feet of it and that can hear it, can use its reaction to take one of the following actions:
  • Take the Disengage action.
  • Move up to half its speed and make a bite attack.
  • Take the Dash action.
  • Make a bite attack with advantage against a creature it has grappled.
  • Gain 10 temporary hit points.
Howl of Battle (Recharge 5-6). The sovereign wolf strikes fear into its enemies with a blood curdling howl. Each enemy of the wolf's within 90 feet of it and that can hear it must make a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is also incapacitated until the end of the wolf's next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Innate Spellcasting. The sovereign wolf 's spellcasting ability is Charisma (spell save DC 19). The sovereign wolf can innately cast the following spells, requiring no components:

At will: dispel magic, speak with animals
3/day each: counterspell, pass without a trace
1/day each: haste

Summon Pack. The sovereign wolf magically summons 2d4 timber wolves that appear in unoccupied spaces within 60 feet of the sovereign wolf. The timber wolves acts as allies (on their own initiative count) to the sovereign wolf, follow its commands, and remain until the sovereign wolf dies or the the sovereign wolf uses a bonus action to dismiss them.

BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign wolf can teleport up to 90 feet to an unoccupied space it can see.

Savage Attacker. The sovereign wolf can make a bite attack against a prone or incapacitated target.

Sovereign's Speed (3/Rest). The sovereign wolf takes the Dash action.

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

Vicious Shake. If a Medium or smaller creature ends its turn grappled by the sovereign wolf, the wolf can make a bite attack against that creature. On a hit the creature is also stunned until the end of the wolf's next turn.
 
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dave2008

Legend
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Bull in the West by Asgeir

Sovereign Bull
Gargantuan Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 280 (16d20 + 112; bloodied 140)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
25 (+7)12 (+1)25 (+7)16 (+3)16 (+3)20 (+5)
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Saving Throws Dex +7, Con +13, Wis +9, Cha +11
Skills Athletics +13, Intimidation +11, Perception +9
Damage Resistance cold, necrotic, poison
Damage Immunities psychic; bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Terran, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Bull's Charge. If the sovereign bull moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage and is thrown up to an additional 30 feet on a failed saving throw.

Magic Resistance. The sovereign bull has advantage on saving throws against spells and other magical effects.

Natural Regeneration. While in the Feywild or natural world, the sovereign bull regains 10 hit points if it starts its turn with at least 1 hit point.

Relentless Stride. The sovereign bull ignores difficult terrain in a grassland or tundra.

Thick Hide. The sovereign bull has resistance to bludgeoning, piercing, & slashing from creatures and weapons that are Large or smaller.

Trampling Charge. If the sovereign bull moves at least 20 feet straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone.

Unstoppable. At any time, requiring no action, the sovereign bull can take 30 hit points of damage and immediately end one condition or effect it is suffering.

ACTIONS
Multiattack.
The sovereign bull makes two hoof attacks.

Horns. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit. 26 (4d8 + 8) piercing damage. Additionally, if the bull wishes, the target must make a DC 22 Strength saving throw or be thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, included the ground, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone.

Hoof. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit. 22 (4d6 + 8) bludgeoning damage.

Innate Spellcasting. The sovereign bull's spellcasting ability is Charisma (spell save DC 18). The sovereign wolf can innately cast the following spells, requiring no components:

At will: animal friendship, druidcraft, earth tremors
3/day each: confusion, dispel magic, pass without a trace
1/day each: antipathy, earthquake

BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign bull can teleport up to 120 feet to an unoccupied space it can see.

Stomp. The sovereign bull can make a Hoof attack against a prone target.
 
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dave2008

Legend
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Roc Phoenix by SunDier

Sovereign Eagle
Huge Fey, unaligned
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Armor Class 16 (Natural Armor)
Hit Points 200 (16d12 + 96; bloodied 100)
Speed 30 ft., fly 240 ft.
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STRDEXCONINTWISCHA
22 (+6)18 (+4)23 (+6)18 (+4)22 (+6)26 (+8)
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Saving Throws Dex +10, Wis +12
Skills Insight +12, Perception +18
Damage Resistance cold, lightning, psychic, radiant, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive perception 28
Languages All, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +6
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Arial Maneuvers. If the sovereign eagle is s subjected to an effect that allows it to make a Dexterity saving throw to take only half damage while it is flying, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Dive Attack. If the sovereign eagle is flying and dives at least 30 feet straight toward a target and then hits it with a melee talon attack, the attack deals an extra 3 (1d6) damage for each 10 feet of the sovereign eagle's movement prior to making the attack (20d6 maximum).

Flyby. The sovereign eagle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The sovereign eagle has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The sovereign eagle has advantage on saving throws against spells and other magical effects.

Natural Regeneration. While in the skies of the Feywild or natural world, the sovereign eagle regains 10 hit points if it starts its turn with at least 1 hit point.

ACTIONS
Multiattack. The sovereign eagle makes two talon attacks.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6)piercing damage.

Talon. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage, and, if the sovereign eagle wishes, the target is grappled (escape DC 20). If the target is Medium or smaller, the target is also restrained until the grapple ends, and the sovereign eagle can't use that talon on another target.

Innate Spellcasting. The sovereign eagle's spellcasting ability is Charisma (spell save DC 22). The sovereign eagle can innately cast the following spells, requiring no components:

At will: detect evil and good, detect magic, detect thoughts , feather fall
3/day each: bless, dispel magic, shield
1/day each: greater restoration, scrying

BONUS ACTIONS
Dive Bomb (5/Rest).
The sovereign eagle can use the Dash action while it is flying, this movement does not provoke opportunity attacks.

REACTIONS
Feather Shield (3/Rest).
The sovereign eagle adds 6 to its AC against one ranged attack that would hit it. To do so, the sovereign eagle must see the attacker.

Rend. If a creature ends its turn grappled by the sovereign eagle, the sovereign eagle can make bite attack against that target.
 
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dave2008

Legend
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Swamp Serpent by RobertCrescenzio

Sovereign Drake
Huge Fey, unaligned
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Armor Class 20 (Natural Armor)
Hit Points 217 (14d12 + 126; bloodied 108)
Speed 60 ft., swim 90 ft.
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STRDEXCONINTWISCHA
24 (+7)10 (+0)28 (+9)12 (+1)15 (+2)19 (+4)
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Saving Throws Dex +6, Wis +8
Skills Intimidation +10, Perception +8, Stealth +6
Damage Resistance acid, necrotic, psychic, thunder
Damage Immunities poison; bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive perception 18
Languages Aquan, Common, Primordial, Terran, telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +6
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Brutal. The sovereign drake's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).

Ambusher. When submerged in water, the sovereign drake has advantage on Stealth checks.

Aquatic. The sovereign drake has advantage on attacks against creatures in water that do not have a swim speed.

Hold Breath. The sovereign drake can hold its breath for 6 hours.

Magic Resistance. The sovereign drake has advantage on saving throws against spells and other magical effects.

Natural Regeneration. While in the Feywild or natural world, the sovereign drake regains 10 hit points if it starts its turn with at least 1 hit point.

ACTIONS
Multiattack. The sovereign drake makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (3d10 + 17) piercing damage. If the target is a Large or smaller creature, it is also grappled (escape DC 21). Until this grapple ends, the target is restrained, and the sovereign drake can't bite another target.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 30 (3d8 + 17) bludgeoning damage and if the creature fails a DC 22 Strength saving throw it is knocked prone.

Innate Spellcasting. The sovereign drake's spellcasting ability is Charisma (spell save DC 18). The sovereign drake can innately cast the following spells, requiring no components:

1/day each: ***

BONUS ACTIONS
Savage Chomp. The sovereign drake can make a bite attack against a prone or incapacitated target.

REACTIONS
Chomp.
If a creature ends its turn grappled by the sovereign drake, the sovereign drake can make a bite attack against the creature. This attack is a critical hit if the the sovereign drake succeeds on the attack roll by 5 or more.
 
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dave2008

Legend
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No Choice by Dawid Planeta

Sovereign Hunter
Huge Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 270 (20d12 + 140: bloodied 135)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
25 (+7)24 (+7)24 (+7)20 (+5)18 (+4)28 (+9)
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Saving Throws Dex +9, Wis +9, Cha +11
Skills Acrobatics +13, Athletics +13, Intimidation +9, Perception +10, Stealth +19
Damage Resistance cold, poison, psychic, radiant
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 180 ft., passive perception 20
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Evasion. If the sovereign hunter 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.

Grappler. It the sovereign hunter hits a creature with two claw attacks on the same turn, the creature is also grappled.

Hunter's Speed (3/Rest). When the sovereign hunter takes the Dash action it can move twice its speed.

Keen Senses. The sovereign hunter has advantage on Wisdom (Perception) checks.

Magic Resistance. The sovereign hunter has advantage on saving throws against spells and other magical effects.

Natural Regeneration. While in the Feywild or natural world, the sovereign hunter regains 10 hit points if it starts its turn with at least 1 hit point.

Standing Leap. The sovereign hunter's long jump is up to 150 feet and its high jump is up to 50 feet, with or without a running start.

ACTIONS
Multiattack. The sovereign hunter makes three claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage or 37 (3d8 + 24) piercing damage on a critical hit. If the sovereign hunter has advantage on this attack, and both rolls are a hit, the attack is a critical hit.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage and if the target is a Large or smaller creature it is knocked prone and grappled or it is pushed 30 feet, the sovereign hunter's choice. A creature grappled this way is also restrained as long as it is grappled.

Innate Spellcasting. The sovereign hunter's spellcasting ability is Charisma (spell save DC 23). The sovereign hunter can innately cast the following spells, requiring no components:

At will: charm person, cure wounds, druidcraft
3/day each: confusion, dispel magic, fog cloud, pass without a trace
1/day each: haste, heal, hallucinatory terrain

BONUS ACTIONS
Feline Agility.
The sovereign hunter takes the Dash or Disengage action.

Fey Jump (Recharge 4 – 6). The sovereign hunter can teleport up to 90 feet to an unoccupied space it can see.

Savage Bite. The sovereign hunter makes a bite attack against a target that is either prone, or incapacitated, or grappled by the sovereign hunter.

Whirlwind Claws. When the sovereign hunter is first bloodied it can make a claw attack against each creature within its reach.

REACTIONS
Finishing Bite. If a creature ends its turn grappled by the sovereign hunter, the sovereign hunter makes a bite attack against it with advantage. On a hit this attack does an extra 9 (2d8) piercing damage.

Rake. If a Huge or larger creature ends its turn grappled by the sovereign hunter, the hunter can make two claw attacks against the creature.
 
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Stalker0

Legend
Sovereign Elk
Challenge
16 (15,000 XP)
Unless I am missing something, the damage seems extremely low for a CR 16....even if you allowed the creature to attack the same person with both attacks it would be too low.

Also, deep speech for a natural fey creature seems odd to me flavor wise.
 

dave2008

Legend
Unless I am missing something, the damage seems extremely low for a CR 16....even if you allowed the creature to attack the same person with both attacks it would be too low.
It is a bit low, but it has very strong defenses (defensive CR 19). If it only gets one charge in it is a high CR 15 (total). If it gets two it is a solid CR 16, if it gets 3 it is a high CR 16. So I feel it works, but I did originally give it higher DPR and then scaled it back.
Also, deep speech for a natural fey creature seems odd to me flavor wise.
I will get that corrected! The stat block started out as an aboleth.
 


dave2008

Legend
Reflecter.JPG

Reflecter - Creature Catalog (AC9)

Reflecter
Medium construct, unaligned
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Armor Class 21 (Natural Armor)
Hit Points 76 (9d8 + 36; bloodied 38)
Speed 40 ft.
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STRDEXCONINTWISCHA
19 (+4)18 (+4)18 (+4)15 (+2)12 (+1)8 (-1)
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Saving Throws Dex +8, Con +8, Wis +5, Cha +3
Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Evasion. If the reflecter is subjected to a magical effect that allows it to make a Dexterity saving throw to take only half damage, the reflecter instead takes no damage if it succeeds on the saving throw, and only half damage if it fails

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

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

Spell Reflection. Any time the reflecter is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the reflecter is unaffected by the spell and roll a d8. On a 1 to 3, the spell reflects harmlessly in a random direction. On a roll of 4 to 7, the spell is reflected at a random creature as though originating from the reflecter, turn the creature into the target. On a roll of 8, the spell is reflected back at the caster as though it originated from the reflecter, turning the caster into the target.

ACTIONS
Multiattack. The reflecter makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 18 (4d8) lightning damage and the target must make a DC 16 Constitution saving throw or be pushed 10 feet and stunned until the end of the reflecter's next turn.

Lightning Bolt. The reflecter conjures a bolt of lightning in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 35 (6d10) lightning damage on a failed save, or half as much damage on a successful one.

REACTIONS
Dodge. The reflector adds 5 to its AC against one attack that would hit it. To do so, the reflecter must see the attacker.
 
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dave2008

Legend
Iron Gargoyle
Large construct, unaligned
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Armor Class 22 (Natural Armor)
Hit Points 152 (16d10 + 64; bloodied 76)
Speed 40 ft., fly 60 ft.
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STRDEXCONINTWISCHA
22 (+6)12 (+1)19 (+4)3 (-4)12 (+1)8 (-1)
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Saving Throws Str +11, Dex +6, Wis +6, Cha +4
Damage Resistances piercing
Damage Vulnerabilities cold
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 60 ft., passive perception 11
Languages understands the languages of its creator but can't speak
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Immutable Form. The iron gargoyle is immune to any spell or effect that would alter its form.

Crushing Dive. If the iron gargoyle flies at least 20 feet straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra 16 (3d10) bludgeoning damage.

Limited Spell Immunity. Unless it is instructed to be affected, the iron gargoyle is immune to spells of 3rd level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. The iron gargoyle's weapon attacks are magical.

ACTIONS
Multiattack. The reflecter makes two iron claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) fire damage.

Iron Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. If the target is hit by two iron claw attacks on the same turn, it is also grappled.

Body Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage and the target must make a DC 19 Strength saving throw or be pushed 10 feet or knocked prone, the iron gargoyle's choice.

Fire Breath (Recharge 5–6). The iron gargoyle exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 54 (16d6) fire damage and be incapacitated until the end of the iron gargoyle's next turn on a failed save, or half as much damage on a successful one.

REACTIONS
Chomp. If a creature ends its turn grappled by the iron gargoyle, the iron gargoyle can make a bite attack against that target.
 
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dave2008

Legend
I was doing some cleaning today and I came across the Creature Catalogue (AC9). It has a bunch of monsters I am interested in adding. In particular some interesting constructs. I couldn't wait, so here are two I quickly converted:
 
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dave2008

Legend
Colossal Stone Juggernaut
Gargantuan construct, unaligned
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Armor Class 20 (Natural Armor)
Hit Points 330 (20d20 + 120; bloodied 165)
Speed see Path of Devastation
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STRDEXCONINTWISCHA
26 (+8)6 (-2)23 (+6)2 (-4)12 (+1)3 (-4)
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Saving Throws Str +14, Con +12
Damage Resistances fire, piercing
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 240 ft., passive perception 11
Languages --
Challenge 20 (25,000 XP) Proficiency Bonus +6
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Colossal. The juggernaut's spaces is 30 feet by 30 feet and it is 40 feet tall.

Crushing Roll. If the juggernaut knocks a creature prone, it must spend all of its movement to stand up.

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

Magic Weapons. The juggernaut's weapon attacks are magical.

Regeneration. As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn’t regenerate if it drops to 0 hit points.

Relentless. The juggernaut destroys any magical barrier in its Path of Devastation , as if it had cast Dispel Magic (9th level), and it is immune to any magic that would reduce its speed. Additionally, any effect that would move the juggernaut, teleport it or inflict the prone condition instead reduces the length of its Path of Devastation by 30 feet until the end of its next turn.

Rolling Momentum (Recharge 5-6). The length of the juggernaut's Path of Destruction increases by up to 60 feet.

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

ACTIONS
Path of Devastation.
The juggernaut moves in a line that is 30 feet wide and up to 60 feet long. Each creature in the line must make a DC 22 Dexterity saving throw. On a failure, the target takes 47 (6d12 + 8) bludgeoning damage and if the target is Huge or smaller it must make a DC 22 Strength saving throw or be knocked prone and take an additional 78 (12d12) bludgeoning damage. On a success, the target takes half as much damage and is pushed to a free space adjacent to the juggernaut's path. Additionally, the juggernaut does not provoke Opportunity Attacks from creatures in the line.
 
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dave2008

Legend
Gakarak.JPG

GAKARAK
A gakarak is a large, 18 to 22-foor tall bipedal plant creature. It can easily be mistaken for a treant, although it is much darker in color and usually shrouded in ancient, blackening mosses and lichens.

Gakaraks are some of the oldest living creatures and they dwell deep in the heart of ancient forests. In their dark forest homes the brood on their eons-old hatred of humanoids, all of whom they consider hateful tree-slayers. They resent incursions into their forests and will do their utmost to deter any from entering. Those foolish enough to penetrate deep into a gakarak's forest rarely return home.

A GAKARAK'S LAIR
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While a gakarak considers an entire forest its home, it chooses or creates a dense grove of trees at the center of its forest to serve as its lair. This area of the forest is engorged with the gakarak anger and a thick canopy of leaves and vines shades the lair in Dim light, even during the brightest days.

LAIR ACTIONS
On initiative count 20 (losing initiative ties), the gakarak takes a lair action to cause one of the following effects; the gakarak can’t use the same effect two rounds in a row:
  • The gakarak can teleport to any unoccupied location within its lair.
  • The gakarak recharges its Animate Trees ability.
  • All normal plants within 600-foot radius of the gakarak become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
REGIONAL EFFECTS
The long-nutured anger of a gakarak pervades its forest with an atmosphere of impending doom, which creates one or more of the following effects:
  • Within 1 mile of the lair, plants serve as the gakarak's eyes and ears, whispering to the gakarak about the presence of intruders.
  • Within 2 miles of the lair, the forest is eerily quite with only the sound of creaking trees and the wind rustling through plants and leaves. There a no signs of animal life and the ground is covered in a thick carpet of dead leaves.
  • Within 3 miles of the lair, paths and animal trails are overgrown and quickly disappear.
If the gakarak dies, the plants lose their supernatural link to it and animals begin to return to the forest within 1d10 days.

GakarakChallenge 12
Huge elite plant, neutral16,800 elite XP
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Armor Class 18 (Natural Armor)
Hit Points 287 (24d12 + 138; bloodied 144)
Speed 40 ft.
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STRDEXCONINTWISCHA
23 (+6)8 (-1)22 (+6)12 (+1)14 (+2)12 (+1)
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Saving Throws Dex +3, Con +10, Wis +6
Skills Nature +5
Damage Resistances bludgeoning, lightning, piercing, psychic
Condition Immunities unconscious
Senses darkvision 240 ft., passive perception 12
Languages common, druidic, elvish, sylvan
Challenge 12 (12,600 champion XP) Proficiency Bonus +4
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Elite Recovery (Elite Trait). At the end of each of its turns while bloodied, the gakarak ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

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

Forest Resilience (Elite Trait, 1/Rest). When the gakarak is first bloodied, all conditions and effects it is suffering end for it, its elite traits activate, and all of its abilities recharge. Additionally, on its initiative count +10, or in place of an Action on its turn, the gakarak can use an elite action.

Forest Stride. The gakarak ignores difficult terrain in its forest or, if outside its forest, composed of plants.

Regenerate. The gakarak gains 10 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the gakarak takes fire damage, this trait doesn’t function at the start of its next turn.

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

ACTIONS
Multiattack. The gakarak makes two slam attacks. It can substitute two torn dart attacks for each slam attack.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) magical bludgeoning damage plus 10 (3d6) magical piercing damage and the target must make a DC 18 Strength saving throw or be pushed 10 feet or grappled, the gakarak's choice.

Thorn Darts. Ranged Weapon Attack. +12 to hit, range 120 ft., one target. Hit. 13 (2d6 + 6) magical piercing damage per dart.

Animate Trees (1/Day). The gakarak 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 gakarak. The tree remains animate for 1 day or until it dies; until the gakarak dies or is more than 480 feet from the tree; or until the gakarak takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

ELITE ACTIONS
Bark Stride.
The gakarak gains 20 temporary hit points and moves up to half its speed. It looses any remaining temporary hit points at the end of this move.

Entangle. The gakarak choses a point it can see within 120 feet of it. Grasping vines sprout from the ground in a 15-foot radius centered on that point. The area becomes difficult terrain and each creature in the area musts make a DC 18 Strength saving throw or be retrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 18 Strength check. On a success, the creature is no longer restrained.

Forest Fury (Recharge 5-6). The gakarak makes a Slam attack against each creature within its reach.
 
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Stalker0

Legend
Colossal Stone Juggernaut
Challenge
20 (25,000 XP)
Colossal. The juggernaut's spaces is 30 feet by 30 feet and it is 40 feet tall.
I like the concept of this building size roller that just crushes everything in its path, but I think the mechanics are a little clunky, and we can clean it up.

Speed: I think we need to explain this limited movement in an ability, instead of just a quick blurb in the speed area. Something like:

Restricted Movement: At the beginning of its turn, the juggernaut chooses a direction. Until the beginning of its next turn, the juggernaut can only move in that direction and must choose that direction for its Path of Devastation action.

Relentless: The juggernaut destroys any mundane or magical barrier in its movement path. The juggernaut is immune to any magic that would reduce its speed, stop its movement, or move it from its current position (this prevents tricks like banishment and certain teleports from moving the creature....which I think is both a worthy protective ability for such a creature, and helps prevent confusion with the restricted movement. And then removing various barriers prevents it from getting stuck).

Rolling Momentum: (Recharge 5-6) Increase the maximum range of Path of Devastation by 60 feet. (see the new attack below).

Now lets redo the attack a bit to simplify and clean up the language.


Path of Devastation: Line 30 feet wide, range 5-60 feet. The juggernaut moves to the end of the line, and does not provoke Opportunity Attacks for the movement. All creatures in the line take 47 (6d12 + 8) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 22 Strength saving throw or become prone, and become subject to the Devastating Roll ability.

(now the attack is clearer, and we have given it a more automatic damage (similar to the Marut) and extended its damage range. It also really highlights that you do not stop the juggernaut! Considering that for a CR 20 creature, the only thing this does is just pure damage and its defenses are very poor against even lower level magics....and the movement restriction is very limiting against smart players with the resources of high level characters...I think this is more than fair)
 
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dave2008

Legend
I like the concept of this building size roller that just crushes everything in its path, but I think the mechanics are a little clunky, and we can clean it up.
Thank as always. This started as another update from AC9 - Creature Catalogue, but then I realized that there was already an update in ToA. So I tried to combine the two in a larger version. In generally, I like your suggestions a lot, my version was hampered by following the official version to much.
Speed: I think we need to explain this limited movement in an ability, instead of just a quick blurb in the speed area. Something like:
This was strait from the official version. I like what your doing better, and will get this updated after I get some lunch.
Restricted Movement: At the beginning of its turn, the juggernaut chooses a direction. Until the beginning of its next turn, the juggernaut can only move in that direction and must choose that direction for its Path of Devastation action.
I like it.
Relentless: The juggernaut destroys any mundane or magical barrier in its movement path. The juggernaut is immune to any magic that would reduce its speed, stop its movement, or move it from its current position (this prevents tricks like banishment and certain teleports from moving the creature....which I think is both a worthy protective ability for such a creature, and helps prevent confusion with the restricted movement. And then removing various barriers prevents it from getting stuck).
I like it. I one point I still wanted to allow people to push it different directions. Make it like a puzzle: I can't stop it or slow it down, maybe I can redirect it? But maybe not. I'm not sure about destroying "any" mundane barrier either. I will think about it.
Rolling Momentum: (Recharge 5-6) Increase the maximum range of Path of Devastation by 60 feet. (see the new attack below).

Now lets redo the attack a bit to simplify and clean up the language.


Path of Devastation: Line 30 feet wide, range 5-60 feet. The juggernaut moves to the end of the line, and does not provoke Opportunity Attacks for the movement. All creatures in the line take 47 (6d12 + 8) bludgeoning damage. If the target is a Gargantuan or smaller creature, it must succeed on a DC 22 Strength saving throw or become prone, and become subject to the Devastating Roll ability.

(now the attack is clearer, and we have given it a more automatic damage (similar to the Marut) and extended its damage range. It also really highlights that you do not stop the juggernaut! Considering that for a CR 20 creature, the only thing this does is just pure damage and its defenses are very poor against even lower level magics....and the movement restriction is very limiting against smart players with the resources of high level characters...I think this is more than fair)
I like it, but as an area of effect attack it increases the CR. I will think about it.
 

Stalker0

Legend
I like it, but as an area of effect attack it increases the CR. I will think about it.
It might be worth looking at the Eidolon (who is very damage heavy for its CR), and the Marut (who gets automatic attacks). This might help temper the CR based on WOTC's existing monster experiences.

I feel like the higher you go, the more a creature's weakness should affect CR more than its strength. Sure this thing does a lot of damage, but its extremely one note in how a party can handle it.

Make it like a puzzle: I can't stop it or slow it down, maybe I can redirect it? But maybe not. I'm not sure about destroying "any" mundane barrier either. I will think about it.

If you want to keep this, perhaps you go all in and make this a true weakness. Again this allows you to push that damage really high, but with the weakness it tempers the CR. Something like:

Traction Vulnerability: Any effect that moves the Juggernaut, teleports it, or causes it to become prone instead inflicts the incapacitated and restrained condition for 1 round.

This could also give players without adamantine weapons more creative thoughts to try.
 
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dave2008

Legend
It might be worth looking at the Eidolon (who is very damage heavy for its CR), and the Marut (who gets automatic attacks). This might help temper the CR based on WOTC's existing monster experiences.

I feel like the higher you go, the more a creature's weakness should affect CR more than its strength. Sure this thing does a lot of damage, but its extremely one note in how a party can handle it.



If you want to keep this, perhaps you go all in and make this a true weakness. Again this allows you to push that damage really high, but with the weakness it tempers the CR. Something like:

Traction Vulnerability: Any effect that moves the Juggernaut, teleports it, or causes it to become prone instead inflicts the incapacitated and restrained condition for 1 round.

This could also give players without adamantine weapons more creative thoughts to try.
OK, I have updated the juggernaut. Let me know what you think
 


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