D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
In my quest to add art I have added images to all of the following, and more to come:


PS I tried to get non-copyrighted work. If I made a mistake, please let me know.
 
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dave2008

Legend
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Gelidon in Eiselcros by Bethany Berg

White Dragon, Great Wyrm
Elite Gargantuan dragon, chaotic evil
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Armor Class 22 (Natural Armor)
Hit Points 1.092 ((28d20 + 252)x2; bloodied 546)
Speed 70 ft., burrow 50 ft., climb 60 ft., fly 200 ft., swim 70 ft.
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STRDEXCONINTWISCHA
27 (+8)10 (+0)28 (+9)16 (+3)18 (+4)21 (+5)
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Saving Throws Str +16. Dex +8, Con +17, Wis +12
Skills Athletics +16, Intimidation +13, Perception +20,
Damage Resistances force, lightning, necrotic
Damage Immunities cold
Condition Immunities frightened, petrified (ice)
Senses blindsight 120 ft., darkvision 240 ft., passive perception 30
Languages Aquan, Common, Draconic, Giant,
Challenge 26 (180,000 elite XP) Proficiency Bonus +8
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Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 25 feet by 25 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Frost Bite.
When an area is subject to the dragon’s Cold Breath it is covered in ice and becomes difficult terrain. If a creature without the Ice Walk trait attempts to go over the frozen area at normal speed, it must succeed on a DC 21 Dexterity (Acrobatics) check for every 10 feet of movement or fall prone. If the temperature is below freezing, the area remains covered in ice indefinitely. If the temperature is above freezing it last 8d6 minutes.

Great Wyrm (Elite Trait, recharges after a short or long rest). When the dragon is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its elite actions, and immediately uses its Cold Aura elite action.

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Savage. If the dragon has advantage on an attack and both rolls are a hit, the attack is considered a critical hit.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be stunned until the end of the dragon’s next turn.

Ice Bolt. Ranged Spell Attack. +13 to hit, range 180 ft., one target. Hit. 24 (7d6) cold damage and the target must make a DC 24 Constitution or loose all resistance to cold damage for 1 hour.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened 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 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.

Cold Breath (1/Rest). The dragon exhales an icy blast in a 150-foot cone or eight 20-foot-by-20-foot contiguous areas within 80 feet of it. Each creature in the area must make a DC 25 Constitution saving throw. taking 88 (16d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 50 fire damage. Additionally, any magic or active spell of 5th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (5/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 21, +13 to hit with attacks) as if they are 8th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), sleet storm, tidal wave(snow), ice storm, & cone of cold

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

Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 30 temporary hit points and it can move up to half its walking speed. The dragon looses any temporary hit points after it stops this movement.
Lair Action. The dragon can use its Freezing Fog, Ice Shards, or Wall of Ice lair actions, even if it is not in its lair.
Move. The dragon can move half its current speed.
Bolt (Cost 2 Actions). The dragon makes an Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 14 (3d4 + 7) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

ELITE ACTIONS
If the dragon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Cold Aura. Powerful cold wind swirls around the dragon in a 15-foot radius from the dragon until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits the dragon with a melee attack while in the aura takes 21 (6d6) cold damage. In addition, it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Icy Tomb (Costs 2 Actions). Ranged Spell Attack: +13 to hit, range 180 ft., one target. Hit. the target is encased in ice; takes 17 (5d6) cold damage and is restrained. Additionally, the target takes 17 (5d6) cold damage at the start of each of its turn, until it, or an adjacent ally, takes an action to break the ice (DC 21 Strength check) or apply heat equivalent to 20 fire damage, ending the effects on itself on a success.
Draconic Fury (Cost 3 Actions). The dragon makes a bite or two claw attacks

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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HoD The Ylducian by AlectorFencer (w/ image manipulation by dave2008)

Red Dragon, Great Wyrm
Elite Gargantuan dragon, chaotic evil
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Armor Class 25 (Natural Armor)
Hit Points 1,312 ((32d20 + 320)x2; bloodied 656)
Speed 80 ft., climb 60 ft., fly 240 ft., swim 60 ft.
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STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)22 (+6)20 (+5)28 (+9)
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Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances force, lightning, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 30 (310,000 elite XP) Proficiency Bonus +9
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Brutal. The dragon's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 8 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Elite Trait, recharges after a short or long rest). When the dragon is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its elite actions, and it immediately uses its Fire Aura elite action.

Ignite. When an area is hit by the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

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

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or fire blast. The dragon can substitute a tail attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 53 (6d10 + 20) piercing damage plus 21 (6d6) fire damage and, if the dragon wishes, the target must make a DC 27 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 41 (6d6 + 20) slashing damage and, if the dragon wishes, the target must make a DC 27 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 46 (6d8 + 20) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of flames. Each creature in the area must make DC 27 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Immolate Foe. The dragon selects two target it can see within 210 feet of it, which become wrapped in magical flames. The target must make a DC 26 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 22 (5d8) fire damage on failed save and half as much damage on a successful one.

Frightful Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute and suffer an indefinite madness (DMG pg 260). A creature can repeat the saving throw at the end of each of its turns, and it is no longer frightened 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.

Breath Weapons (1/Rest). The dragon uses one of the following breath weapons. Additionally, targets that fail their saving throw by 10 or more (DC 17) take maximum damage from these attacks.

Fire Beam. The dragon exhales a beam of fire in a 300-foot line that is 5 feet wide. The first creature in the line must make a DC 27 Dexterity saving throw, taking 130 (20d12) fire damage plus 130 (20d12) force damage on a failed save, or half as much damage on a successful one. Additionally, each creature within a 20-foot radius of the initial target must make a DC 27 Dexterity saving throw, taking 16 (3d10) force damage and 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is burned to a pile of ash.

Fire Breath. The dragon exhales fire in a 200-foot cone or eight 25-foot-by-25-foot contiguous areas within 100 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 159 (29d10) fire damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 9th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (9/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 26, +18 to hit with attacks) as if they are 9th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, incendiary cloud, wall of fire

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

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its tremors, or volcanic gasses lair actions, even if it is not in its lair.
Immolate. The dragon uses its Immolate Foe action.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Pillar of Fire (Cost 2 Actions). The dragon can use its pillar of fire lair actions, even if it is not in its lair.
Blast (Costs 3 Actions). The dragon uses its Fire Blast attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 27 Dexterity saving throw, taking 35 (6d4 + 20) bludgeoning damage and be pushed 20 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

ELITE ACTIONS
If the dragon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Fire Aura. The dragon erupts in flames that lash out in a 10-foot radius from the dragon until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits the dragon with a melee attack while in the aura takes 21 (6d6) fire damage. In addition, the dragon sheds bright light in a 60-foot radius, dim light for an additional 60 feet and it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.
Draconic Fury (Cost 3 Actions). The dragon makes a bite and two claw attacks

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
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Green Dragon by Campbell White

Green Dragon, Great Wyrm
Elite Gargantuan dragon, lawful evil
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Armor Class 24 (Natural Armor)
Hit Points 1,110 ((30d20 + 240)x2; bloodied 555)
Speed 65 ft., climb 50 ft., fly 220 ft., swim 70 ft.
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STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)25 (+7)22 (+6)25 (+7)
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Saving Throws Str +16, Dex +10, Con +16, Int +15, Wis +14, Cha +15
Skills Arcana +15, Insight +14, Perception +24, Persuasion +15
Damage Resistances acid, fire, psychic
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 34
Languages Common, Draconic, Giant, , Primordial, Sylvan, Terran
Challenge 28 (240,000 elite XP) Proficiency Bonus +8
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Amphibious. The dragon can breathe air and water.

Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Elite Trait, recharges after a short or long rest).
When the dragon is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its elite actions, and it immediately uses its Mind Poison elite action.

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 30 feet high, opaque, except to the dragon, and cover the whole area. A creature takes 21 (6d6) poison damage when it ends is turn within 10 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or dominating glare. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +16 to hit, reach 45 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Dominating Glare. The dragon selects a creature it can see within 180 feet of it. The creature must make a DC 23 Wisdom saving throw, taking 45 (10d8) psychic damage and using a reaction to move up to half its speed in a direction the dragon wishes on a failed save, or half as much damage on a successful one. If the creature does not have a reaction available, it takes an additional 9 (2d8) psychic damage instead of moving.

Dread Whispers. The dragon selects on or two creatures it can see within 120 feet of it. The target must make a DC 23 Wisdom saving throw, taking 16 (3d10) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.

Beguiling Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw against being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. 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.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 160-foot cone or 60-foot radius. Each creature in that area must make a DC 24 Constitution saving throw, taking 121 (22d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 7th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (7/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23 +15 to hit with attacks) as if they are 9th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, mirage arcane, suggestion

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form.

In a new form, the dragon retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, innate spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.

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

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its entangling roots, fog, or wall of thorns lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Glare (Cost 2 Actions). The dragon makes a Dominating Glare attack.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 24 Strength saving throw, taking 23 (4d4 + 13) bludgeoning damage and be pushed 15 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

ELITE ACTIONS
If the dragon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Dominating Presence. Any creature that is charmed by the dragon must make a DC 23 Charisma saving throw or be dominated by the dragon as in the spell dominate monster until the end of the dragon's next turn. The dragon can use a bonus action to exert precise control on all creatures it has dominated.
Mind Poison (Cost 2 Actions). The dragon emits waves of psychic energy in a 20-foot radius. Each creature in the area must make a DC 23 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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Blue Dragon by Caio Monteiro

Blue Dragon, Great Wyrm
Elite Gargantuan dragon, lawful evil
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Armor Class 24 (Natural Armor)
Hit Points 1,208 ((31d20 + 279)x2; bloodied 604)
Speed 70 ft., climb 50 ft., fly 280 ft., swim 45 ft.
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STRDEXCONINTWISCHA
29 (+9)11 (+0)28 (+9)22 (+6)20 (+5)27 (+8)
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Saving Throws Dex +9, Con +16, Int + 13, Wis +12, Cha +15
Skills Athletics +16, Diplomacy +12, Intimidation +15, Perception +22
Damage Resistances force, thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 240 ft., passive perception 32
Languages Auran, Common, Draconic, Giant
Challenge 29 (270,000 elite XP) Proficiency Bonus +9
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Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 8 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Elite Trait, recharges after a short or long rest).
IWhen the dragon is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its elite actions, and its Static Discharge trait increases to 31 (9d6) lightning damage until the end of its next turn.

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Static Discharge. If the dragon wishes, when a creature touches it or hits it with a melee attack while within 10 feet of it takes 17 (5d6) lightning damage.

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

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or Thunderbolt. The dragon can substitute a tail or horn attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 36 (5d10 + 9) piercing damage plus 21 (6d6) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (5d6 + 9) slashing damage and, if the dragon wishes, the target must make a DC 26 Strength saving throw or be grappled.

Horn. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (5d8 + 9) piercing damage plus 21 (6d6) lightning damage. This attack is a critical hit on a roll of 15 or higher.

Tail. Melee Weapon Attack: +16 to hit, reach 50 ft., one target. Hit: 31 (5d8 + 9) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 26 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderbolt. The dragon exhales two bolts of lightning. Ranged Spell Attack: +17 to hit, range 660 ft., one or two targets. Hit: 14 (4d6) lightning damage and 14 (4d6) thunder damage and the target must succeed on a DC 26 Constitution saving throw or loose any resistance to lightning damage for 1 hour.

Frightful Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened 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 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.

Breath Weapons (1/Rest). The dragon uses one of the following breath weapons.

Lightning Arc. The dragon exhales lightning in a 180-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 166 (37d8) lightning damage and be incapacitated until the end of its turn on a failed save, or half as much damage on a successful one.

Lightning Breath. The dragon exhales lightning in a 300-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 166 (37d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 8th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn. Until the dragon uses its Breath Weapon, its Static Discharge trait inflicts 28 (8d6) lightning damage.

Dragon Magic (8/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 25, +17 to hit with attacks) as if they are 9th level spells: call lightning, chain lightning, lightning bolt, power word stun, storm sphere, thunder step, thunderwave, & warding wind

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

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its Sand Cloud lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Thunderous Wave (Cost 2 Actions). A wave of thunderous force sweeps out from the dragon. Each creature in 30-foot radius centered on the dragon must make a DC 26 Strength saving throw. On a failure, the target takes 18 (4d8) thunder damage, drops anything it is holding, and is pushed to the outside edge of the wave. On a successful save the target takes half as much damage.
Thunderbolt (Cost 3 Actions). The dragon uses its Thunderbolt action.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 26 Strength saving throw, taking 21 (5d4 + 9) bludgeoning damage and be pushed 20 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

ELITE ACTIONS
If the dragon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Lightning Arc (Costs 2 Actions). The dragon can use its Lightning Arc lair action, even if it is not in its lair.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
1627902948777.png

Black Dragon D&D by jucahinhos

Black Dragon, Great Wyrm
Elite Gargantuan dragon, chaotic evil
1602585224161.png

Armor Class 24 (Natural Armor)
Hit Points 1,072 ((29d20 + 232)x2; bloodied 536)
Speed 70 ft., climb 70 ft., fly 180 ft., swim 80 ft.
1602585222267.png

STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)20 (+5)20 (+5)22 (+6)
1602585221099.png

Saving Throws Str +16, Dex +10, Con +16, Int + 13, Wis +13, Cha +14
Skills Acrobatics +10, Athletics +16, Perception +23, Stealth +10
Damage Resistances poison, necrotic, thunder
Damage Immunities acid
Senses blindsight 180 ft., darkvision 240 ft., passive perception 33
Languages Aquan, Common, Draconic, Primordial
Challenge 27 (210,000 elite XP) Proficiency Bonus +8
1602585219782.png

Amphibious. The dragon can breathe air and water.

Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dissolve. When an area is subject to the dragon’s Acid Breath it is covered in pool of acid for 1 minute. Objects in the area take 16 (3d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 16 (3d10) acid damage. If a creature is reduced to 0 by this effect it dissolved and can be restored to life only by means of a True Resurrection or a Wish spell.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Elite Trait, recharges after a short or long rest).
When the dragon is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its elite actions, and it immediately uses its Slippery Move legendary action.

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail or tail sting attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or be knocked prone or pushed 15 feet, the dragon's choice.

Tail. Melee Weapon Attack: +16 to hit, reach 40 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be stunned until the end of the dragon’s next turn.

Tail Sting. Melee Weapon Attack: +16 to hit, reach 40 ft., one target. Hit: 27 (4d6 + 13) piercing damage plus 17 (5d6) poison damage and target must succeed on a DC 24 Constitution saving throw or loose all resistance to acid damage for 1 hour

Frightful Presence. Each creature of the dragon's choice that is within 180 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened 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 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.

Acid Breath (1/Rest). The dragon exhales acid in a 180-foot line that is 10 feet wide or eight 15-foot-by-15-foot contiguous areas within 100 feet of it. Each creature in the line or area must make a DC 24 Dexterity saving throw. On a failed saving throw the target takes 99 (18d10) acid damage and at that start of each of the target's turns it takes an additional 27 (5d10) acid damage. On a successful save, the target takes half as much damage and does not take any continuing damage. The target, or an ally within 5 feet of it, can use an action to make a DC 20 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 6th level or lower crossed by the line ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (6/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 22, +14 to hit with attacks) as if they are 9th level spells: acid splash (4d6), bestow curse, blight, cloudkill, harm, melf's acid arrow, stinking cloud, vitriolic sphere, & wall of thorns

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

Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its Darkness or Grasping Water lair action, even if it is not in its lair.
Slippery Move. The dragon can move half its walking or swimming speed without provoking opportunity attacks.
Tail Sting (Cost 2 Actions). The dragon makes a Tail Sting attack.
Tail Sweep (Costs 3 Actions). The dragon makes a tail attack on each creature within a 30-foot cone and it can then take the hide action if it is in a swamp or darkness. On a hit, the target is also knocked prone.
Vitriolic Spray (Costs 3 Actions). The dragon exhales acidic spittle in a 70-foot cone. Each creature in cone must make a DC 22 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one.

ELITE ACTIONS
If the dragon's elite trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Acidic Gloom. The dragon conjures an acidic mist in a 10-foot radius around itself until the end of its next turn. Any creature that starts or ends its turn in the area of the mist takes 21 (6d6) acid damage. In addition, the dragon is lightly obscured and gains resistance to damage from ranged attacks that pass through the mist.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.
Swarm (Cost 3 Actions, 1/Day). The dragon uses is Insect Swarm lair action, even if it is not in its lair.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
On of the update goals I added to this thread a while back was to to provide monsters for LevelUp A5e. I made that a goal before LevelUp decided to do their own updated Bestiary. However, that is still a goal. Therefore, I have decided to align my monsters more closely to what they are doing with the LevelUp Bestiary. LevelUp brings back the bloodied condition that was in 4e and it has its own version of Mythic monsters (since Mythic monsters aren't OGL) called Elite monsters. To align with this changes I have:
  • Added bloodied hit points to all of the monsters. I may go back and add some bloodied traits and or actions, but right now it is just adding the bloodied hit points.
  • I have renamed and reworked all of the Mythic monsters to follow the LevelUp Elite monster format. It is primarily a change in formatting. The full 2x hit points and XP are listed and the Elite trait is triggered when the mosnter is bloodied, not when it reaches 0 HP.
  • I revised my "Elite" monster to be called "Champions." About halfway though converting these I determined that standard format I wanted to use. So at some point I need to go back and standardize them all.
  • Since the Elite format presents a little differently than the previous Mythic format, it no longer made sense to combine Wyrm and Great Wyrm dragons, so I have added separate entries for each great wyrm.
Well, that is probably it for changes to the format for a while. But I will keep adding art when I get the time. I hope to be back to making new monsters soon!
 

the Jester

Legend
As a fellow monster conversion enthusiast, I just want to say- thanks for the work you're putting in. I haven't looked at much of what you've done, but I like what I have checked out. I'm getting ready to do a major revision of my own conversions, so I may well pull some inspiration from some of your work.

Anyway, keep up the good work! Cheers!
 

dave2008

Legend
As a fellow monster conversion enthusiast, I just want to say- thanks for the work you're putting in. I haven't looked at much of what you've done, but I like what I have checked out. I'm getting ready to do a major revision of my own conversions, so I may well pull some inspiration from some of your work.

Anyway, keep up the good work! Cheers!
Thanks!

If you willing to share I am happy to collaborate. Though the vast majority of these are my own creations, I have posted other people's work here (with credit to the creator of course) or linked to them in the Table of Contents (most of the giants are by @Demetrios1453 for example). Regardless, good luck with your conversions!
 
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cbwjm

Legend
These dragons look like they'd be terrifying for a party to fight, which is awesome.

I've also spotted a few spelling mistakes in their entries, you used loose when you meant to use lose.
 

dave2008

Legend
These dragons look like they'd be terrifying for a party to fight, which is awesome.
That was the goal. I also have to give a shout out to @Stalker0 , they really helped me refine the dragons into the terrify beasts they are now.
I've also spotted a few spelling mistakes in their entries, you used loose when you meant to use lose.
Oh I am sure there a many. I try to clean them up if I notice them, but it is a difficult task.
 

the Jester

Legend
Thanks!

If you willing to share I am happy to collaborate. Though the vast majority of these are my own creations, I have posted other people works here or linked to them in the Table of Contents (most of the giants are by @Demetrios1453 for example). Regardless, good luck with your conversions!
Thanks! I've got at least hundreds of monsters converted to 5e, both homebrewed and from previous editions, as well as a decent number of Arduin Grimoire monsters converted and some variants, especially where I converted something before WotC released an official version (e.g. now my version of the annis is the "annis grandmother"). If there's anything in particular you're looking for a conversion of, I'll be happy to see if I have got one.
 

dave2008

Legend
Thanks! I've got at least hundreds of monsters converted to 5e, both homebrewed and from previous editions, as well as a decent number of Arduin Grimoire monsters converted and some variants, especially where I converted something before WotC released an official version (e.g. now my version of the annis is the "annis grandmother"). If there's anything in particular you're looking for a conversion of, I'll be happy to see if I have got one.
I'll get back to you as I am not ready to add them yet, but looking at the ToC I could use some:
  • Aberrations
  • Constructs
  • Fey
  • Oozes,
  • Plants
  • Undead
 

the Jester

Legend
I'll get back to you as I am not ready to add them yet, but looking at the ToC I could use some:
  • Aberrations
  • Constructs
  • Fey
  • Oozes,
  • Plants
  • Undead
Are you interested in things from Arduin? It's not open content, but it's cool content. Also, what about homebrewed content? Or would you prefer I stick to conversions of D&D monsters?

A couple more things- my monsters all have an entry for treasure, which you can safely discard, but I'll leave it in for giggles. Also, I think I have only updated one monster to the new stat block format introduced in- I think Candlekeep? Or maybe it was Rime of the Frostmaiden? Anyway, I play to do so as part of my revision project, so maybe I'll do one of each of these first and post them here for you.
 

dave2008

Legend
Are you interested in things from Arduin? It's not open content, but it's cool content. Also, what about homebrewed content? Or would you prefer I stick to conversions of D&D monsters?
Anything is good.
A couple more things- my monsters all have an entry for treasure, which you can safely discard, but I'll leave it in for giggles. Also, I think I have only updated one monster to the new stat block format introduced in- I think Candlekeep? Or maybe it was Rime of the Frostmaiden? Anyway, I play to do so as part of my revision project, so maybe I'll do one of each of these first and post them here for you.
I would keep the treasure. Eventually I want to flesh these out with more information such as lore, treasure, and maybe even sample encounters or tactics.
 

the Jester

Legend
Anything is good.

I would keep the treasure. Eventually I want to flesh these out with more information such as lore, treasure, and maybe even sample encounters or tactics.
Cool. I'm at my gf's house right now while she's out of town, so I'm not sure whether I have the one revision I've done lately here, but I'll try to start posting some contributions here.
 

the Jester

Legend
Okay, here's the one creature I've already revised and updated:

EMERALD SLIME

Source:
Arduin Grimoire.

At first glance, emerald slime is easily mistaken for a patch of green slime. Only its bright color initially distinguishes it from its immobile cousin. However, an emerald slime is extremely dangerous, far more dangerous than ordinary green slime. It is animate and quick-moving, and can climb on walls or ceilings with ease.

Once it animates, an emerald slime appears as a slick wet pool of mobile green goo. The emerald slime is a brilliant green color and is almost iridescent in bright light. An emerald slime is about 10' in diameter and weighs around 100 lbs.

Transformative. Rather than just dissolving its prey with acid, emerald slime actually transforms creatures and objects that it touches into more emerald slime. Horrified victims often realize what they are facing only when new tendrils of emerald slime start emerging from their own bodies to attack them.

Emerald Slime Treasure. Emerald slimes have no treasure, and treasure near them is usually quickly destroyed.

Emerald Slime
Large ooze, unaligned

Armor Class 11
Hit Points 143 (17d10+51)
Speed 40 ft., climb 40 ft.

STR 17 (+3), DEX 13 (+1), CON 16 (+3),
INT 1 (-5), WIS 10 (+0), CHA 6 (-2)


Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind outside this radius), passive Perception 10
Languages -
Challenge 6 (2,300 xp) Proficiency +3


Spider Climb. The emerald slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack.
The slime makes two pseudopod attacks. For each creature infested with emerald slime, the slime makes an additional pseudopod attack, using that creature as the attack's origin.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10+3) acid damage, and the target must make a DC 14 Constitution save. On a failure, the creature is infested with emerald slime. If this attack reduces the target to 0 hit points, it dies and transforms into an additional emerald slime. The infestation ends if the target receives an effect that would remove a disease, if it takes fire damage, or if the emerald slime dies. A creature can be infested by more than one emerald slime, but only once by a given emerald slime.

If an infested creature falls to 0 hit points, it dies and transforms into a new emerald slime. Its body and gear melt away into slime.
 

dave2008

Legend
From @the Jester, we have the Emerald Slime!
1627817093145.png

Flesh Easting Ooze by MattDemino

EMERALD SLIME
Source: Arduin Grimoire.

At first glance, emerald slime is easily mistaken for a patch of green slime. Only its bright color initially distinguishes it from its immobile cousin. However, an emerald slime is extremely dangerous, far more dangerous than ordinary green slime. It is animate and quick-moving, and can climb on walls or ceilings with ease.

Once it animates, an emerald slime appears as a slick wet pool of mobile green goo. The emerald slime is a brilliant green color and is almost iridescent in bright light. An emerald slime is about 10' in diameter and weighs around 100 lbs.

Transformative. Rather than just dissolving its prey with acid, emerald slime actually transforms creatures and objects that it touches into more emerald slime. Horrified victims often realize what they are facing only when new tendrils of emerald slime start emerging from their own bodies to attack them.

LEGENDS AND LORE
With a History or Nature check, characters can learn the following:
  • DC 10 Though it looks very similar to green slime, emerald slime is mobile and aggressively attacks if it is disturbed.
  • DC 15 Similar to green slime, emerald slime is vulnerable to fire.
  • DC 20 Emerald slime is extremely contagious and can spread to its victims on contact.
TREASURE
Emerald slimes have no treasure, and treasure near them is usually quickly destroyed.

Emerald Slime
Large ooze, unaligned
1600956213070.png

Armor Class 11
Hit Points 143 (17d10 + 51; bloodied 71)
Speed 40 ft., climb 40 ft.
1600956208659.png

STRDEXCONINTWISCHA
17 (+3)13 (+1)16 (+3)1 (-5)10 (+0)6 (-2)
1600956209784.png

Vulnerabilities fire
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 6 (2,300 XP) Proficiency Bonus +3
1600956210896.png

Mindless. The emerald slime is immune to mind control effects, and attempts to detect its thoughts or ascertain its emotions.

Spider Climb. The emerald slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spreading Slime. When a creature becomes infested by the emerald slime, see pseudopod, it will grow emerald slime pseudopods at that start of its next turn after being infested. These pseudopods will make a pseudopod attack, as if they are the emerald slime, at the start of each of the creatures turns.

ACTIONS
Multiattack.
The slime makes two pseudopod attacks. For each creature infested with emerald slime, the slime makes an additional pseudopod attack, using that creature as the attack's origin.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10+3) acid damage, and the target must make a DC 14 Constitution save. On a failure, the creature is infested with emerald slime. The infestation ends if the target receives an effect that would remove a disease, if it takes fire damage, or if the emerald slime dies. A creature can be infested by more than one emerald slime, but only once by a given emerald slime.

If an infested creature falls to 0 hit points, it dies and transforms into a new emerald slime at the start of its next turn. Its body and gear melt away into slime.
 
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dave2008

Legend
Okay, here's the one creature I've already revised and updated:

EMERALD SLIME

Source:
Arduin Grimoire.
OK, if it is not an issue with you, I copied your monster in my own post to add art work and my formatting. I also took the opportunity to make a few tweaks.

If you would rather I leave your conversion unchanged, please let me know and I will delete my re-post.
 

dave2008

Legend
1627822646980.png

Unknow by unkown (at least by me)

ACTAEON
Some times called an elk-taur, an Actaeon is 9-foot-tall and combines human and animal elements. They have the torso and arms of a human, but the head, antlers and lower legs of an elk. Brown, elklike hide covers its entire body.

Lone Guardians. A solitary being, the actaeon is a protector and hero among woodland creatures. Because actaeons are bold and rare, other forest folk consider them heroes. Actaeons sometimes work with druids to preserve the safety of the woods, especially to thwart a serious danger.

Forest Traders. Actaeons know the value of coins and jewels and use them to acquire tools, medicine, and sometimes food to help out the struggling denizens of the forest. Actaeons have an eye for treasure; they collect small hoards in secure, well-hidden locations, such as the hollow trunk of a fallen tree or beneath a rock.

LEGENDS AND LORE
With a History or Nature check, characters can learn the following:
  • DC 10 Actaeons act as guardians to woodland creatures in the forest where the reside.
  • DC 15 Actaeons collect treasure and keep it well hidden.
  • DC 20 Actaeons are known to transform their enemies into the forest beast the try to destroy.
TREASURE

Actaeon
Large fey, neutral
1600423317181.png

Armor Class 15 (natural armor)
Hit Points 142 (15d10 + 60; bloodied 71)
Speed 60 ft.
1600423318493.png

STRDEXCONINTWISCHA
20 (+5)16 (+3)19 (+4)15 (+2)18 (+4)20 (+5)
1600423323354.png

Savings Throws Dex +7, Wis +8, Cha +9
Skills Acrobatics +7, Athletics +9 Perception +8, Stealth +11
Damage Resistances poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
1600423325236.png

Charge. If the actaeon moves at least 10 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Fey Resistance. The actaeon has advantage on saving throws against being Charmed.

Forest Camouflage. If the actaeon is in a forest, it has advantage on Dexterity (Stealth) checks to Hide and it can do so as a bonus action.

Magic Weapons. The actaeon wields a magical spear. The spear turns into a simple wood staff if the actaeon dies.

ACTIONS
Multiattack.
The actaeon makes three melee attacks.

Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14, (2d8 + 5) piercing damage if wielded two-handed.

Spear. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Antlers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage..

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.


Polymorph Breath (1/Day). The actaeon exhales a cloud of green mist in a 30-foot cone. Each creature in the area must make a DC 16 Wisdom saving throw. On a failed save, the creature magically begins to turn into a forest beast and is stunned. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is polymorphed into a forest beast with a CR of 1/4 or less until freed by a greater restoration spell, or a dispel magic spell cast at 5th level, or other similarly powerful magic.

Forest Summons (1/day). The actaeon can summon one of the following types of creatures: 2d6 satyrs, 1d6 dryads, or 1d4 centaurs.

BONUS ACTIONS
Quick Spear.
The actaeon can make a spear attack on a prone target.

REACTIONS
Parry.
The actaeon adds 4 to its AC against one melee or ranged attack that would hit it. To do so, the actaeon must see the attacker and be wielding a melee weapon.

Variant: Spellcasting Actaeons
Some Actaeons become imbued with the magic of the forests they protect. Actaeons with this ability can take the following actions on their turn.

Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage and the target must make a DC 17 Strength saving throw or be restrained by grasping vines. The vines last for 1 minute, have 10 hit points, and the target or an adjacent ally, can use an action to make DC 17 Strength check to break the vines, ending the condition for the target on a success.

Innate Spellcasting. The actaeons's innate spellcasting ability is Charisma (spell save DC 17). The actaeon can innately cast the following spells, requiring no material components:

At will: druidcraft, speak with animals
3/day each: entangle, pass without trace, plant growth
1/day each: wall of thorns
 
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