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D&D 5E 5e Updates: Monstrous Compendium

Stalker0

Legend
The intent would be the damage portion of a spell still inflicts damage. Do you think there is a simple way to make that more clear.

I think that is a good idea. Also, since this is in a desert, fissures probably don't make a lot of sense. I will revise it.

Yep. Simple, but effective.

Do you mean the items/creatures that are regurgitated?

Not a bad idea. I will think about it.
Yes I mean the creatures that are regurgitated take the pain as well
 

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dave2008

Legend
OK, I know I said I was going to work on some Norse inspire monsters. However, I realized today that I had not yet converted all of the monsters from the Epic Level Handbook that I had made for my epic updates. That, coupled with my analysis about the lack of high level monsters I have made, has inspired me to convert all of the remain monsters from the Epic Level Handbook. Here is the planned list list:

MonsterTypeProposed CR
AnaximConstruct (titan)21
AtropalUndead (titan)24
ChichimecMonstrosity (titan)20
Dream LarvaAberration (titan)25
HecatoncheiresMonstrosity (titan)32, Mythic
InfernalFiend (titan)23
PhaethonElemental30
PhaneMonstrosity20
BehemothMonstrosityvaries
BrachyurusMonstrosity18
Colossus, FleshConstruct19, Mythic
Colossus, IronConstruct26, Mythic
Colossus, StoneConstruct22, Mythic
Devastation BeetleMonstrosity20, Mythic
Devastation CentipedeMonstrosity15, Mythic
Devastation ScorpionMonstrosity17, Mythic
Devastation SpiderMonstrosity16, Mythic
Gibbering OrbAberration21
GloomHumanoid20
Ha-NagaMonstrosity18
HagunemnonAberration23
HuneferUndead20
LavawrightUndead18
Living VaultConstruct26
Mu-SporePlant17
Neh-ThalgguAberration21
PrismasaurusMonstrosity22
Ruin SwarmBeast18
Shadow of the VoidUndead21
Shape of FireUndead21
SirrushFey19
Sirrush, 3-HeadedFey22
Slaad, BlackAberration20
Slaad, WhiteAberration17
TayellahMonstrosity19
ThorciasidAberration18
Umbral BlotConstruct25
UvuudaumAberration22
VermiurgeAberration19
WinterwightUndead18
XixecalElemental29
 
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dave2008

Legend
anaxim_by_mesozord_d4y7447-fullview.jpg

Anaxim by Mesozord

Anaxim
Large construct (titan), unaligned
1600806818236.png

Armor Class 22 (Natural Armor)
Hit Points 300 (24d10+ 168)
Speed 50 ft., fly 120 ft.
1600806820068.png

STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)3 (-4)12 (+1)2 (-5)
1600806821005.png

Saving Throws Dex +11, Con +14
Skills perception +8
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive perception 18
Languages understands the languages of its creator but can't speak
Challenge 21 (33,000 XP)
1600806824985.png

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

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

Magic Weapons. The anaxim’s weapon attacks are magical.

Pseudo-Consciousness. The anaxim is completely immune to effects that would affect its mind in any way.

Reactive. The anaxim can take two reactions, but it can only use one per turn.

Vicious Smash. The anaxim can use a bonus action to make a Smash attack against a prone target.

ACTIONS
Multiattack.
The anaxim makes three attacks, any combination of slash, smash, stab, and hook.

Slash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 18 (4d8) fire damage.

Smash. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone.

Stab. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 14 (4d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.

Hooks. Ranged Weapon Attack: +14 to hit, range 40 ft., one target. Hit: 35 (6d6 + 14) piercing damage and the target must make a DC 22 Strength saving throw or be grappled and pulled up to 40 feet toward the anaxim.

Sonic Blast (Recharge 5-6). The anaxim emits a powerful sonic blast in a 60-foot cone. Each target in the area must make a DC 22 Constitution saving throw, taking 88 (16d10) thunder damage and be deafened for 1 minute on a failure, or half as much damage on a success.

REACTIONS
Counterstrike.
When a creature enters the anaxim’s reach, the anaxim can make a melee attack against that creature.

Rend. If a target ends its turn grappled by the anaxim, the anaxim can make a slash, smash, or stab attack against that target.
 
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FitzTheRuke

Legend
The Anaxim looks awesome, but can I ask why the Smash attack does soooo much less damage than the other attacks? (I don't think that an off-hand chance that the target goes prone is "worth" a full 14-21 damage, is it? Especially when you include that the other attacks also have useful riders (some I would argue, quite a bit more useful than knocking a target prone.)
 

dave2008

Legend
The Anaxim looks awesome, but can I ask why the Smash attack does soooo much less damage than the other attacks? (I don't think that an off-hand chance that the target goes prone is "worth" a full 14-21 damage, is it? Especially when you include that the other attacks also have useful riders (some I would argue, quite a bit more useful than knocking a target prone.)
First, I pretty much copied this from my Epic Updates thread, without a thorough review (I did check the CR). So it is definitely older work. However, it can use a bonus action to make a smash attack on a prone target, so it almost like 2 attacks with one hit. That is probably why the I made the damage lower. It is really closer to 40 avg damage, not 20.
 

FitzTheRuke

Legend
Ah yes, I see that now. It is weak if the save is made, but awesome if it isn't. (And brutal in combination with other ways of getting knocked prone). I like it.
 

dave2008

Legend
atropal_by_mesozord_d4uyjjl-fullview.jpg

Atropal by Mesozod

Atropal, Greater
Gargantuan undead (titan), any evil alignment
1598896179798.png

Armor Class 20 (natural armor)
Hit Points 462 (25d20 + 216)
Speed 0 ft., fly 60 ft. (hover)
1598896181433.png

STRDEXCONINTWISCHA
25 (+7)12 (+1)26 (+8)25 (+7)20 (+5)25 (+7)
1598896182723.png

Saving Throws Dex +8, Con +15, Wis +12, Cha +14
Skills Arcana +14, Deception +14, Insight +12, Perception +12
Damage Resistances piercing
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, paralyzed, poisoned, prone
Senses darkvision 240 ft., truesight 120 ft., passive perception 22
Languages understands Celestial but utters only obscene nonsense, telepathy 120 ft.
Challenge 24 (62,000 XP)
1598896186606.png

Deific Resistance. If the atropal fails a saving throw, it can spend a legendary action to re-roll the save with advantage.

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

Innate Spellcasting. The atropal’s spell casting ability is Intelligence (spell save DC 22, +14 to hit with attack spells). Atropal can innately cast the following spells, requiring no material components:

At-will: animate dead, create undead, dispel magic
3/day each: finger of death, greater invisibility, plane shift, teleport
1/day each: project image, (un)holy aura, weird

Limited Magic Immunity. The atropal is immune to cantrips and has advantage on saving throws against spells and other magical effects of 6th level or lower and any creature that makes a spell attack of 6th level or lower against the atropal has disadvantage on the attack roll.

Magic Weapons. The atropal’s weapon attacks are considered magical weapons for overcoming resistances.

Marshal Undead. Unless the atropal is incapacitated, it and undead creatures of its choice within 90 feet of it have advantage on saving throws against features that turn undead.

Negative Energy Aura. Creatures within 60 feet of the atropal can’t regain hit points, and any creature that starts its turn within 60 feet of the atropal takes 21 (6d6) necrotic damage. In addition, creatures with less than 50 hit points that start their turn in the aura must make a DC 20 Constitution saving throw or die.

A creature that dies because of this aura rises, if the atropal wishes, at the start of the atropal’s next turn as a Specter under the control of the atropal

ACTIONS
Multiattack. The atropal makes two attacks: any combination of Touch and Ray of Cold attacks.

Touch Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 35 (10d6) necrotic damage and the target must make a DC 22 Constitution saving throw or suffer one level of exhaustion.

Ray of Cold. Ranged Spell Attack: +14 to hit, range 180 ft., one target. Hit: 36 (8d8) cold damage and the target must make a DC 22 Constitution saving throw or be paralyzed until the end of the atropal’s next turn.

Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must make a DC 22 Constitution saving throw, taking 81 (18d8) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the atropal regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Summon Wraiths (Recharge 5-6). The atropal summons 1d4 wraiths, which materializes within 60 feet of it in unoccupied spaces it can see. The wraiths obey the atropal’s commands and can’t be controlled by any other creature. A wraith vanishes when it drops to 0 hit points, the atropal dies, or the atropal dismishes it with a bonus action.

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

Attack. The atropal makes a Touch or Ray of Cold attack.
Teleport. Atropal teleports to an unoccupied space it can see within 180 feet of it.
Spellcasting (Costs 2 Actions). The atropal casts a spell.
Life Drain (Costs 3 Actions). The atropal makes a Life Drain attack.
Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 240 feet of the atropal that can hear the wail must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion.
 
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dave2008

Legend
Chichimec
Medium Monstrosity (titan), neutral evil
1598896179798.png

Armor Class 21 (natural armor)
Hit Points 252 (24d8 + 144)
Speed 5 ft., fly 120 ft. (hover)
1598896181433.png

STRDEXCONINTWISCHA
20 (+5)23 (+6)22 (+6)12 (+1)14 (+2)25 (+7)
1598896182723.png

Saving Throws Dex +12, Int +7, Wis +8, Cha +13
Skills Acrobatics +18, arcana +7, Insight +8, Perception +8
Damage Resistances cold, fire; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities lightning, necrotic
Condition Immunities charmed, exhaustion, petrified
Senses blindsight 500 ft., truesight 120 ft., passive perception 18
Languages Auran, Celestial, telepathy 1,000 ft.
Challenge 20 (25,000 XP)
1598896186606.png

Brute. A melee weapon deals one extra die of its damage when the chichimec hits with it (included in the attack).

Epic Speed. The chichimec can use a bonus action to take the Dash or Disengage actions.

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

Innate Spellcasting. The Chichimec’s spell casting ability is Charisma (spell save DC 21, +13 to hit with attack spells). The Chichimec can innately cast the following spells, requiring no components:

At-will: darkness, lightning bolt, telekinesis
1/day each: call lightning, chain lightning, control weather, greater invisibility

Limited Magic Immunity. The chichimec is immune to cantrips and has advantage on saving throws against spells and other magical effects of 4th level or lower and any creature that makes a spell attack of 4th level or lower against the chichimec has disadvantage on the attack roll.

Magic Weapons. The chichimec’s weapon attacks are considered magical weapons for overcoming resistances.

Regeneration. The chichimec regains 20 hit points at the start of its turn.

ACTIONS
Multiattack. The chichimec makes eight wing buffet and one tail attack.

Wing Buffet. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target takes 12 (2d6 + 5) bludgeoning damage.

Tail. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must make a DC 21 Constitution or be poisoned for 1 hour. A creature poisoned in this way has disadvantage on Wisdom saving throws and checks.

Wail (Recharge 6). The chichimec emits a soul-chilling scream. Each creature that can hear within 120 feet of it, must make a DC 21 Wisdom saving throw. The effects of the scream vary depending on the distance the target is from the Chichimec as follows:
  • Within 30 feet: On a failure the creature is reduced to 0 hit points and takes 3 levels of exhaustion, or, if it is already at or below 0 hit points, it dies. On a successful save the creature takes 65 (10d12) necrotic damage.
  • From 31-60 feet: On a failure the creature takes 65 (10d12) necrotic damage, is paralyzed for 1d4 rounds, and takes 2 levels of exhaustion. On a successful save the creature takes half as much damage.
  • From 61- 120 feet: On a failure the creature is paralyzed for 1d4 rounds and takes one level of exhaustion.
Flying Charge (Recharge 4-6). The chichimec moves up to its speed and can enter another creature’s space during the move. The first time it enters a creature’s space during the move it can make three wing buffet attacks targeting that creature. The chichimec does not provoke opportunity attacks during this movement.

Summon Elemental (3/Day). The chichimec summons an elder air elemental.

REACTIONS
Deific Resistance (3/day).
If the chichimec fails a saving throw, it succeeds instead.
 

I noticed that the CR 10 Movanic Deva adds 5 to its AC with Parry. With the official monsters Parry always adds the creature's proficiency bonus (which would be 4 in this case).

Was this a mistake, or an intentional departure from normal procedure?
 

Stalker0

Legend
Ah yes, I see that now. It is weak if the save is made, but awesome if it isn't. (And brutal in combination with other ways of getting knocked prone). I like it.
Also keep in mind that if it succeeds on proning you with opening attack, all of the followup attacks have advantage, which is a pretty solid benefit. So its a good opening move even if its less damage.
 

dave2008

Legend
I noticed that the CR 10 Movanic Deva adds 5 to its AC with Parry. With the official monsters Parry always adds the creature's proficiency bonus (which would be 4 in this case).

Was this a mistake, or an intentional departure from normal procedure?
It was a mistake - to much copy and paste. Thank you for catching that, it is corrected now.
 


Stalker0

Legend
@dave2008, here's an ability I just thought up that is a way for you to get more mileage out of your resistance or immunities to non-magic weapons, but something the players can work with as opposed to (it neither always or never works). Maybe something you want to throw on a monster at some point.

Anti-magic Flux: Any non-artifact melee weapon that strikes this creature becomes non-magical until the end of your next turn.
 


dave2008

Legend
dream_larva_by_mesozord_d4xnh5g-fullview.jpg

Dream Larva by Mesozord

Dream Larva
Large monstrosity (titan), chaotic evil
1598896179798.png

Armor Class 21 (natural armor)
Hit Points 405 (30d10 + 240)
Speed 90 ft.
1598896181433.png

STRDEXCONINTWISCHA
22 (+6)17 (+3)27 (+8)16 (+3)21 (+5)28 (+9)
1598896182723.png

Saving Throws Dex +10, Int +10, Wis +12, Cha +16
Skills Acrobatics +10, Deception +16, Insight +12, Perception +12, Stealth +10
Damage Resistances cold, fire, psychic
Damage Immunities thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, frightened, petrified
Senses darkvision 240 ft., truesight 120 ft., passive perception 22
Languages All, telepathy 180 ft.
Challenge 25 (75,000 XP)
1598896186606.png

Abominable Mind. The dream larva is immune to mind control effects, attempts to detect its thoughts or ascertain its emotions, and to magic that would put it to sleep.

Brute. A melee weapon deals one extra die of its damage when the dream larva hits with it (included in the attack).

Dream Resurrection: When the dream larva dies, if any creature within 100 ft is asleep or currently subject to a nightmare visage, the Dream Larva returns to life with 1 hp.

Grappler. If the dream larva hits the same Large or smaller creature two or more times with a Claw or Pincher attack on the same turn, the creature is also grappled.

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

Innate Spellcasting. The dream larva’s spell casting ability is Charisma (spell save DC 24). dream larva can innately cast the following spells, requiring no material components:

At-will: dissonant whispers, fly
3/day each: phantasmal killer
1/day each: weird

Limited Magic Immunity. The dream larva is immune to cantrips. Additionally, it has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the dream larva has disadvantage on the attack roll.

Magic Weapons. The dream larva’s weapon attacks are considered magical weapons for overcoming resistances.

Nightmare Visage. If a creature starts its turn within 30 ft. of the dream larva and the two of them can see each other, the creature momentarily perceives the dream larva as the most fearsome creature imaginable. The target must make a DC 24 Wisdom saving throw, taking 22 (4d10) psychic damage and be frightened on a failure, or half as much damage on a success. If a creature is frightened by this effect and it has less than 100 hit points, it dies. Otherwise, while frightened this way the creature is paralyzed for 1 minute. 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 target’s saving throw is successful or the effect ends for it, the target is immune to that dream larva's Nightmare Visage.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, the creature can't see the dream larva until the start of its next turn, when it can avert its eyes again. If it looks at the dream larva in the meantime, it must immediately make the save.

Regeneration. The dream larva regains 20 hit points at the start of its turn if it has at least 1 hit point. If the dream larva takes radiant damage this trait doesn’t function at the start of the dream larva’s next turn.

ACTIONS
Multiattack. The dream larva makes up to five attacks. One Bite or Gore attack, if it can, and any combination of Claw and Pincher attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target grappled by the dream larva. Hit: 19 (3d8 + 6) piercing damage plus 22 (4d10) psychic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (3d6 +6) slashing damage.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., one target that is incapacitated or grappled by the dream larva. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) poison damage and is poisoned for 1 minute.

Pincher. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Nightmare Bolt. Ranged Spell Attack: +16 to hit, range 400 ft., one target. Hit: 45 (8d10) psychic damage and the target is stunned until the end of the dream larva's next turn.

Summon Nightwalker (1/Rest). The dream larva magically summons a Nightwalker to an unoccupied space it can see within 120 feet of it. The Nightwalker is friendly to the dream larva and obeys its commands.

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

Attack. The dream larva makes a Claw or Pincher attack.
Teleport. The dream larva teleports to an unoccupied space it can see within 120 feet of it.
Sending (Cost 2 Actions). The dream larva attempts to send one creature it has grappled into a nightmare. The creature must make a DC 24 Charisma saving throw or be magically plunged in nightmare realm, disappearing from its current location and taking 35 (10d6) psychic damage. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Spellcasting (Costs 3 Actions). The dream larva casts a spell.
 
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dave2008

Legend
hecatoncheires_by_mesozord_d4vwewi-fullview.jpg

Hecatoncheires by Mesozord

Hecatoncheires
Gargantuan monstrosity (titan), any (90% any evil alignment)
1602895912423.png

Armor Class 20 (natural armor)
Hit Points 717 (35d20 + 350)
Speed 120 ft.
1602895913676.png

STRDEXCONINTWISCHA
30 (+10)15 (+2)30 (+10)12 (+1)10 (+0)24 (+7)
1602895915157.png

Savings Throws Str +19, Dex +11, Con +19
Skills Athletics +19, Intimidation +16, Perception +18
Damage Resistances cold, fire
Damage Immunities lightning; bludgeoning, piercing, and slashing that is nonmagical and not adamantine
Condition Immunities charmed, exhaustion, frightened, petrified
Senses truesight 1,000 ft., passive Perception 28
Languages All, telepathy 500 ft.
Challenge 32 (195,000 XP)
1602895916330.png

Abominable Nature. The hecatoncheires is immune to any spell or effect that would alter its form, control its mind, detect its thoughts, ascertain its emotions, or magic that would put it to sleep.

Abomination (Mythic Trait, recharges after a short or long rest). If the hecatoncheires is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it recharges all of its abilities, regains 717 hit points, and it can use its mythic actions.

Colossal. The hecatoncheires' space is 100 feet by100 feet and it is 160 feet tall and it has advantage on saving throws against being physically pushed or knocked prone by a creature without the colossal trait. Additionally, when a Medium or smaller creature is hit by an attack, any adjacent creature is subject to the same attack, using the same attack result. The hecatoncheires deals double damage to objects and structures.

Innate Spellcasting. The hecatoncheires’ spell casting ability is Charisma (spell save DC 24). dream larva can innately cast the following spells, requiring no material components:

At-will: fly, dispel magic
1/day each: imprisonment, scrying

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

Magic Weapons. The hecatoncheires’s weapon attacks are considered magical weapons for overcoming resistances.

Multiple Heads. The hecatoncheires has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, paralyzed or knocked unconscious.

Multiple Limbs The hecatoncheires’s arms can be targeted separately. Any attack that does enough damage to overcome its Thick Skin trait destroys an arm. An area effect can target 1 limb for every 10 foot of radius.

Reactive. The hecatoncheires can take 25 reactions, but only 2 per turn.

Thick Skin. The hecatoncheires is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.

Unstoppable. At any time, requiring no action, the hecatoncheires can take 30 hit points of damage and immediately end one condition or effects it is suffering. After taking the damage, the hecatoncheires cannot take reactions until the end of the next creature's turn.

ACTIONS
Multiattack.
The hecatoncheires makes 25 attacks: any combination of attacks, but no more than 10 ranged attacks. However, the hecantoncheires can only make one attack on each Medium or smaller target, two attacks on each Large target, four attacks on each Huge target and eight attacks on each Gargantuan target. If a creature has the colossal trait, the DM determines how many attacks can target that creature.

Battle Axe. Melee Weapon Attack: +19 to hit, reach 80ft., one target. Hit: 28(4d8 + 10) slashing damage and the target must make a DC 19 Constitution saving throw or have its speed reduce in half until the end of its next turn.

Slam. Melee Weapon Attack: +19 to hit, reach 80ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage and the creature must make a DC 27 Strength saving throw be knocked prone, pushed 20 feet or, if it is Medium or smaller, grappled.

Sword. Melee Weapon Attack: +19 to hit, reach 80ft., one target. Hit: 32 (4d10 + 10) slashing damage.

Rock. Ranged Weapon Attack: +19 to hit, range 600 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.

Planar Leap (1/Day)*. The hecatoncheires cast the plane shift spell (self only). It arrives on the new plane by falling from the sky, crashing to the ground in an explosion of thunder and fire. Each creature within 500 feet of the point where the hecatoncheires lands must make a DC 27 Dexterity saving throw, taking 35 (10d6) bludgeoning damage, 35 (10d6) fire damage, and 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. Additionaly, the area becomes difficult terrain for all Huge or smaller creatures.

*DM Note: If you start an encounter with the hecatoncheires arriving via a planar leap, increase the encounters CR to 35 and it is XP rewards to 265,000 / 530,00 (Mythic).

REACTIONS
Sacrificial Parry.
If the hecatoncheires is hit by an attack, it can choose to have one of it arms hit instead.

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

Many Hands. The hecatoncheires uses its Multiattack action.
Regenerate. The hecatoncheires regains 30 hit points or regenerates one limb.
Move (Costs 2 Actions). The hecatoncheires moves half its speed.
Spellcasting (Costs 3 Actions). The hecatoncheires cast as spell.

MYTHIC ACTIONS
If the hecatoncheires' mythic trait is active, it can use the options below as legendary actions for 1 hour after using Abomination.

Throw (Cost 3 Actions). Any Large or smaller object held or creature grappled by the hecatoncheires is thrown up to 120 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, 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 27 Dexterity saving throw or take the same damage and be knocked prone.

The Hecatoncheires as a Mythic Encounter
The hecatoncheires is a fearsome foe under typical conditions; however, you can increase the challenge by using the Abomination trait. When this happens, the hecatoncheires calls its deific rage, heals its wounds, and can then choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the hecatoncheires uses its Abomination trait:

Future descriptive text goes here

Fighting the hecatoncheires as a mythic encounter is equivalent to taking on two CR 32 creatures in one encounter. Award a party 390,000 XP for defeating the hecatoncheires l after it uses Abomination.
 
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Stalker0

Legend
Hecatoncheires
Challenge
32 (195,000 XP)
Again, super cool monster with a super cool picture. And planar leap makes for a badass entrance. However, I think there is some streamlining we can do on this one.

1) First note, that low wisdom save can be very painful for such a high CR. For example, the slow spell (upcasted to 4th) would cripple this things offense into the dirt, now it could use unstoppable of course but than that means its parry is offline, and without that its AC is pretty "mundane" at that point.

But...that is a creative use of tactics so maybe that's just how you beat such a creature. Bestow Curse would also be very painful for it (which leads to an interesting question....can unstoppable remove a curse....even one that normally requires a specific spell to be rid of?).

I may be overthinking this.... I always assume that against such monsters the Party will literally have any spell in the book (either they have it, they find another high level buddy to cast it, they have a super scroll of it, etc)....and I never want to see such epic creatures become a breeze because of it...but unstoppable does help deal with a lot of that so maybe I'm overthinking the impact.


2) How do area attacks work against multiple limbs? Does it not work at all, do i destroy tons of heads in a single fireball?

3) The colossal trait has adjacent creatures making a dexterity save against its attacks, and since this thing gets so many that could force lots and lots and LOTS of saves. My suggestion would be, to simply apply the attack roll result to adjacent creatures, and then you hit and or miss as normal. Much quicker to run in game.

4) Parry and Multiple Limbs: Again we have a scenario where not only do I have to remember to parry, but then I have to track all of that damage across my various multiple limbs, which is just a lot of DM headache. So I would recommend a few changes:

a) For multiple limbs, simply have it that the limbs have 1 hp (but of course you still have to get through thick hide and the invulnerable to non-magic non-adamantine weapons). Now realistically, you have to kill a lot of limbs before a normal party will start seeing the benefits, so might as well make it easy.

b) Have parry either just work, or have it automatically take a limb out. No muss no fuss.

c) Let regenerate either heal 30 hp, or 1dX limbs grow back.


5) I would make parry a straight +10 AC. Yes that's a little bit outside of the math, but its easier to remember (AC 20 and 30), and frankly....it sounds cooler to players. When they hear the creature currently has a 30! AC....well that means something. Yes a 29 is badass but 30 is just so much cooler sounding.
 

dave2008

Legend
Again, super cool monster with a super cool picture. And planar leap makes for a badass entrance. However, I think there is some streamlining we can do on this one.
Thanks for the comments as always. I was hoping I might get through a few hours before I had to come back to this though. ;) I threw it together pretty quickly from an older design and I knew it needed more clean up.
1) First note, that low wisdom save can be very painful for such a high CR. For example, the slow spell (upcasted to 4th) would cripple this things offense into the dirt, now it could use unstoppable of course but than that means its parry is offline, and without that its AC is pretty "mundane" at that point.

But...that is a creative use of tactics so maybe that's just how you beat such a creature. Bestow Curse would also be very painful for it (which leads to an interesting question....can unstoppable remove a curse....even one that normally requires a specific spell to be rid of?).

I may be overthinking this.... I always assume that against such monsters the Party will literally have any spell in the book (either they have it, they find another high level buddy to cast it, they have a super scroll of it, etc)....and I never want to see such epic creatures become a breeze because of it...but unstoppable does help deal with a lot of that so maybe I'm overthinking the impact.
I would say unstoppable works on curses, it says any condition or effect. It has so many immunities and resistances I think leaving some gaps is OK.
2) How do area attacks work against multiple limbs? Does it not work at all, do i destroy tons of heads in a single fireball?
I will have to think about. The old design discussed this, but I removed it. It originally said:

"If the hecatoncheires is targeted by an area of effect, the DM will determine if the effect targets its limbs, body, or a combination of its parts. If multiple parts are affected, each body part takes damage separately."

Should I add this back in, or do you have a better idea?
3) The colossal trait has adjacent creatures making a dexterity save against its attacks, and since this thing gets so many that could force lots and lots and LOTS of saves. My suggestion would be, to simply apply the attack roll result to adjacent creatures, and then you hit and or miss as normal. Much quicker to run in game.
Good point. I've used the save before, but I didn't consider the number of attacks with the big H. I've changed it. I bit wordy, but I think it works.
4) Parry and Multiple Limbs: Again we have a scenario where not only do I have to remember to parry, but then I have to track all of that damage across my various multiple limbs, which is just a lot of DM headache. So I would recommend a few changes:

a) For multiple limbs, simply have it that the limbs have 1 hp (but of course you still have to get through thick hide and the invulnerable to non-magic non-adamantine weapons). Now realistically, you have to kill a lot of limbs before a normal party will start seeing the benefits, so might as well make it easy.

b) Have parry either just work, or have it automatically take a limb out. No muss no fuss.

c) Let regenerate either heal 30 hp, or 1dX limbs grow back.
Good points. I've revised multiple limbs and parry. Let me know what you think.
5) I would make parry a straight +10 AC. Yes that's a little bit outside of the math, but its easier to remember (AC 20 and 30), and frankly....it sounds cooler to players. When they hear the creature currently has a 30! AC....well that means something. Yes a 29 is badass but 30 is just so much cooler sounding.
 

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