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D&D 5E 5e Updates: Monstrous Compendium

the Jester

Legend
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.
No, that's fine- do what you want with it, it's what I do with other peoples' monsters! I just hope you (and others) get some use and enjoyment from it. I actually just used one of these, which is why it's the one that is updated already. The pcs hated it. :)
 

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XaneBranwen

Villager
View attachment 141393
Merlin the Court Wizard by Lucy-Lisett

Merlin
Medium fiend (cambion), neutral
1599533424207.png

Armor Class 22 (bracers of defense, staff of merlin)
Hit Points 232 (29d8 + 116; bloodied 116)
Speed 30 ft.
1599533425550.png

STRDEXCONINTWISCHA
15 (+2)18 (+4)18 (+4)26 (+7)24 (+7)16 (+3)
1599533426853.png

Savings Throws Str + 11, Dex +7, Con +13, Int +16, Wis +10, Cha +12
Skills Arcana +20, Deception +8, History +13, Insight +13, Perception +13, Persuasion +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing that is nonmagical
Damage immunities poison
Senses darkvision 60 ft., passive Perception 23
Languages Abyssal, Common, Elvish, Infernal, Sylvan
Challenge 20 (25,000 XP) Proficiency Bonus +6
1599533428285.png

Boon of Spell Recall (1/day). Merlin can cast one spell he knows without expending a spell slot.

Fiendish Blessing. Merlin includes his Charisma bonus in his AC.

Land Stride. Moving through nonmagical difficult terrain costs Merlin no extra Movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.

Immortal. Merlin does not age and he is immune to any effect that would age him, and he cannot die from old age.

Nature’s Ward. Merlin can’t be Charmed or Frightened by elementals or fey, and is immune to poison and disease.

Portent (1/day). Roll three d20s. Once per turn Merlin can replace any attack roll, saving throw, or ability check he or a creature he can see makes with one of these rolls. He must choose to do so before the roll is made.

Boon of Spell Mastery. Merlin can cast Shield without expending a spell slot.

Spell Sniper. When Merlin cast a spell that requires an attack roll the spell’s range is doubled and the attacks ignore half and three-quarters cover.

War Caster. Merlin has advantage on saving throws to maintain concentration on a spell when he takes damage. In addition, he can use his reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.

ACTIONS
Staff of Merlin. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Fiendish Charm. One humanoid Merlin can see within 30 ft. of him must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Merlin’s spoken commands. If the target suffers any harm from Merlin or another creature or receives a suicidal command from Merlin, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Merlin’s Fiendish Charm for the next 24 hours.

The Third Eye (1/rest). Merlin increases his powers of perception. Until he is incapacitated or takes a rest have can either one of the following abilities:
  • Ethreal Sight. He can see into the Ethreal Plane within 60 feet of himself.
  • Greater Comprehension. He can read any language.
  • See Invisibility. He can see invisible creatures and objects within 10 feet of him and in his line of sight.
Wild Shape. Merlin can assume the shape of a CR 1or lower beast for up to 7 hours as in the Druid feature Wild Shape.

Innate Spellcasting. Merlin’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with attack spells). Merlin can innately cast the following spells, requiring no material components:

3/day: alter self, command, detect magic
1/day each: plane shift (self only)

Spellcasting. Merlin is a 15th-level wizard and 14th-level druid. His spellcasting ability is Intelligence for wizard spells and Wisdom for druid spells (spell save DC 21, +13 to hit with spell attacks). Merlin typically has the following spells prepared:

Cantrips (at will): druidcraft, guidance, mage hand, mending, poison spray, shocking grasp
1st level (4 slots): fog cloud, healing word, magic missile, shield, speak with animals
2nd level (3 slots): detect thoughts, heat metal, pass without trace, scorching ray
3rd level (3 slots): call lightning, counterspell, lightning bolt, plant growth, protection from energy
4th level (3 slots): dimension door, divination, dominate beast, stoneskin
5th level (2 slots): scrying, tree stride, wall of force
6th level (1 slots): disintigrate, heal, trueseeing, wall of thorns
7th level (1 slots): delayed blast fireball, mirage arcane, teleport
8th level (1 slot): dominate monster, sunburst

BONUS ACTIONS
Boon of Quick Casting. Merlin can cast lightning bolt, at 3rd level if he has a spell slot available.

REACTIONS
Shield.
If Merlin has spell slot available and is targeted by an attack that would hit him, or the magic missile spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell magic missile.

---

EQUIPMENT

Bracers of Defense.

Wondrous Item (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Staff of Merlin.
Staff, artifact (requires attunement by a 10th level wizard/ 10th level druid)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While holding it you gain a +3 bonus to Armor Class, saving throws, spell save DC and attack rolls.

The staff has 30 charges for the following properties. The staff regains 2d10+4 expended charges daily at dawn.

Empowered Strike. When you hit with a melee attack using this staff, you can expend 1 or more charges to deal an additional 1d8 thunder damage per charge spent.

Spells. While holding this staff, you can use a bonus action to cast on of the following spells: Produce Flame, Thorn Whip, Long Strider (1 charge), Jump (1 charge), Thunderwave (1 charge), Dispel Magic (3 charges), Blight (4 charges), Wall of Stone (5 charges), Find the Path (6 charges), Regenerate (7 charges), Control Weather (8 charges), Foresight (9 charges)

---

Epic Boons (the Witch Queen)
Boon of Immortality
Boon of Quick Casting
Boon of Spell Recall
Is Merlin supposed to be a cambion with fiendish blessing and fiendish charm?
 


dave2008

Legend
1628564684497.png

Five-headed Chromatic Dragon by Lie Setiawan

Tiamat, the Chromatic Dragon
Elite Gargantuan dragon (avatar), evil
1628564878951.png

Armor Class 25 (Natural Armor)
Hit Points 1,640 ((40d20 + 400)x2; bloodied 820)
Speed 90 ft., climb 80 ft., fly 360 ft., swim 90 ft.
1628564881701.png

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)30 (+10)
1628564883187.png

Saving Throws Str +19, Dex +9, Con +19, Wis+17, Cha +19
Skills Arcana +17, Athletics +28, Intimidate +19, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 32 (390,000 elite XP) Proficiency +9
1628564884951.png

Brutal. Tiamat's melee attacks deal an extra 15 damage of the attacks type on a hit (included in the attack).

Chromatic Dragon (Elite Trait, recharges after a Short or Long Rest). When Tiamat is first bloodied, she radiates a dazzling corona of black, blue, green, red, and white light, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her elite actions.

Colossal. Tiamat’s space is 100 feet by 100 feet. Any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Tiamat’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When Tiamat dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Dragon Goddess. Tiamat has resistance to all damage from an attack or effect that originates 50 feet or more from her and she is immune to all damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case she takes damage as normal. Additionally, her attacks ignore all resistances of creatures CR 20 / level 20 or below and if a creature fails a saving throw for one of her breathweapons by 10 or more (DC 17) the creature takes maximum damage from the breathweapon. She can also use any of the Dragon Tactics available to True Dragons and any trait or action available to any chromatic dragon.

Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Tiamat has disadvantage on the attack roll.

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would paralyze or petrify a creature, one of her unspent legendary actions is spent instead.

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

Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn.

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

Siege Monster. Tiamat deals double damage to objects, structures, and creatures of Large size or larger.

Unstoppable. At any time, requiring no action, Tiamat can take 30 hit points of damage and immediately end one condition or effect she suffering.

ACTIONS
Multiattack.
Tiamat can use her Majestic Presence. She then makes two claw attacks or one tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 53 (8d6 + 25) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Tiamat's choice.

Tail Attack. Tiamat can make on of the following attacks.
  • Tail Sting. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 53 (8d6 + 25) piercing damage, plus 28 (8d6) poison damage and the target is poisoned. The target can make a saving throw at the end of each of its turns, ending the condition on a success.
  • Tail Slam. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 77 (8d12 + 25) bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.

Innate Spellcasting. Tiamat's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Tiamat can innately cast the following spells at 9th level, requiring no components:

At will: alter self (can become Medium humanoid when changing her appearance), burning hands, confusion, detect magic, dispel evil and good, dispel magic, lightning bolt, scrying, sending, stinking cloud, suggestion, telekinesis, wall of fire , detect evil and good, fireball, invisibility(self only)
5/day each: blade barrier, counter spell, elemental bane, geas, shield,
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, power word kill, time stop, wish

Majestic Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute or stunned until the end of Tiamat's next turn, Tiamat's choice for each creature affected. A Frightened 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 Tiamat’s Majestic Presence for the next 12 hours.

BONUS ACTIONS
Teleport (Recharge 5-6). Tiamat can use a bonus action to magically teleport up to 240 feet to an unoccupied space she can see.

LEGENDARY ACTIONS
Tiamat can take 5 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Tiamat regains spent legendary actions at the start of her turn

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Additionally, each head can use the Teleport and Spell Casting actions. Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 58 (6d10 + 25) piercing damage plus 28 (8d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Additionally, if Tiamat wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite or use a breath weapon on another target with that head until the grapple ends.
Detect. Tiamat extends her senses, makes a Wisdom (Perception) check and gains advantage on her next attack.
Teleport. Tiamat uses her teleport action.
Spell Casting. Tiamat cast an at will spell.
Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat exhales acid in a 200-foot line that is 10 feet wide or ten 15-foot-by-15-foot contiguous areas within 120 feet of her. Each creature in the line or area must make a DC 27 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.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat exhales lightning in a 320-foot line that is 10 feet wide. Each creature in that line must make a DC 27 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.
Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat exhales poisonous gas in a 180-foot cone or 80-foot radius. Each creature in that area must make a DC 27 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.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of her. 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.
White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat exhales an icy blast in a 180-foot cone or ten 20-foot-by-20-foot contiguous areas within 100 feet of her. Each creature in the area must make a DC 27 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.

ELITE ACTIONS
If Tiamat’s mythic elite is active, she can use the options below as legendary actions for 1 hour after using Chromatic Dragon.

Dragon Queen. Tiamat can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Wing Attack (Cost 2 actions). Tiamat beats her wings. Each creature within 100 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 61 (8d8 + 25) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed.
Chromatic Breath (Costs 5 Actions). Tiamat uses all of her breath weapons in one 500-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.

This attack recharges when each of Tiamat's heads has used its breath weapon attack at least once after Tiamat uses this action. A creature reduced to 0 hit points by this attack dies and is disintegrated.
 
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Tiamat has resistance to all damage from an attack or effect that originates 90 feet or more from her.
So opponents can be farther away than the older dragons? Shouldn't it be reverse? That you have to be even closer?


Tiamat deals double damage to objects, structures, and creatures of Large size or larger.
So she's actually more dangerous to large creatures. That's not standard Siege Monster in 5e, right? If some of the PCs are large, it will really mess up CR.
I like it, but at the same time, I'm not sure I like it. You don't normally see monsters deal more or less damage depending on the target's size. Should giants deal more damage to halflings then?
Innate Spellcasting.
You have some of the spells listed "at 9th level", which is redundant, as all her spells are listed as bein cast at that level.

Other than that, awesome!
 

dave2008

Legend
So opponents can be farther away than the older dragons? Shouldn't it be reverse? That you have to be even closer?
Yes, that was a mistake. I have revised it to 50 feet.
So she's actually more dangerous to large creatures. That's not standard Siege Monster in 5e, right? If some of the PCs are large, it will really mess up CR.
I like it, but at the same time, I'm not sure I like it. You don't normally see monsters deal more or less damage depending on the target's size. Should giants deal more damage to halflings then?
Yes, it is not standard for the trait. The idea as that she is so large she can't bring here full damage dealing capabilities to creatures smaller than Large (I thought about making it Huge at first). There are no PC races that are Large, so it has no practical effect other than to limit wildshape / polymorph options, which I am OK with. I just like that she is a terror to other large monsters. I have something similar in the Dragon Turtles where they get a bonus action attack against Huge and larger creatures. Basically, I think it is OK if size does matter in some cases.
You have some of the spells listed "at 9th level", which is redundant, as all her spells are listed as bein cast at that level.
Nice catch. To quick on the copy and paste without checking the list. I have it corrected now.
Other than that, awesome!
Thanks, it is basically re-post of my Mythic Tiamat, but updated to get some of the upgrades from the Wyrm/Great Wyrm dragons I made in the time since I last posted a Tiamat. And I wanted to include the cool art work I found.
 


dave2008

Legend
Is there any difference between elite and mythic?
Not really, I explained it a bit in this post when I discussed adopting some of the LevelUp standards. Basically "Mythic" is not OGL / SRD so LevelUp is going with the "Elite" name and keying the transformation off the first time the Elite is bloodied. Also, there are a few things I have also assumed with the Mythic trait that are not actually stated. So, I feel better about actually putting those in the elite trait without feeling like I am betraying the "standard."
 

Stalker0

Legend
For spells. Its worth highlighting divine word, shield, and counter spell…as those are bonus and reactions, and so I would consider them a solid part of Tiamats Arsenal.

i get the idea of using the breath weapon mechanic from each dragon but it’s awe fully wordy right now. It may make sense to condense the mechanics a bit, something like (and this just shorthand I’m not detailing it out):

Breath weapon (2 actions): choose a breath weapon below, each one can only used once per round. Each breath does 150 (made up for example would not balancing) damage, has a DC 27 saving throw, and removes all 9th level or lower spells.

red: 160 foot cone fire damage. Reflex save for half or incapacitated for 1 round.

green: 180 foot cone poison damage. Constitution save for half or poisoned for 1 minute.

etc etc. I didn’t use proper language but I think you get the gist. This means less for the dm to remember as they switch head to head.
 

Stalker0

Legend
I’m curious when you say push 60 if you do mean the full 60 or it’s “up to 60”

if Tiamat has control over the push distance gives more potential to knock one pc adjacent to another, allowing for double hit follow up attacks.
 

dave2008

Legend
i get the idea of using the breath weapon mechanic from each dragon but it’s awe fully wordy right now. It may make sense to condense the mechanics a bit, something like (and this just shorthand I’m not detailing it out):

Breath weapon (2 actions): choose a breath weapon below, each one can only used once per round. Each breath does 150 (made up for example would not balancing) damage, has a DC 27 saving throw, and removes all 9th level or lower spells.

red: 160 foot cone fire damage. Reflex save for half or incapacitated for 1 round.

green: 180 foot cone poison damage. Constitution save for half or poisoned for 1 minute.

etc etc. I didn’t use proper language but I think you get the gist. This means less for the dm to remember as they switch head to head.
I understand your point and it is the logical thing to do; but I am not about to all logical in my love for Tiamat. I gotta go with my gut. ;)
 

dave2008

Legend
I’m curious when you say push 60 if you do mean the full 60 or it’s “up to 60”

if Tiamat has control over the push distance gives more potential to knock one pc adjacent to another, allowing for double hit follow up attacks.
Yes, I mean "up to," I didn't see a 60-foot push, but I corrected the 30-foot push.
 

dave2008

Legend
I am trying to go back and clean up some unfinished business. So, I give you the Sovereign Beasts. I still think they need some work, but I would love to hear what others think. I was trying to evoke the "gods" from Princess Mononoke, but when you get down to it they were just intelligent giant beasts. Which I really liked in the movie, but I couldn't really evoke the spirit guardian beast vibe I was going for, or really unite them in one group. Any ideas are welcome.
 

dave2008

Legend
1629029209517.png

Cougar Painting by Atropicus

Cougar
Medium beast, unaligned
1599650427721.png

Armor Class 14
Hit Points 38 (6d8 + 12; bloodied 19)
Speed 40 ft.
1599650428889.png

STRDEXCONINTWISCHA
17 (+3)18 (+4)14 (+2)3 (-4)12 (+1)10 (+0)
1599650429851.png

Saving Throws Dex +6, Wis +3
Skills Athletics +5, Perception +3, Stealth +8
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 1/2 (100 XP) Proficiency Bonus +2
1599650430830.png

Feline Speed (2/ Short Rest). When the cougar takes the Dash action it can move at 4 times its speed (160 ft.) during this movement.

Keen Senses. The cougar has advantage on Wisdom (Perception).

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

Standing Leap. The cougar's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS
Multiattack.
The cougar makes two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Additionally, if the cougar hits the same target with two claw attacks on the same turn, the target is also grappled.

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

Throat Bite. The cougar can make a bite attack against a prone creature or a creature it has grappled.

REACTIONS
Rake.
If a creature ends its turn grappled by the cougar, the cougar can make a claw attack against the creature.
 

dave2008

Legend
1629193090931.png

Caress of the Elder Brain by Elderbrain_com (copyright Elderbrain_com)

God Brain of Bluetspur
Elite Gargantuan aberration , lawful evil
1598896179798.png

Armor Class 10
Hit Points 696 ((24d20 + 96)x2; bloodied 348)
Speed 5 ft., swim 10 ft.
1598896181433.png

STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)22 (+6)16 (+3)25 (+7)
1598896182723.png

Saving Throws Str +10, Int +12, Wis +9, Cha+13
Skills Arcana +12, Deception +13, Insight +15, Intimidation +13, Persuasion +13
Damage Resistances cold, necrotic, psychic
Condition Immunities blinded, charmed

Senses blindsight 240 ft., passive perception 13
Languages Common, Deep Speech, Telepathy 10 miles, Undercommon understands but can’t speak
Challenge 19 (44,000 elite XP) Proficiency Bonus +6
1598896186606.png

Creature Sense. The god brain is aware of the presence of creatures within 10 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

DarkLord (EliteTrait, recharges after a Rest). When the god brain is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and he can use its Elite Actions.

Empowered Mind. When the god brain uses psionics to cast a spell, the range of the spell is doubled and if the spell causes damage, the god brain adds 6 psychic damage to the damage roll (included in the attack).

Legendary Resistance (3/Day). If the god brain fails a saving throw, it can choose to succeed instead.

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

Telepathic Hub. The god brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The god brain can let those creatures telepathically hear each other while connected in this way.

ACTIONS
Multiattack. The god brain makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 10 (1d8 + 6) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to eight targets grappled at a time.

Mind Blast (Recharge 5–6). The god brain magically emits psychic energy. Creatures of the elder brain’s choice within 120 feet of it must succeed on a DC 20 Intelligence saving throw or take 50 (8d10 + 6) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Sliver. The god brain selects a creature within 120 feet of it. The creature must make a DC 20 Intelligence saving throw, taking 17 (5d6) psychic damage and subtracting 1d4 from the next saving throw it takes before the end of the god brain's next turn on a failure.

Innate Spellcasting (Psionics). The god brain’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:

At will: clairvoyance, detect thoughts, levitate, mage hand, mind sliver (See Actions), Tasha's Mind Whip
3/day each: banishment, bigby's hand, confusion, fear, scrying, telekinesis
1/day each: d
ominate monster, feeblemind, time stop

Psychic Link.
The god brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the god brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the god brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the god brain are more than 10 miles apart, with no consequences to the target. The god brain can form psychic links with up to ten creatures at a time.

Sense Thoughts. The god brain targets a creature with which it has a psychic link. The god brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The god brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the god brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

LEGENDARY ACTIONS
The god brain can take 3 legendary actions, choosing from the options below. It can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. The god brain regains spent legendary actions at the start of its turn

Tentacle. The god brain makes a tentacle attack.
Break Concentration. The god brain targets a creature within 240 feet of it with which it has a psychic link. The god brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d6 psychic damage per level of the spell.
Psychic Pulse. The god brain targets a creature within 240 feet of it with which it has a psychic link. Enemies of the god brain within 30 feet of that creature take 14 (4d6) psychic damage.
Sever Psychic Link. The god brain targets a creature within 240 feet of it with which it has a psychic link. The god brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

ELITE ACTIONS
If the god brain’s elite trait is active, it can use the options below as legendary actions for 1 hour after using Darklord.

Consume Tadpoles. The god brain regains 20 hit points.
Fevered mind (Costs 2 Actions). The god brain casts a spell.
Extract (Cost 2 Actions). The god brain tries to remove the brain of one creature it has grappled. The creature must make a DC 15 saving throw or its brain is removed and it dies.
Summon Flayers (Cost 3 Actions). The god brain teleports 2d10 mind flayers within 10 miles of it to unoccupied spaces within 30 feet of it.
 
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dave2008

Legend
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Hatred by NanFe (copyright Nan Fe)

Ivana Boritsi
Elite Medium humanoid (human), neutral evil
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Armor Class 12
Hit Points 62 ((7d8) x 2; bloodied 31)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)17 (+3)14 (+2)16 (+3)
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Saving Throws Dex +4, Int +5
Skills deception +5, insight +4, investigation +5, perception +6, persuasion +5, sleight of hand +4, stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses Passive Perception 16
Languages Common, Goblin
Challenge 1 (400 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Ivana is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Sneak Attack (1/Turn). Ivana deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of her ally that isn't incapacitated and Ivana doesn't have disadvantage on the attack roll.

ACTIONS
Multiattack. Ivana makes two melee attacks.

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

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage.

BONUS ACTIONS
Cunning Action. Ivana can take the Dash, Disengage, or Hide action.

LEGENDARY ACTIONS
Ivana can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ivana regains spent legendary actions at the start of his turn

Cunning Reaction. Ivana takes the Dash, Disengage, or Hide action.
Attack (Costs 2 Actions). Ivana makes a Shortsword or Hand Crossbow attack.
Potion (Costs 2 Actions). Ivana uses one of the following potions. Ivana can use each one no more than once per day unless she has at least 10 minutes to resupply in her laboratory:
  • Acid Flask. Viktra hurls a flask of acid. Ranged Weapon Attack. +4 to hit, range 10/30 ft., one target. Hit. 7 (2d6) acid damage.
  • Flying. Ivana gains a flight speed of 30 ft. for 1 hr.
  • Healing. Ivana regains 7 (2d4 +2) hit points.

ELITE ACTIONS
If Ivana's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Alchemist’s Fire (1/Day). Ivana throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit. 4 (1d8) fire damage, can't take reactions until the end of its next turn, and the target takes the same damage at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
Curse of Boritsi (Cost 2 actions). Ivana releases a poisonous mist that spreads to a 20-foot radius around her. Each creature in the mist must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage and be poisoned on failed save
 
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