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D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Beast by LoranDeSore (copyright Loran DeSore)

Ivan Dilisnya (WIP)
Elite Medium humanoid (human), neutral evil
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Armor Class 11/15 (apparatus of dilisyna)
Hit Points 4 (1d8)
Speed 30 ft. (50 ft. in the apparatus of dilisyna)
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STRDEXCONINTWISCHA
11 (+0)12 (+1)11 (+0)12 (+1)14 (+2)16 (+3)
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Saving Throws Wis +4, Cha +5
Skills Deception +7, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Gnomish
Challenge* 1/2 (200 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Ivan is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 4 hit points, he has the bloodied condition, and he can use his Elite Actions.

Apparatus of Dilisnya.* A Large magical toll that Ivan typical rides. See Equipment for more information.

*Ivan's CR assumes he is riding/operating the Apparatus of Dilisnya.

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

Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.

REACTIONS
Force Shield (3/Day). If Ivan would be hit by an attack or is the target of the magic missile spell, he activates the apparatus' magical barrier. The apparatus and Ivan gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, the takes no damage from the magic missile spell.

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

Quick Strike. The apparatus makes one Leg Strike attack against a prone target.
Vitality Serum (3/Rest). Ivan injects an elixir from the apparatus and gains 5 temporary hit points.
Sleep Dart (Costs 2 Actions). Ivan launches a dart from the apparatus. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute.

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

Shock Darts (Cost 2 actions, 1/Rest). Ivan launches a volley of darts from the apparatus. Each creature within a 60-foot radius of Ivan must make a DC 13 Dexterity saving throw. Creatures within 30 feet of Ivan make the throw with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of Ivan's next turn.

EQUIPMENT
Apparatus of Dilisnya

Wonderous item, very rare
This item appears to be a large chair or throne made of metal and gears when it is at rest. When the activation crystal on the right arm-rest is pushed it sprouts 4 spider-like legs to become a one-person carriage armed for attack and defensive counter measures.

Armor Class. 15
Hit Points. 50; bloodied 25
Speed. 50 ft., climb 30 ft.
Damage Immunities. poison, psychic
While riding in the apparatus, the operate can move the apparatus of dilisnya up to its speed as a bonus action and use their action to create one of the following effects:
  • Leg Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.
  • Vitality Serum. The operator is injected with an elixir that grants 5 temporary hit points. The apparatus can store 3 doses of this elixir.
  • Sleep Dart. The apparatus launches a dart and makes the following attack at a target of the operators choice. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute. The apparatus can store 20 of these darts.
  • Shock Darts. The operator can cause a volley of darts to explode from the apparatus. Each creature within a 60-foot radius of the apparatus must make a DC 13 Dexterity saving throw. Creatures within 30 feet make the roll with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of operator's next turn. The apparatus can store enough darts for one use of this action.
Additionally, as a reaction, the operator take the following action:
  • Force Shield (3/Day). If the operator would be hit by an attack or is the target of the magic missile spell, magical barrier activates. The apparatus and the operator gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, they take no damage from the magic missile spell.
 
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dave2008

Legend
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Eladrin: Summer by David Baldridge (copyright David Baldridge)

Isolde
Elite Medium fey (elf), chaotic neutral
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Armor Class 19 (Natural Armor)
Hit Points 254 (17d8 + 51) x 2; bloodied 127)
Speed 50 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)14 (+2)12 (+1)16 (+3)
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Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Elvish, Infernal, Sylvan
Challenge 10 (11,800 elite XP) Proficiency Bonus +4
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DarkLord (Elite Trait, recharges after a Rest). When Isolde is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Majestic Presence. Any non-eladrin creature that starts its turn within 60 feet of Isolde must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of, or charmed by Isolde for 1 minute. A charmed target obeys Isolde’s spoken commands, but can repeat the saving throw if it suffers any harm from Isolde or another creature or receives a suicidal command from Isolde. Additionally, 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 Isolde’s Majestic Presence for the next 24 hours

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

Magic Weapons. The magical longsword Nepenthe is a sentient holy avenger. When Isolde hits a fiend or undead with Nepenthe it deals an extra 11 (2d10) radiant damage. Additionally, when drawn it radiates an aura in a 10-foot radius around Isolde. Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.*

*Isolde's CR assumes Nepenthe's aura is active.

ACTIONS
Multiattack. Isolde makes two weapon attacks or uses her Fire Ray twice.

Nepenthe. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 4 (1d8) fire damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.

Change Appearance (3/Day, Concentration). Isolde magically transforms her appearance for up to 1 hour. She can change her appearance to look like any Medium humanoid creature, even mimicking specific individuals with which she is familiar, though none of her statistics change. At any time for the duration of the spell, she can use her action to change her appearance in this way again.

Detect Magic (3/Day, Concentration). Isolde magically senses the presence of magic within 30 feet of her for the next 10 minutes. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

BONUS ACTIONS
Fey Step (Recharge 4–6). Isolde can teleport up to 30 feet to an unoccupied space she can see.

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

LEGENDARY ACTIONS
Isolde 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. Isolde regains spent legendary actions at the start of her turn

Quick Feet. Isolde moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Isolde makes a Nepenthe or Fire Ray attack.

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

Trip Strike (Cost 2 actions). Isolde makes one Nepenthe attack. On a hit, the target must make a DC 16 Strength saving throw or be knocked prone.
 
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dave2008

Legend
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Swords of Eiru - Lady Maedre, Wielder of the Mist Blade by Benjamin Ee (copyright Benjamin Fe)

Alcio "Baron" Metus
Medium Undead (Shapechanger), chaotic evil
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Armor Class 16 (natural armor)
Hit Points 153 (18d8 + 72; bloodied 76)
Speed 40 ft., climb 30 ft.
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STRDEXCONINTWISCHA
20 (+5)20 (+5)19 (+4)18 (+4)17 (+3)20 (+5)
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Saving Throws Dex +10, Con +10, Wis +8
Skills Arcana +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Damage Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 240 ft., passive perception 23
Languages any language it knew in life
Challenge 15 (13,000 XP) Proficiency Bonus +5
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Brutal. Alcio deals an extra 5 damage when she hits with a melee weapon attack (included in the attack). Additionally, she can wield her greatsword with one hand.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While she has 0 hit points in mist form, Alcio can't revert to her vampire form, and she must reach her resting place within 4 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, Alcio regains 1 hit point.

Regeneration. When Alcio is not in her mist form, she regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If Alcio takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

Shapechanger. If the vampire lord isn't in sunlight, it can use its action to polymorph into a swarm of bats, a dire wolf, a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 40 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls and ability checks.

Undead Resistance. The vampire lord has advantage on saving throws to resist effects that inflict the incapacitated, paralayzed, petrified, or stunned conditions.

ACTIONS
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (1d6 + 10) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 18 strength saving throw or be grappled. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (1d4 + 10) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Greatsword (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage and Alcio can use one of the following maneuvers:
  • Distracting Strike. The attack does an additional 5 (1d10) slashing damage and the next attack roll against the target by an attacker other than Alcio has advantage if the attack is made before the start of her next turn.
  • Pushing Attack. The attack does an additional 5 (1d10) slashing damage and if the target is a Large or Smaller creature it must make a DC 18 Strength saving throw or be pushed 15 feet.
  • Trip Attack. The attack does an additional 5 (1d10) slashing damage and if the target is a Large or Smaller creature it must make a DC 18 Strength saving throw or be knocked prone.
Charm. Alcio targets one humanoid she can see within 60 feet of her. If the target can see Alcio, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Alcio. The charmed target regards her as a trusted friend to be heeded and protected and it is a willing target for the Alcio's bite attack.

Each time Alcio or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Alcio is destroyed or takes a bonus action to end the effect.

Children of the Night (1/Short Rest). Alcio magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Alcio can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Alcio and obeying her spoken commands. The beasts remain for 1 hour, until Alcio dies, or until the she dismisses them as a bonus action.

BONUS ACTIONS
Lord of Shadows.
If Alcio is in dim light or darker, it can take the Hide action.

Undead Speed. Alcio can take the Bite, Dash, or Disengage actions. Additionally, when she takes the Dash action she can move up to twice its speed (80 feet).

LEGENDARY ACTIONS
Alcio can take 3 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. Alcio regains spent legendary actions at the start of its turn

Unarmed Strike. Alcio makes one unarmed strike.
Unstoppable. Alcio removes one condition or effect it is suffering.
Bite (Costs 2 Actions). Alcio makes one bite attack.
Dominate (Cost 3 Actions). Alcio commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. Alcio choses the action and the target.
Whirlwind Blade (Cost 3 Actions, Recharge 4-6). Alcio moves up to twice her speed (80 ft.) without provoking opportunity attacks, and she can make one one Longsword attack (vampire form only) against each creature she moves past.
 
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dave2008

Legend
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Red Specter by Unkown (at least by me)

Draculus Rex
Medium undead, chaotic evil
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Armor Class 12
Hit Points 97 (13d8 + 39)
Speed 20 ft., climb 20 ft.
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STRDEXCONINTWISCHA
8 (-1)15 (+2)17 (+3)17 (+3)13 (+1)10 (+0)
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Saving Throws Con +6, Int +6, Wis +4
Skills arcana +9, stealth +5
Damage Resistances acid, necrotic; slashing and piercing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 11
Languages Comm, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Amorphous. Draculus can move through a space as narrow as 1 foot wide without squeezing.

Legendary Resistance (2/Day). If Draculus fails a saving throw, it can choose to succeed instead.

Rejuvenation. Unless his lifeless remains are splashed with holy water or placed in a vessel under the effects of the hallow spell, the destroyed Draculus re-forms in 1d10 days, regaining all his hits points and appearing in the place he died or in the nearest unoccupied space.

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

Unusual Nature. Draculus doesn’t require air, food, drink, or sleep.

ACTIONS
Multiattack. Draculus makes two attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn.

Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the necrichor’s next turn.

Blood Puppeteering (Recharge 5-6). Draculus targets a creature he can see within 5 feet of him that is missing any of its hit points. If the target isn’t a Construct or an Undead, it must succeed on a DC 14 Constitution saving throw or Draculus enters the target’s space and attaches itself to the target for 1 minute. While attached, Draculus takes only half damage dealt to it (round down), and the target takes the remaining damage. Draculus can attach to only one creature at a time.

The attached Draculus can telepathically control the target’s move, action, or both. When controlled this way, the target can take only the Attack action (Draculus chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from Draculus and forcing him to move into the nearest unoccupied space on a success.

Bloody Ramage (Recharge 5-6). Draculus can move up to his speed and move through other creature's spaces. The first time Draculus enters a creature's space, he can make a pseudopod attack on that creature. It must end is movement in an unoccupied space and this movement does not provoke opportunity attacks.

REACTIONS.
Pseudopod Shield.
When Draculus would be hit by a range attack from 30 or more feet away, he adds 5 to his AC against ranged attacks from the triggering attacker until the start of his next turn.
 
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dave2008

Legend

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War of the Crown Cover Art by Hugh Pindur (copyright Paizo)

Madame Talisveri Eris
Elite Medium humanoid (human), neutral evil
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Armor Class 13 (leather + ring of protection)
Hit Points 13 (3d8; bloodied 6)
Speed 30 ft.
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STRDEXCONINTWISCHA
7 (-2)12 (+1)11 (+0)15 (+2)14 (+2)16 (+3)
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Saving Throws Wis +4, Cha +5
Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common
Challenge 1/8 (25 XP) Proficiency Bonus +2
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Curse of Invisibility.* Talisveri's body is permanently invisible, but her cosmetics and clothing aren’t. It takes her at least 10 minutes to create a visible form.

*Talisveri's CR assumes she is visible. If she removes her clothes and cosmetics, her CR is 1/4 (50 XP).

Magic Weapons. Talisveri had three daggers and holster that she coats with a magic elixir every day. Once coated they are considered magical and are invisible for next 24 hours.

Master of Disguise. Talisveri often disguises herself as a fictitious family member. If someone succeeds on a DC 15 Wisdom (Insight) check they can determine something is not what it seems. If they succeed on the check by 5 or more, and they know who Talisveri is, they see through the disguise and know it is Madame Talisveri.

Silver Tongued. When Talisveri makes a Charisma (Persuasion or Deception) check, she treats any d20 roll of 9 or lower as a 10.

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

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

BONUS ACTIONS
Hide in Plain Sight.
If Talisveri is invisible, she can take the Hide action.

Inspiring Words. Talisveri chooses one creature she can see within 60 feet of her that can hear her. The creature can roll a d6 and add it to one ability check, attack roll, or saving throw it makes within the next 10 minutes.

Unsettling Words. Talisveri rolls a d6 and chooses on creature she can see within 60 feet of her. The creature must subtract the number rolled from the next saving throw it makes before the start of Talisveri's next turn.

REACTIONS
Parry. Talisveri adds 2 to her AC against one melee attack that would hit her. To do so, Talisveri must see the attacker and be wielding a melee weapon.
 
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dave2008

Legend
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Lich by Dima Zasimovich (copyright Dima Zasimovich)

Azalin Rex
Elite Medium undead, lawful evil
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Armor Class 17 (Natural Armor)
Hit Points 270 ((18d8 + 54) x 2; bloodied 135)
Speed 30 ft.
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STRDEXCONINTWISCHA
11 (+0)16 (+3)16 (+3)20 (+5)14 (+2)16 (+3)
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Saving Throws Dex +9, Con +9, Int +11, Wis +8
Skills Arcana +17, History +11, Insight +8, Perception +8
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages Abyssal, Common, Infernal, Draconic, Dwarvish, Elvish, Giant, Goblin
Challenge 19 (44,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Azalin is first bloodied, all conditions and effects he is suffering end for him, all of his abilities and spell slots recharge, and he can use his Elite Actions.

Legendary Resistance (3/Day). If Azalin fails a saving throw, he can choose to succeed instead.

Rejuvenation. If Azalin's body is destroyed, but not his phylactery, he gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance. Azalin has advantage on saving throws against any effect that turns undead.

ACTIONS
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Azalin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Azalin has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost**
1st level (4 slots): detect magic, magic missile, shield,** thunderwave
2nd level (3 slots): detect thoughts, invisibility, melf's acid arrow, mirror image*
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball,** fly
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate,** globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Evocation spells are in bold text, Azalin gains a +5 damage bonus with these spells.
*Azalin casts these spells on himself before combat and his CR assumes they are in effect.
**See Actions, Azalin's CR assumes he attacks with these spells, cast at the highest possible level when noted.

Acid Arrow (Spell Mastery).
Ranged Spell Attack. +12 to hit, range 90 ft., one target. Hit. 15 (4d4 + 5) acid damage and an additional 5 (2d4) acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Ray of Frost.** Ranged Spell Attack. +12 to hit, range 60 ft., one target. Hit. 23 (4d8 + 5) cold damage and target's speed is reduced to 10 feet until the end of Azalin's next turn.

Disintegrate (1 spell slot).** Azalin's conjures a bolt of green light that streaks to a target he can see within 60 feet of him. The target must make a DC 20 Dexterity saving throw, taking 75 (10d6 + 40) forced damage, see below, on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated. If Azalin cast this spell at a higher level, increase the damage:
  • 9th level slot: 106 (19d6 + 40) force damage.
  • 8th level slot: 96 (16d6 + 40) force damage
  • 7th level slot: 84 (16d6 + 40) force damage
Fireball (1 spell slot).** A bright streak flashes to a point Azalin chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 20 Dexterity saving throw, taking 33 (8d6 + 5) fire damage on a failed save, or half as much damage on a successful one. If Azalin cast this spell at a higher level, increase the damage:
  • 9th level slot: 54 (14d6 + 5) fire damage.
  • 8th level slot: 50 (13d6 + 5) fire damage
  • 7th level slot: 47 (12d6 + 5) fire damage
REACTIONS
Counterspell (1 spell slot).
Azalin interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.

Shield (Spell Mastery). If Azalin would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

LEGENDARY ACTIONS
Azalin can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Azalin regains spent legendary actions at the start of her turn

Quick Casting. Azalin uses his Ray of Frost or Acid Arrow action.
Paralyzing Touch (Costs 2 Actions). Azalin uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Azalin fixes its gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened and suffer one level of exhaustion for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of Azalin must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6)necrotic damage on a failed save, or half as much damage on a successful one.

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

Teleport. Azalin teleports to an unoccupied space he can see within 60 feet of him.
Drain Phylcatery (Cost 3 actions). Until the end of Azalin's next turn, he gains a +2 bonus to his AC, he can cast an at will spell as a bonus action, and all of his spells do maximum damage. If Azalin is reduced to 0 hit points before the end of his next turn, he dies.
 
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dave2008

Legend
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Ravenous Wraith / Soul Sucking Demon by Andrew Gaia (copyright Andrew Gaia)

Saidra d'Honaire
Elite Medium undead, chaotic evil
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Armor Class 14
Hit Points 150 ((10d8 + 30)x2; bloodied 75)
Speed 0 ft., fly 60 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)18 (+4)16 (+3)14 (+2)16 (+3)17 (+3)
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Saving Throws Dex +7, Wis +6, Cha +6
Skills Stealth +6
Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses parkvision 90 Ft., truesight 30 ft., passive perception 12
Languages Common
Challenge 7 (5,800 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Saidra is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her Elite Actions.

Incorporeal Movement. Saidra can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Incorporeal Stealth. While in dim light or darkness, Saidra can take the Disengage or Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Saidra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS
Life Drain.
The wraith chooses on creature within 5 feet of it. The target must make a DC 15 Constitution saving throw, suffering one level of exhaustion, taking 21 (6d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken on a failed save, or half as much damage on a successful one. This reduction and exhaustion last until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Necrotic Bolt. Ranged Spell Attack. +6 to hit, range 60 ft., one creature. Hit. 13 (3d8) necrotic damage, and the target can’t regain hit points until the end of the wraith's next turn.

Corporeal Form (1/Day). Saidra takes on a material form. In material form, she looses her Incorporeal Movement and Incorporeal Stealth traits, her fly speed, and her immunity to the grappled, prone, and restrained conditions. Saidra instantly reverts to her incorporeal form if she is bloodied, and she can do so voluntarily at any time as a bonus action.

REACTIONS
Disintegrate.* When a person within 90 feet of Saidra is revealed to have been lying about who they are, a green bolt erupts from Saidra's outstretched hand targeting the liar. The target must make a DC 18 Dexterity saving throw, taking 75 (10d6 + 40) forced damage on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated.

LEGENDARY ACTIONS
Saidra 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. Saidra regains spent legendary actions at the start of its turn

Spectral Dash. Saidra moves up to her speed. This movement does not provoke opportunity attacks.
Bolt (Costs 2 Actions). Saidra makes one necrotic bolt attack.

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

Confession (Cost 2 actions). Saidra attempts to magically compel one creature she can see within 90 feet of her to tell the truth. The creature must make a DC 14 Wisdom saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must reveal who they are and what they want to Saidra at the start of their next turn.

*Saidra's CR assumes she uses disintegrate once. If she does not use it, her CR is 6 (4,600 elite XP).
 
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dave2008

Legend

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Female Knight by Timkongart (copyright Timkongart)

Vladeska Drakov
Elite Medium humanoid (human), neutral evil
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Armor Class 18 (Plate)
Hit Points 104 (8d8 + 16) x 2; bloodied 52)
Speed 30 ft.
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STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)11 (+0)12 (+1)15 (+2)
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Saving Throws Con +4, Wis +3
Skills Athletics +5, History +2, Perception +4, Persuasion +4
Senses passive perception 14
Languages Common
Challenge 4 (2,200 elite XP) Proficiency Bonus +2
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Brave. Vladeska has advantage on saving throws against being frightened.

DarkLord (EliteTrait, recharges after a Rest). When Vladeska is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her Elite Actions.

Magic Weapons. Vladeska wields a +1 greatsword.

ACTIONS
Multiattack. Vladeska makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and Vladeska can use one of the following maneuvers (5/Rest):
  • Distracting Strike. The attack does an additional 4 (1d8) slashing damage and the next attack roll against the target by an attacker other than Vladeska has advantage if the attack is made before the start of her next turn.
  • Maneuvering Attack. The attack does an additional 4 (1d8) slashing damage and Vladeska chooses one ally that can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (1/Rest). For 1 minute, Vladeska can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Vladeska. A creature can benefit from only one Leadership die at a time. This effect ends if Vladeska is incapacitated.

REACTIONS
Parry. Vladeska adds 2 to her AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon.

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

Quick Feet. Vladeska moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Vladeska makes a greatsword attack.

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

Commander's Strike (Recharge 4-6). Vladeska choose an ally who can see or hear her. That creature can immediately use its reaction to make one weapon attack with a +4 bonus to its damage roll.
Rally (Recharge 4-6). Vladeska choose an ally who can see or hear her. That creature gains 6 temporary hit points.
 
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dave2008

Legend

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Lord of Sand by plutus0519 (copyright plutus0519)

Ankhtepot
Medium undead, lawful evil
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Armor Class 19 (Natural Armor)
Hit Points 340 (20d8 + 80) x2; bloodied 170)
Speed 20 ft. (40 ft. on sand)
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STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)15 (+2)21 (+5)19 (+4)
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Saving Throws Dex +6, Con +10, Int +8, Wis +11, Cha +10
Skills Arcana +8, Athletics +10, History +8, Intimidation +10, Perception +11, Religion +8
Damage Resistances cold, force
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 21
Languages Common, telepathy 120 ft.
Challenge 17 (36,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Ankhtepot is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Actions.

Limited Magic Immunity. Ankhtepot is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.

Marshall Undead. Unless Ankhtepot is incapacitated, he and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead.

Necrotic Weapons. Ankhtepot attacks are magical and deal an extra 21 (6d6) necrotic damage on a hit. Additionally, Ankhtepot wields a magic +3 kopesh. If Ankhtepot is destroyed the kopesh crumbles into sand and is reformed with his body (see rejuvenation).

Negative Energy Aura. Ankhtepot is surround by an aura of negative energy and he can senses the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 90 feet of him can't regain hit points.

Regeneration. Ankhtepotregains 20 hit points at the start of each of his turns. If Ankhtepot is sprinkled with holy water or takes fire damage when he reaches 0 hit points, this trait doesn’t function at the start of his next turn and it is destroyed (see rejuvenation).

Rejuvenation. If Ankhtepot is destroyed, he gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the his heart.

Undead Strength. Ankhtepot does not take extra damage from critical hits, gains a +2 bonus on Strength (Athletic) checks, and a melee weapon deals one extra die of its damage when he hits with it (included in the attack).

ACTIONS
Multiattack. Ankhtepot can use its Dreadful Glare and makes two melee attacks.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled (escape DC 20).

Khopesh. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 21 (6d6) necrotic damage or 40 (4d8 + 22) slashing damage on a critical hit.

Dreadful Glare. Ankhtepot targets one creature it can see within 90 feet of it. If the target can see Ankhtepot, it must succeed on a DC 18 Wisdom saving throw against this magic or become frightened until the end of Ankhtepot's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and Ankhtepot for the next 24 hours.

Burial Magic (1/Short Rest each). Ankhtepot creates one of the following magical effects.
  • Animate Dead. Ankhtepot selects up to 4 dead humanoids within 180 feet of him. The targets rise as mummies. The mummies act on their own initiative, are allies of Ankhtepot and listen to his commands.
  • Desert Petrification. Ankhtepot selects one creature he can see within 180 feet of him. The creature must succeed on a DC 18 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the greater restoration spell or other magic.
  • Putrid Cloud. Ankhtepot selects a point hecan see within 180 feet of him and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of Ankhtepot's next turn.
    Each creature within the swarm at the start of its turn must make a DC 18 Constitution saving throw. On a failure, the creature takes 27 (5d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of Ankhtepot's next turn. On a success, the creature takes half as much damage.
Sandstorm Breath (Recharge 5-6). Ankhtepot exhales a 90-foot cone of sand. Each creature in the cone must make a DC 18 Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a success.

Sandy Teleport. If Ankhtepot is standing on sand or sandstone it can teleport up to 90 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone.

REACTIONS
Bandage Parry. Ankhtepot adds 6 to its AC against one ranged attack that would hit it. To do so, he must see the attacker.

Rotting Grasp. A creature that ends its turn grappled by Ankhtepot takes 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a greater restoration spell, similar powerful magic, or the creature ingests the desiccated blood of a greater mummy's heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand.

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

Blinding Dust. Blinding dust and sand swirls magically around Ankhtepot. Each creature within 20 feet of Ankhtepot must succeed on a DC 18 Constitution saving throw or lose any resistance to necrotic damage and be blinded until the end of the creature's next turn.
Glare. The mummy uses its Dreadful Glare.
Sand Javelin. Ankhtepot coalesces sand into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 17 (3d8 + 4) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Blasphemous Word (Costs 2 Actions). Ankhtepot utters a blasphemous word. One living creature that Ankhtepot can see within 90 feet of it, that can hear the magical utterance, and has less than 100 hit points is stunned until the end of Ankhtepot next turn.
Teleport (Cost 2 Actions). Ankhtepot recharges Sandy Teleport and immediately uses it.
Attack (Costs 3 Actions). Ankhtepot makes two melee attacks.
Desert Magic (Cost 3 Actions). The greater mummy recharges its Desert Petrification, if needed, and uses this magic.

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

Quickand. Ankhtepot choses up to four creatures he can see within 60 feet of him and turns the ground beneath them into quick sand. The creature must use it reaction and make a DC 18 Dexterity saving throw or be grappled (escape DC 18). A creature grappled this way is also restrained. If a creature does not have a reaction or choses not to use one, it automatically fails the saving throw.

Death Aura (Costs 3 Actions). Every living creature of Ankhtepot's choice within his negative energy aura takes 16 (3d10) necrotic damage:
 
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dave2008

Legend
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Dormammu Concept by JeradSMarantz (copyright by Jerad S Marantz)

Hazlik
Elite Medium humanoid (human), neutral evil
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Armor Class 17 (Robe of the Archmagi)
Hit Points 208 ((16d8 + 32) x 2; bloodied 104)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)20 (+5)15 (+2)16 (+3)
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Saving Throws Int +9, Wis +6
Skills Arcana +13, Deception +8, History +13, Intimidation +8
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from stoneskin)
Damage Immunities psychic (from mind blank)
Condition Immunities charmed (from mind blank)
Senses Passive Perception 12
Languages Celestial, Common, Draconic, Elvish, Giant, Infernal, Primordial
Challenge 13 (20,000 elite XP) Proficiency Bonus +5
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DarkLord (EliteTrait, recharges after a Rest). When Hazlik is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions.

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

Magic Weapons. Hazlik wields a Staff of the Magi and magical dagger (+1). He can cast the following spells at will from his staff: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Mind Blank (1/Day).* Hazlik is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)piercing damage.

Staff of the Magi (48 Charges). Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit. 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage when used 2-handed.

Alternately, Hazlik use a charges from his staff to cast one of the following spells:
  • Fireball (7 charges). A bright streak flashes from the staff to a point Hazlik chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • Wall of Fire (4 charges). Hazlik conjures a wall of fire on a solid surface he can see within 120 feet of him. The wall is 1-foot thick and up to 60 feet long and 20 feet high that is opaque and last for 1 minute. When the wall appears, a creature in the area of the wall must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

    Each creature that ends it turn within 10 feet of one side of the wall (selected by Hazlik) or enters the wall for the first time in a turn, takes 22 (5d8) fire damage.
  • Ice Storm (4 charges). A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point Hazlik chooses within 300 feet of him. Each creature in the cylinder must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.

    Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Spellcasting. Hazlik is an 16th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). Hazlik has the following wizard spells prepared:

Cantrips (at will): fire bolt**, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, magic missile, thunderwave
2nd level (3 slots): detect thoughts, melf's acid arrow, misty step
3rd level (3 slots): counterspell, fly, lightning bolt*
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability, sunbeam
7th level (1 slot): forcecage
8th level (1 slot): mind blank*

Evocation spells are in bold text, Hazlik gains a +5 damage bonus with these spells.
*Hazlik casts these spells on himself before combat and his CR assumes they are in effect.
**See Actions, Hazlik's CR assumes he attacks with these spells cast at the highest possible level.


Fire bolt. Ranged Spell Attack. +10 to hit, range 120 ft., one target. Hit. 27 (4d10 + 5) fire damage.

Overchannel Lightning Bolt (one 5th level slot). A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Hazlik in a direction he chooses. Each creature in the line must make a DC 16 Dexterity saving throw, taking 65 (10d6 + 5) lightning damage on a failed save, or half as much damage on a successful one

REACTIONS
Ring of Evasion (3 Charges).
Hazlik spends one of his ring's charges when he fails a Dexterity saving throw, turning the failed save into a successful one.

Spell Absorption. Hazlik's staff absorbs the magic of a spell that targets him, cancelling the spell's effect and his staff regains charges equal to the absorbed spell's level.

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

Quick Feet. Hazlik moves up to half his speed. This movement does not provoke opportunity attacks.
Attack. Hazlik makes a staff or dagger attack.
Quick Casting (Cost 2 actions). Hazlik casts a cantrip.

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

Potion (Costs 2 Actions). Hazlik drinks on of the following potions:
  • Flying. Hazlik gains a flying speed of 30 feet for 1 hour.
  • Giant Strength. Hazlik's strength becomes 27 for 1 hour. He gains +5 bonus to his weapon attack and damage rolls.
  • Supreme Healing. Hazlik regains 45 (10d4 + 20) hit points.
---

EQUIPMENT
Hazlik has many magical items and equipment in his possession. He is typical wearing or carrying the following magic items:
  • Robe of the Archmagi (attuned)
  • Staff of the Magi (attuned, 48 charges)
  • Ring of Evasion (attuned, 3 charges)
  • Dagger (+1)
  • Potions: flying, giant strength, supreme healing
 
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dave2008

Legend
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Dragon Princess by unkown (apparently stock art, but I couldn't find the artist)

Tsien Chiang (WIP)
Elite Medium humanoid (human), neutral evil
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Armor Class 16 (ring of protection + gold dragon robe)
Hit Points 98 ((9d8 + 9)x2; bloodied 49)
Speed 30 ft.
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STRDEXCONINTWISCHA
9 (-1)14 (+2)12 (+1)17 (+3)12 (+1)12 (+1)
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Saving Throws Str +0, Dex +6, Con +2, Int +7, Wis +5, Cha +2
Skills Arcana +6, Deception +4, History +6, Persuasion +4, Stealth +5
Senses Passive Perception 11
Languages Common, Draconic, Elvish, Goblin
Challenge 6 (4,600 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Tsien is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Magic Weapons. Tsien wields a +2 magic dagger.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Cone of Cold. Tsien cast cone of cold with her 5th level spell slot causing a blast of cold in a 60-foot cone. Each creature in the cone must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a success.

Magic Missile. Tsien cast magic missile with a 4th level spell slot creating six glowing darts that hit one or more creatures she can see within 120 feet of her. Each creature takes 3 (1d4 + 1) force damage per dart.

Spellcasting. Tsien is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Tsien has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile,* shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, hypnotic pattern, protection from energy
4th level (3 slots): greater invisibility, stone skin
5th level (2 slots): cone of cold*

*See Actions, Tsien's CR assumes she attacks with these spells at the highest possible level.


REACTIONS
Illusory Self (1/Rest).
When a creature makes an attack roll against Tsien, she creates an illusory duplicate of herself and the attack automatically misses Tsien and then the illusion dissipates.

LEGENDARY ACTIONS
Tsien 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. Tsien regains spent legendary actions at the start of her turn

Quick Feet. Tsien moves up to half her speed. This movement does not provoke opportunity attacks.
Dagger (Costs 2 Actions). Tsien makes one dagger attack.

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

Potion (Cost 2 Actions). Tsien drinks one of the following potions:
  • Greater Healing. Tsien regains 14 (4d4 +4) hit points.
  • Invulnerability. Tsien gains resistance to all damage for 1 minute.
Wand of Fire Balls (Cost 2 Actions). Tsien uses one charge and a bright streak flashes from her wand to a point she chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius from that point must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

---

EQUIPMENT
Tsien typical is wearing or carrying the following magic items:
  • Golden Dragon Robe (attuned, see below)
  • Ring of Protection (attuned)
  • Wand of Fireballs (attuned, 3 charges)
  • Dagger +2
  • Potions: greater healing, invulnerability
  • Chime of Opening (5 uses)
  • Scrolls: divination, leomunds tiny hut, phantom steed, rary's telepathic bond

Golden Dragon Robe
Light Armor, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)

This elegant garment is made from exquisite gold cloth and adorned with ruby-red runes and the image of a coiling gold dragon. The robe as one large and two small pouches, each of which is an extradimensional space. Each small pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large pouch can hold up to 8 cubic feet or 80 pounds of material. These pouches act like a Heward's Handy Haversack.

Additionally, you gain these benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • Your spell save DC and spell Attack bonus each increase by 1.
  • You can fly 30 ft. (hover).
 
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dave2008

Legend
1629407487906.png

Battle of the Burning Skies by Taisa Kislova (copyright Taisa Kislova)

Ramya Vasavadan
Medium undead, Lawful evil
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Armor Class 21 (Plate +1, Shield)
Hit Points 360 ((19d8 + 95)x2; bloodied 100)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)11 (+0)20 (+5)12 (+1)16 (+3)18 (+4)
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Saving Throws Dex +6, Con +11, Wis +9, Cha +10
Skills Arcana +7, Athletics +11, Intimidation +10, Perception +9
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 19
Languages Abyssal, Common
Challenge 17 (36,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Ramya is first bloodied, all conditions and effects she is suffering end for her, all her abilities recharge, and she can use her Elite Actions.

Hold the Line. Creatures provoke an opportunity attack from Ramya when they move 5 feet or more while within her reach, and if she hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

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

Magic Weapons. Ramya wields a +1 longsword (Talwar) and a +2 longbow. Talwar inflict an additional 1d6 fire damage on a hit and the longbow inflicts an additional 2d6 fire damage on a hit, both included in the attack.

Marshal Undead. Unless Ramya is incapacitated, she and undead creatures of her choice within 90 feet of her have advantage on saving throws against features that turn undead.

Mounted Warrior. Ramya has advantage on saving throws made to avoid falling off her mount. If she falls off her mount and descends no more than 20 feet, she lands on her feet if she is not incapacitated.

Additionally, mounting or dismounting a creature costs her only 5 feet of movement.

ACTIONS
Multiattack. Ramya makes two longbow or talwar attacks.

Talwar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 18 (4d8) necrotic damage and 3 (1d6) fire damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 600 ft., one target. Hit. 7 (1d8 + 2) piercing damage plus 7 (2d6) fire damage.

Destructive Wave (1/Day). Ramya strikes the ground, creating a burst of energy that ripples outward from her. Each creature she chooses within 30 feet of her must make a DC 18 Constitution saving throw, taking 17 (5d6) thunder damage and 17 (5d6) necrotic damage, and be knocked prone on a failure, or half as much damage and isn’t knocked prone on a success.

Hellfire Orb (1/Day). Ramya hurls a magical ball of fire that explodes at a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. Ramya is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Ramya has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite*
5th level (2 slots): destructive wave*

*See Actions/Bonus Actions, Ramya's CR assumes she uses these spells.


BONUS ACTIONS
Staggering Smite (Concentration 1 minute). The next time Ramya hits a creature with a longsword attack, the attack deals an extra 14 (4d6) psychic damage and the target must make a DC 18 Wisdom saving throw or suffer disadvantage on its attack rolls and ability checks, and can't take reactions, until the end of its next turn.

REACTIONS
Parry. Ramya adds 6 to its AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon or shield.

Warding Parry (5/Long Rest). If a creature Ramya can see within 5 feet of her is hit by an attack, she can roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. To do so, Ramya must see the attacker and be wielding a melee weapon or shield.

LEGENDARY ACTIONS
Ramya can take 3 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. Ramya regains spent legendary actions at the start of her turn

Command Undead. Ramya targets one undead ally she can see within 60 feet of her and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. The undead adds the Ramya's Charisma bonus (+4) to its attack and damage rolls.
Move. Ramya moves up to half its speed without provoking opportunity attacks.
Longsword (Cost 2 Actions). Ramya makes one talwar attack.
Touch of Death (Cost 3 Actions). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage and the target must make a DC 18 Constitution saving throw or gain one level of exhaustion. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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

Ice Wall (Cost 2 Actions). Ramya conjures a wall of ice on a solid surface she can see within 120 feet of her. The wall is made up of ten 10-foot-square by 1 foot thick contiguous panels. Each panel as AC12 and 30 hit points and is vulnerable to fire damage.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall, Ramya's choice.

A creature that starts or ends its turn adjacent to the wall must make a DC18 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
Power Word Kill (Cost 3 Actions, 1/Day). Ramya curses a word of power at one creature she can see within 60 feet of her. It he creature has 100 hit points or less, it dies.
 
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dave2008

Legend
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Werewolf by Manzanedo (copyright Manzanedo)

Harkon Lukas
Elite Medium humanoid (shapechanger), neutral evil
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Armor Class 16 (Natural Armor)
Hit Points 442 ((26d8 + 104)x2; bloodied 221)
Speed 30 ft., 50 ft. in hybrid form
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STRDEXCONINTWISCHA
18 (+4)18 (+4)18 (+4)14 (+2)16 (+3)16 (+3)
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Saving Throws Dex +9, Con +9, Wis +8, Cha +8
Skills Diplomacy +8, Perception +13, Persuasion +13, Stealth +9
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 23
Languages Common (can’t speak in wolf form)
Challenge 13 (20,000 elite XP) Proficiency Bonus +5
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Blood Frenzy. Harkon has advantage on attack rolls against a creature that is bloodied.

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

DarkLord (EliteTrait, recharges after a Rest). When Harkon is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions.

Jack of All Trades. Harkon gains a +2 bonus to any ability check he makes that doesn't already include his Proficiency Bonus.

Keen Hearing and Smell (Hybrid form Only). Harkon has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Loup Garou Resistance. When Harkon fails a saving throw, he can suffer 30 hit points of damage and succeed instead.

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

Regeneration. Harkon regains 10 hit points at the start of each of his turns. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Harkon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

ACTIONS
Multiattack. Harkon makes two melee attacks, but only one can be a bite.

Bite (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with loup garou lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone or grappled, Harkon's choice.

Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Spellcasting (Humanoid Form Only). Harkon is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, true strike, vicious mockery
1st level (4 slots): charm person, heroism, sleep, tasha's hideous laughter
2nd level (3 slots): animal messenger, enthrall, suggestion
3rd level (3 slots): bestow curse, dispel magic

Countercharm.
Harkon starts a Performance that lasts until the end of his next turn. During that time, any creatures friendly to him and within 30 feet of him have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear Harkon to gain this benefit. The Performance ends early if Harkon is Incapacitated or silenced or if he voluntarily ends it (no action required).

BONUS ACTIONS
Change Shape. Harkon polymorphs into a Large wolf-humanoid hybrid or back into its true form, which appears humanoid. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Harkon reverts to its true form he it dies.

Feral Speed. Harkon takes the Dash action, running with his hands and feet. When he moves this way his speed is 100 feet.

Inspire (4/Long Rest). Harkon choses on creature within 60 feet of him that can hear him. The creature can add a d8 to one ability check, attack roll, or saving throw it makes within the next 10 minutes. A creature can have only one inspiration die at a time.

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

Swipe. Harkon makes one Claws attack (hybrid form only) or one Longsword attack (humanoid form only).
Mauling Pounce (Costs 2 Actions). Harkon moves up to its speed without provoking opportunity attacks, and he can make one Claws attack (hybrid form only) or one Longsword attack (humanoid form only) against each creature he moves past.
Bite (Costs 3 Actions). Harkon changes into hybrid form and then makes one Bite attack.

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

Howling Inspiration. Harkon can spend any and all remaining uses of Inspire, inspiring one creature for each die he spends.
Ravage (Cost 3 Actions). Harkon makes two claw attacks against one creature. If the creature is knocked prone or grappled, Harkon can also make a bite attack, with advantage, against the same target.
 
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dave2008

Legend
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Drawlloween Laboratory by IrenHorrors (creative commons copyright)

Viktra Mordenheim
Elite Medium humanoid (human), neutral evil
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Armor Class 15 (reinforced lab coat)
Hit Points 72 (8d8x2; 36)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)20 (+5)16 (+3)12 (+1)
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Saving Throws Int +7, Cha +3
Skills Deception +3, History +7, Insight +7, Investigation +9, Perception +5, Persuasion +3, Sleight of Hand +4, Stealth +4
Senses Passive Perception 16
Languages Common, Dwarvish, Gnomish, Primordial
Challenge 1 (400 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Viktra is first bloodied, all conditions and effects she is suffering end for her, her abilities recharge, and she can use her Elite Actions.

Sneak Attack (1/Turn). Viktra 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 an ally of Viktra that isn't incapacitated and she doesn't have disadvantage on the attack roll.

ACTIONS
Multiattack. Viktra makes two scalpel attacks.

Scalpel. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Improvised Weapon. Viktra uses one of the following options (roll a d4 or choose one); Viktra can use each one no more than once per day unless she has at least 10 minutes to resupply in her laboratory:

  1. Acid Flask. Viktra hurls a flask of acid. Ranged Weapon Attack. +4 to hit, range 10/30 ft., one target. Hit. 14 (4d6) acid damage.
  2. Alchemist’s Fire. Viktra throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit. 4 (1d8) fire damage at 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.
  3. Paralyzing Syringe. Viktra makes a melee attack with a large syringe. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. The target is incapacitated and its speed reduced in half for 10 minutes. The target must make a DC 15 Constitution saving throw at the end of its next turn. On a failure, the target is paralyzed instead of incapacitated for the duration. On a success, the target is no longer incapacitated, but it is slowed for 1 minute.
  4. Blinding Smoke. Viktra launches a cloud of smoke in a 20 foot cone. Each creature in the cone must make a DC 15 Constitution saving throw or be blinded for 1 minute. The creature, or an adjacent ally, can use an action and a flask of water to remove the smoke from creatures eyes, ending the effect on the creature.

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

LEGENDARY ACTIONS
Viktra can take 2 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 Viktra has unspent legendary actions at the end of the round, she may spend and immediately use any remaining legendary actions. Viktra regains spent legendary actions at the start of her turn.

Scalpel. Viktra makes one scalpel attack.
Tumble. Viktra takes the Disengage Action and moves half her speed. She can move through another creatures space with this movement.

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

Shock Gloves (Costs 2 Actions). Viktra charges up her gloves. Melee Weapon Attack. +4 to hit, reach 5ft., one target. Hit. 9 (2d8) lightning damage and the target must make a DC 15 Strength saving throw or be stunned for 1 minute. The target can make additional saving throws at the end of each of its turns, ending the effect on itself on a success.
Steam Powered Bone Saw (Cost 2 actions). Viktra makes the following attack on an incapacitated target. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit. 9 (2d6 +2) slashing damage. On a critical hit the attack does 23 (6d6 + 2) slashing damage and one limb is removed from the target if it is a Medium or smaller creature.
 
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dave2008

Legend
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Ghost by Marco Dotti (copyright Marco Dotti)

Wilfred Godefroy
Elite Medium undead, lawful evil
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Armor Class 11
Hit Points 90 ((10d8)x2; bloodied 45)
Speed 0 ft., fly 40 ft. (hover)
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STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)12 (+1)14 (+2)17 (+3)
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Saving Throws Dex +3. Wis +4
Skills Diplomacy +5, Intimidation +5, Persuasion +5, Stealth +3
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 11
Languages Any languages it knew in life
Challenge 5 (3,600 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Wilfred is first bloodied, all conditions and effects he is suffering end for him, all his abilities recharge, and he can use his Elite Actions.

Ethereal Sight. Wilfred can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.

Incorporeal Movement. Wilfred can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.

Turn Resistance. While in Mordent, Wilfred has advantage on saving throws against any effect that turns undead.

ACTIONS
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. Wilfred enters the Ethereal Plane from the Material Plane, or vice versa. Wilfred is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of Wilfred that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Wilfred's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that Wilfred can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Wilfred; Wilfred then disappears, and the target is incapacitated and loses control of its body. Wilfred now controls the body but doesn't deprive the target of awareness. Wilfred can't be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Wilfred otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Wilfred ends it as a bonus action, or Wilfred is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Wilfred reappears in an unoccupied space within 5 feet of the body. The target is immune to this Wilfred's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

LEGENDARY ACTIONS
Wilfred can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Wilfred regains spent legendary actions at the start of her turn

Move. Wilfred moves up to his speed.
Touch (Costs 2 Actions). Wilfred makes a Withering Touch attack.


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

Command Undead. Wilfred commands one of his undead allies to, using its reaction, move up to half its speed and make an attack.

Cold Aura (Cost 2 actions). Wilfred emanates an intense unnatural cold. Each creature within 30 feet of Wilfred must make a DC 13 Constitution saving throw, taking 11 (2d10) cold damage on a failure, or half as much damage on a successful save.
 
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dave2008

Legend
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The Warlock and his Patron by Balazs Pataki (copyright Balazs Pataki)

Jacqueline Renier
Elite Medium humanoid (human, shapechanger), lawful evil
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Armor Class 13 (Ring of Protection)
Hit Points 88 ((8d8 + 8)x2; bloodied 44)
Speed 30 ft. Climb 20 ft.
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STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)13 (+1)12 (+1)14 (+2)
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Savings Throws Str +1, Dex +6, Con +4, Int +2, Wis +2, Cha +3
Skills Acrobatics +5, Diplomacy +4, Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (900 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Jacqueline is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Evasion. If Jacqueline is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Sneak Attack. Once per turn, Jacqueline deals an extra 14 (4d6) 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 one of her allies (see Rat Queen) that isn't incapacitated and Jacqueline doesn't have disadvantage on the attack roll.

Keen Smell. Jacqueline has advantage on Wisdom (Perception) checks that rely on smell.

Rat Queen. Jacqueline can understand and magically command any rat within 120 feet of her using limited telepathy. All rats in Richemulot are especially intelligent and eagerly obey Renier’s will. A swarm of rats under Jacqueline is considered an ally.

Regeneration. Jacqueline regains 5 hit points at the start of each of her turns. If Jacqueline takes damage from a silver weapon, this trait doesn’t function at the start of the her next turn. Jacqueline dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Shapechanger. Jacqueline can use her action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into her true form, which is humanoid. Jacqueline statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. Jacqueline reverts to her true form if she dies.

ACTIONS
Multiattack (Humanoid or Hybrid Form Only). Jacqueline makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:+5 to hit, reach 5 ft., one creature that is grappled by the Jacqueline, incapacitated, or restrained. Hit: 4 (1d4 + 2)piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Summon Rats (1/Day). Jacqueline magically calls 1d4 swarms of rats. The rats arrive at the end of her next turn, acting as allies of Jacqueline and obeying her spoken commands. The rats remain until the Jacqueline dies, or until she dismisses them as a bonus action.

LEGENDARY ACTIONS
Jacqueline 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. Jacqueline regains spent legendary actions at the start of her turn

Quick Feet. Jacqueline moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Jacqueline makes a rapier or dagger attack.

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

Command Swarm (Cost 2 Actions). Jacqueline commands a swarm of rats to use its reaction and move up to its speed and enter another creatures space and make a bite attack, using Jacqueline's attack bonus (+5). On a successful the creature must succeed on a DC 10 Constitution saving throw or become infected with the Gnawing Plague.*
Swarm Shield (Cost 2 actions). Jacqueline commands a swarm of rats to enter her space and cover her body granting her 20 temporary hit points. The swarm dies when Jacqueline has 0 temporary hit points remaining.

*The Gnawing Plague is described in Van Richten's Guide to Ravenloft.
 
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dave2008

Legend
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Hag by Krystian Biskup (copyright Krystian Biskup)

Mother Lorinda
Elite Medium fey , neutral evil
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Armor Class 15 (natural armor)
Hit Points 164 ((11d8+33)x2; bloodied 82)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)16 (+3)13 (+1)16 (+3)
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Savings Throws Dex +3, Con +5
Skills Arcana +5, Athletics +6, Deception +8, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Infernal, Sylvan
Challenge 3 (1,400 elite XP) Proficiency Bonus +2
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Amphibious. Lorinda can breathe air and water.

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

DarkLord (EliteTrait, recharges after a Rest). When Lorinda is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Mimicry. Lorinda can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Keen Smell. Lorinda has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS
Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 9 (2d4 + 4) slashing damage. Additionally, if the target is a Large or smaller creature it must make a DC 14 Strength saving throw or be grappled.

Staff. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) bludgeoning damage or 13 (2d8 + 4) bludgeoning damage when used two-handed and the target must make a DC 14 Strength saving throw or be knocked prone or pushed 10 feet (Lorinda's choice).

Hag Eye. Lorinda can see through the empty eye socket of one of her Minders.

Illusory Appearance. Lorinda covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if Lorinda takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, Lorinda could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Lorinda is disguised.

Innate Spellcasting. Lorinda's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Invisible Passage.
Lorinda magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

LEGENDARY ACTIONS
Lorinda 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. Lorinda regains spent legendary actions at the start of her turn

Rend. Lorinda makes a claws attack targeting one creature she is grappling.
Slippery Escape. Lorinda moves up to half her speed. This movement does not provoke opportunity attacks.
Weakness (Costs 2 Actions). Ranged Spell Attack. +5 to hit, range 60 ft., one target. Hit. For 1 minute, the target can only move up to half its speed, it inflicts only half damage with its weapon attacks and it has disadvantage on all Strength checks and saving throws. At the end of each of the target’s turns, it can make a DC 13 Constitution saving throw, ending the effect on itself on a success.

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

Indivisibility (Cost 2 actions). Lorinda uses her Invisible Passage action.
Staff (Cost 2 actions). Lorinda makes a staff attack.

LORINDA'S LAIR
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Lorinda's abode is the enchanted moving structure the Gurgyl. A twisted tower of thorns, wicker, and bones, the Gurgyl moves around on three skeletal dragon legs. Hidden within the ominous walls of the Gurgyl are Lorinda's kitchen/laboratory, nursery, and the Old Cauldron.

When Lorinda is encountered in her lair she has an elite challenge rating of 5 (3,600 XP).

Lair Actions​

On initiative count 20 (losing initiative ties), Lorinda takes a lair action to cause one of the following effects:
  • Lorinda can teleport to an unoccupied space adjacent to one of her Minders.
  • Lorinda commands the Gurgyl to move up to its speed.
  • Lorinda commands the Gurgyl to shake, each creature in the Gurgyl, except Lorinda, must make a DC 15 Dexterity saving throw or be knocked prone.
  • Lorinda can cast a coven spell using the Old Cauldron.* For casting these spells, Lorinda is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 14, and the spell attack bonus is +6.
    • 1st level (4 slots): identify, ray of sickness
    • 2nd level (3 slots): hold person, locate object
    • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
    • 4th level (3 slots): phantasmal killer, polymorph
    • 5th level (2 slots): contact other plane, scrying
    • 6th level (1 slot): eyebite
*Lorinda loses this action if her sisters are freed from the Old Cauldron.

 
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dave2008

Legend
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Unknown by unknown (at least by me)

Chakuna
Elite Medium humanoid (human, shapechanger) , neutral
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Armor Class 15 (unarmored defense)
Hit Points 240 ((16d8 + 48)x2; bloodied 120)
Speed 30 ft., 40 ft. in panther form
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STRDEXCONINTWISCHA
17 (+3)15 (+2)16 (+3)12 (+1)14 (+2)12 (+1)
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Savings Throws Str +6, Con +8
Skills Acrobatics +5, Athletics +6, Perception +8, Stealth +5
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 6 (4,600 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Chakuna is first bloodied, all conditions and effects she is suffering end for her, her abilities recharge, and she can use her Elite Actions.

Feline Speed (2/ Short Rest, Panther Form Only). When Chakuna takes the Dash action she can move at 4 times her speed (160 ft.) during this movement.

Keen Hearing and Smell. Chakuna has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Panther or Hybrid Form Only). If Chakuna moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Regeneration. Chakuna regains 10 hit points at the start of each of her turns. If Chakuna takes damage from a silver weapon, this trait doesn’t function at the start of her next turn. Chakuna dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Standing Leap (Panther or Hybrid Form Only). Chakuna's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Shapechanger. Chakuna can use her action to polymorph into a panther-humanoid hybrid or into a panther, or back into her true form, which is humanoid. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

ACTIONS
Multiattack. In humanoid form, Chakuna makes two scimitar attacks or two longbow attacks. In hybrid form, she can attack like a humanoid or make two claw attacks. In panther form, she makes two claw attacks.

Bite (Panther or Hybrid Form Only). Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werepanther lycanthropy.

Claw (Panther or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 600/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

BONUS ACTIONS
Feline Agility (Panther Form Only).
Chakuna takes the Dash or Disengage action.

Rage (4/Day). Chakuna enters a rage for 1 minute. The rage ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature since her last turn or taken damage since then. Chakuna can also end her rage with a bonus action. While raging, Chakuna gain the following benefits:
  • She has advantage on Strength checks and Strength saving throws.
  • She gains a +3 bonus to her melee damage rolls.
  • You has resistance to bludgeoning, piercing, and slashing damage.
Throat Bite (Panther or Hybrid Form Only). Chakuna can make a bite attack against a prone or incapacitated creature or a creature she has grappled.

LEGENDARY ACTIONS
Chakuna 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. Chakuna regains spent legendary actions at the start of her turn

Feline Escape. Chakuna can take the Disengage action.
Rake. Chakuna can make a claw attack against a creature she is grappling.

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

Standing Pounce (Cost 2 actions). Chakuna makes standing leap. If she lands in an occupied space of a Large or smaller creature it must make a DC 14 Strength saving throw or be pushed 5 feet, knocked prone, and Chakuna can make two claw attacks targeting the creature. On a successful save, Chakuna lands in an unoccupied space adjacent to the target and makes one claw attack against the target. This movement does not provoke opportunity attacks.
 
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dave2008

Legend
Dear followers of this thread, you may have noticed that my next project is providing 5e stats for several of the Darklords from VGtR. I am currently planning on providing stats for all the Darklords that are given a write-up. However, there are several more Darklords listed by name only. If anyone would like to see stats for those Darklords, just let me know the Darklord, the Domain, and where I can find some information about them. Thanks!
 

dave2008

Legend
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When the wind turns by Roiuky

Lion
Medium beast, unaligned
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Armor Class 13
Hit Points 44 (8d8 + 24; bloodied 22)
Speed 40 ft.
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STRDEXCONINTWISCHA
18 (+4)16 (+3)16 (+3)3 (-4)12 (+1)10 (+8)
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Saving Throws Dex +5, Wis +3
Skills Athletics +5, Perception +5, Stealth +7
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 1 (200 XP) Proficiency Bonus +2
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Feline Speed (2/ Short Rest). When the lion takes the Dash action it can move at 4 times its speed (160 ft.) during this movement.

Savanah Hunter. The lion has advantage on Dexterity (Stealth) checks to Hide if it is in a dry (brown) grassland.

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

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

Pounce. If the lion 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 14 Strength saving throw or be knocked prone.

ACTIONS
Multiattack. The lion makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Additionally, if the lion hits the same target with two claw attacks on the same turn, the target is also grappled.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

BONUS ACTION
Feline Agility.
The lion can take the Dash or Disengage action.

Ferocious Bite. The lion can make a bite attack against a prone or incapacitated creature or a creature it has grappled.

REACTIONS
Throat Bite. If a creature ends its turn grappled by the lion, the lion makes a bite attack against it with advantage.
 
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