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D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
So I'm not quite sure what is going on here. Are you saying for example that you expect Azalin to cast a 9th level version of globe of invul? and then thunderwave at 8th level?
Asterisks go after the word they are amending / foot noting /whatever you call it (at least in my mind). So it should be disintegrate and fireball (forgot to add fireball) and then ray of frost. All the ones I spelled out in the actions. Shield is there to let you know its use is included in the CR.

And yes, the intent is the CR assumes you are casting Fireball/disintegrate at 9th, then 8th, and then 7th level. That is why I gave those damages.
 

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dave2008

Legend
The issue is that the ** is after the ,

That makes it look weird grammar wise.
Actually, I think that is correct. I know it would go after an ending punctuation mark, but to be honest I could not find the answer regarding commas. However, I did ask my English major partner and she said it should go after the comma. So that is what I went with.

EDIT: I did a little more research and found this:

"...the U.S. Government Printing Office Style Manual, the asterisk goes before the dash, but after every other punctuation mark."

So I guess the U.S. Government agrees with me!
 

dave2008

Legend
Project Darklords is complete! I have created stats for all of the Darklords (and then some) of the 17 Domains of Dread described in Chapter 3 of Van Richten's Guide to Ravenloft. These are all based on the suggested stat blocks in Chaper 3, but I could help giving them the Elite (LevelUp's version of Mythic) treatment and customizing them a but. Let me know what you think!
 

I may be in need of a powerful lich soon, so I checked out Azalin. A question:

Hit Points 270 (18d8 + 54) x 2; bloodied 135)
I don't understand this line. So he has 540 hp in reality (270 x 2 for being elite), he gets bloodied and activates his elite trait at 135 hp damage, meaning he can use his elite traits for 405 hp and not for 130 hp?

Hit. 15 (4d4 + 5) acid damage and an additional 5 (4d4) acid damage at the end of its next turn
Some sort of erratta needed.

I really don't know anything about the Darklords, having only played the original Ravenloft (and planning on plying Curse of Stradh one day), so can't really comment.
 

dave2008

Legend
I don't understand this line. So he has 540 hp in reality (270 x 2 for being elite), he gets bloodied and activates his elite trait at 135 hp damage, meaning he can use his elite traits for 405 hp and not for 130 hp?
No, I made a mistake and forgot a parenthesis. The Elite trait is like the Mythic trait, just worded a bit differently and using the 'bloodied' mechanic instead of recharging at 0 HP. So his hit points should have read:

Hit Points 270 ((18d8 + 54) x 2; bloodied 135)

Meaning he has 270 hit points max, and his Elite Trait (Darklord) comes into effect when he is reduced to 135 hit points. Once his elite trait is active, he can use them for 1 hr and they recharge on a Short or Long rest. It doesn't matter how many hit points he has. So if he regenerates to be over 135 hit points, he can still use his elite actions.

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

Some sort of erratta needed.
Yes it should be 5 (2d4) acid damage. I have corrected both now.
I really don't know anything about the Darklords, having only played the original Ravenloft (and planning on plying Curse of Stradh one day), so can't really comment.
Nor do I, other than what I have picked up on these forums and a few wikis I just have VRGtR to go on. I have Curse of Strahd, but I have never run it or really look through it in detail.
 

dave2008

Legend
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Dungeons and Dragons Acererak by AhYou

AcererakChallenge 25
Medium undead, neutral evil75,000 XP / 150,000 mythic XP
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Armor Class 21 (Natural Armor)
Hit Points 285 (30d8 + 150; bloodied 142)
Speed 30 ft.
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STRDEXCONINTWISCHA
13 (+1)16 (+3)20 (+5)27 (+8)21 (+5)20 (+5)
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Saving Throws Dex +11, Con +13, Int +16, Wis +13
Skills Arcana +24, History +24, Insight +13, Perception +13, Religion +16
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 23
Languages Abyssal, Common, Infernal, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Proficiency Bonus +8; Maneuver DC 19
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Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead.

Lord of the Tomb (Mythic Trait, recharges after a Rest). If Acererak is reduced to 0 hit points in one of his Tombs, he doesn't die or fall unconscious. Instead, all conditions and effects he is suffering end for him, all of his abilities and spell slots recharge, he regains 285 hit points, and he can use his Mythic Actions.

Mind Blank (1 Spell Slot).* Acererak cast this spell on himself prior combat. He is immune to psychic damage, any effect that would sense his emotions or read his thoughts, divination spells, and the charmed condition.

Rejuvenation. If Acererak'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. Acererak has advantage on saving throws against any effect that turns undead.

ACTIONS
Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 21Constitution 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.

Staff. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage when used with two hands.

Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 24 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.

Spellcasting. Acererak is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Acererak has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): detect magic, ray of sickness, shield,*
2nd level (at will): arcane lock, knick, invisibility
3rd level (at will): counterspell, dispel magic, fireball,* lightning bolt
4th level (3 slots): blight, ice storm, phantasmal killer
5th level (3 slots): cloudkill, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate,*
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank*
9th level (2 slots): power word kill, time stop

*See Actions, Acererak's CR assumes he attacks with these spells, cast at the highest possible level when noted.


Disintegrate (1 spell slot).* Acererak 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 24 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 Acererak 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: 85 (13d6 + 40) force damage
Fireball.* A bright streak flashes to a point Acererak 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 24 Dexterity saving throw, taking 28(8d6) 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:

Lightning Bolt.* A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Acererak in a direction he chooses. Each creature in the line must make a DC 24 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

REACTIONS
Counterspell.
Acererak interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.

Shield. If Acererak 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
Acererak 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. Acererak regains spent legendary actions at the start of her turn

At-Will Spell. Acererak cast on of his at-will spells. Often, fireball or lightning bolt (see actions).
Paralyzing Touch (Costs 2 Actions). Acererak uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 21 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.
Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of Acererak must make a DC 21Constitution saving throw against this magic, taking 70 (20d6)necrotic damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Acererak's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Lord or the Tomb.

Teleport. Acererak teleports to an unoccupied space he can see within 60 feet of him.
Life Drain (Costs 2 Actions). Acererak selects on creatre he can see within 60 feet of him. The creature must make a DC 24 Constitution saving throw or take 28 (8d6) necrotic damage. . The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Acererak 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.
Drain Phylcatery (Cost 3 actions). Until the end of Acererak'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 Acererak is reduced to 0 hit points before the end of his next turn, he dies.

EQUIPMENT
Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
 
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dave2008

Legend
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Alice in Wonderland: Jabberwocky by AcroSauroTaurus

Jabberwock (WIP)Challenge 13
Huge fey, typically chaotic evil10,000 XP
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Armor Class 20 (Natural Armor)
Hit Points 162 (12d12 + 84; bloodied 81)
Speed 50 ft., climb 30 ft., fly 100 ft., swim 40 ft.
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STRDEXCONINTWISCHA
22 (+6)14 (+2)24 (+7)4 (-3)8 (-2)11 (+0)
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Saving Throws Str +11, Dex +7, Con +12, Int +2, Wis +3, Cha +5
Skills Athletics +11, Perception +8
Damage Vulnerabilities slashing damage from a vorpal sword
Damage Resistances piercing damage that is nonmagical
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 18
Languages --
Proficiency Bonus +5; Maneuver DC 19
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Confusing Burble. The jabberwock burbles to itself unless it is incapacitated. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a DC 18 Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn, and it rolls a d4 to determine what it does during its current turn:

1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach.

Regeneration. The jabberwock regains 10 hit points at the start of its turn. if the jabberwock takes slashing damage from a vorpal sword, this trait doesn't function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and it doesn't regenerate.

Uncanny Tracker. The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence.

ACTIONS
Multiattack. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 21Constitution 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.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage when used with two hands.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage when used with two hands.

Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage when used with two hands.

Fiery Gaze (Recharge 5–6). Unless it is blinded, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS
Bite.
The jabberwock interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.

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

Tail Attack. The jabberwock cast on of his at-will spells. Often, fireball or lightning bolt (see actions).

Unstoppable. The jabberwock ends one condition or effect it is suffering. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated.
Rend (Costs 2 Actions). The jabberwock uses his Paralyzing Touch.
Wing Attack (Costs 3 Actions). The jabberwock
 
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dave2008

Legend
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Brownie by Arthur Rackham

BROWNIE
Source: 1e Monster Manual (conversion by @the Jester)

A brownie is a small fey relative of the halfling, reputed to have mixed halfling and pixie blood. Shy but friendly to good folk, brownies usually live in isolated, pastoral settings. Some secret themselves in small villages, living alongside humans and their ilk, but most prefer to maintain a more distant relationship with their larger cousins.

A brownie stands between 18” and 24” tall and weighs about 10 lbs. It has nut-brown skin and red, curly hair. Brownies tend to wear bright green, yellow, or red clothes, usually with bright buckles on their shoes and belts.

Aid to the Good. Brownies are usually willing to aid good creatures in need when they encounter them. They distrust neutral creatures and despise evil, shunning, hindering, or even attempting to kill those whom the brownies believe to be malign.

Brownie Treasure. A group of ten to twenty brownies has a 20% chance each of having 1d6 gems, 1d4 art objects, and 1d4 potions. A group of 21 or more brownies instead has a 30% chance each of having 2d6 gems, 1d6 art objects, and 1d6 potions.

BrownieChallenge 1/2
Tiny fey, lawful good100 XP
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Armor Class 14
Hit Points 5 (2d4; bloodied 2)
Speed 30 ft.
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STRDEXCONINTWISCHA
6 (-2)18 (+4)10 (+0)14 (+2)14 (+2)13 (+1)
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Saving Throws Dex +6, Wis +4
Skills Arcana +4, Nature +4, Perception +4, Stealth +6, Survival +4
Senses passive Perception 14
Languages Halfling, Sylvan
Proficiency Bonus +2; Maneuver DC 14
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Keen Hearing and Sight. The brownie gains advantage on Wisdom (Perception) checks based on sight and hearing.

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

Fade Away. Until the end of its next turn, the brownie becomes invisible to creatures that are more than 5' away from it.

Innate Spellcasting. The bronwie's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will- dancing lights.
1/day- confusion, misty step, mirror image.
 
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dave2008

Legend
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Forest Nymph by SGTROCK117
Nymph
Source: 1e Monster Manual (conversion by @the Jester)

A nymph is a fey incarnation of beauty. Reclusive and vain, a nymph is so gorgeous that merely seeing one can blind or kill a creature. A nymph sometimes guards hidden areas of great natural beauty, preventing other creatures from despoiling it through persuasion, magic and the power of the nymph's allies.

Unearthly Beauty. As an embodiment of beauty, a nymph is a dazzling vision, often draped in diaphanous clothing that is easily removed. It is so beautiful that other creatures can sometimes acquire a small piece of its glamor; for example, a female humanoid that bathes in the same water as a nymph within 1 hour of the nymph's having done so increases its Charisma score and maximum by 2 for 24 hours. Sometimes nymph hair or blood is required by the recipes for certain magic items involving beauty or vanity.

Dalliances with Mortal Creatures. A nymph tends to enjoy romance with humans, elves, and other beautiful mortal creatures. While its flighty nature means that such relationships are usually fleeting, sometimes they result in half-nymph offspring that share a small portion of the nymph's beauty. Nymphs aren't very good parents, being too self-involved and narcissistic to pay much attention to something as needy as a child.

When a nymph is either tricked into dallying with a fiend or somehow finds itself sufficiently interested in one, such offspring show both sides of their nature as a forlarren. The nymph inevitably casts such a child out, showing no maternal instincts toward it whatsoever.

Nymph Treasure. Nymphs love beautiful things and are often showered with gifts by would-be suitors and other visitors. A nymph has a 25% chance each of having 2d6 gems and 1d4 art objects and a 20% chance each of having 1d4 potions and 1 random magic item. A group of two to six nymphs instead has a 60% chance each of having 3d8 gems and 2d6 art objects, as well as a 35% chance each of having 1d6+1 potions and 1d2 random magic items. A group of seven or more nymphs instead has a 60% chance each of having 5d10 gems and 3d6 art objects, as well as a 50% chance each to having 2d6 potions and 1d4 random magic items.

NymphChallenge 4
Medium fey, chaotic good1,100 XP
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Armor Class 13
Hit Points 36 (8d8; bloodied 18)
Speed 30 ft.
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STRDEXCONINTWISCHA
10 (+0)17 (+3)10 (+0)16 (+3)17 (+3)28 (+9)
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Saving Throws Dex +5, Int +5, Wis +5
Skills Acrobatics +5, Deception +12, Persuasion +12
Senses passive Perception 13
Languages Sylvan
Proficiency Bonus +2; Maneuver DC 13
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Unearthly Beauty. A humanoid that starts its turn within 30 feet of the nymph and doesn't avert its eyes must make a DC 19 Constitution save or be blinded. The creature can make another saving throw, with disadvantage, every 24 hours after it was initially blinded, ending the condition on itself on a success. If the nymph is nude, a creature that fails its save by 5 or more is also knocked unconscious for 1 hour. A creature that is immune to the charmed condition is immune to this effect.

A creature that averts its eyes can't see the nymph until the start of the creature's next turn.

Unnerving Beauty. A creature that targets the nymph has disadvantage on the attack roll.

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

Poison Spray. The nymph conjures poisonous gas that engulfs one creature of its choice within 10 feet of it. The Creature must make a DC 19 Constitution saving throw or take 13 (2d12) poison damage.

Stunning Glance. The nymph glances at one creature within 60 feet of it. The target must make a DC 19 Wisdom save or be stunned until the end of the nymphs next turn. If a creature fails their saving throw by 5 or more, they are stunned for 1 minute instead. A creature that is immune to the charmed condition is immune to this effect.

Luring Song (1/Rest). The nymph sings an enchanting tune. All creatures of the nymph's choice that are within 30 feet of it, and that can hear it, must make a DC 19 Wisdom saving throw or be Charmed by the nymph. If a creature that fails its save by 5 or more it is forced to look at the nymph until the end of its next turn.

Innate Spellcasting. The nymph's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will. druidcraft, guidance, poison spray, shillelagh.
3/day each. animal messenger, cure wounds, entangle, faerie fire
1/day each. call lightning, dispel magic, freedom of movement, ice storm

Ice Storm (1/Day). The nymph uses its innate casting ability to magically conjure hail that pummels a 20-foot radius by 40-foot high cylinder that the nymph can see within 300 feet of it. Each creature in the cylinder must make a DC 20 Dexterity saving throw, taking 9 (2d8) bludgeoning and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.

Call Lightning (1/Day). The nymph uses its innate casting ability to magically conjure a storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point 100 feet directly above the nymph.

The nymph chooses a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. On each of its turns until the spell ends, the nymph can use an action to call down lightning in this way again, targeting the same point or a different one.

BONUS ACTIONS
Disrobe.
The nymph removes its clothes.

REACTIONS
Wounded Glance (only when Bloodied).
If a ranged attack would hit the nymph, the nymph can glance at its attacker and the hit becomes a miss. To do so, the nymph must be able to see its attacker.
 
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dave2008

Legend
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Ena the crystalline elemental by Lily Abdullina

OREAD
Source: 3e Fiend Folio (conversion by @the Jester)

An oread is a fey creature linked to a mountain, similar to how a dryad is linked to a tree. The oread guards the natural state of its mountain against those who would exploit its resources through mining, quarrying or deforesting it. An individual miner might be warned off and sent on its way, but a large party is likely to meet utter disaster.

An oread appears as a stern, handsome woman with stony skin. Its hair appears to be made of strands of stringy lichen, and is white when snow covers its mountain peak. An oread often wears a gown or dress woven from the metals of the mountain, and many wear uncut gems taken from the hidden depths of their mountain.

Willing Host for Monsters. An oread fiercely guards her mountain's untrammeled state, and prefers the presence of monsters over that of more civilized folk, since monsters are less likely to steal away the mountain's treasures. Even a wyvern that lairs in a crack in her mountain, jealously guarding a vein of metal or gems, doesn't actually damage the natural state of the mountain. A clan of dwarves, on the other hand, is bound to tunnel and dig, stealing her mountain's very bones, and such things can't be tolerated.

Brilliant Engineers. Oreads are brilliant stoneworkers and engineers. They rarely use these skills except when arranging deadly traps for those who would exploit their home mountain. An oread has neither need nor desire to build shelter or walls. It prefers to live on the natural ledges and heights of its peak, using its abilities to create deadfalls, avalanches, rockfalls and other similar traps that use the natural surroundings.

Oread Treasure. If an oread's secret cave lair can be found, it is 90% likely to contain 2d4 gems.

OreadChallenge 4
Medium fey, lawful neutral1,100 XP
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Armor Class 18 (natural armor)
Hit Points 75 (10d6 + 40; bloodied 37)
Speed 30 ft., burrow 30 ft.
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STRDEXCONINTWISCHA
19 (+4)13 (+1)18 (+4)14 (+2)13 (+1)16 (+3)
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Saving Throws Dex +3, Con +6
Skills Survival +3
Damage Immunities cold
Senses passive Perception 11
Languages Dwarven, Sylvan, Terran
Proficiency Bonus +2; Maneuver DC 14
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Earth Glide. The oread can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Mountain Dependency. For every hour that the oread spends more than one mile from its mountain, the oread gains one level of exhaustion that it can't lose until it completes a long rest within one mile of its mountain.

ACTIONS
Multiattack.
The oread makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Innate Spellcasting. The oread can innately cast the following spells, requiring no material components and using Charisma as her spellcasting ability (save DC 13, +5 to hit with spell attacks):

3/day charm monster (will affect any creature type, but otherwise as charm person), spike growth, stone shape, transmute rock.
1/day earthquake, move earth.

Stone Tell. The oread speaks to a stone or rock area, surface or object. The stone is friendly to her, and can relate what it has overheard or felt, but has no other senses.

Mountain Step (1/Rest). The oread instantly teleports from one spot on its mountain to another with no chance of error.
 
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dave2008

Legend
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Spriggan by Blanca Martinez & Joe Sparrow

SPRIGGAN
Source: 3e Fiend Folio (conversion by @the Jester)

Spriggans are evil forest-dwelling cousins of gnomes who split from gnomekind eons ago over a joke gone wrong. Spriggans have the magical ability to grow to about the size of an ogre, often delivering a nasty surprise to enemies who underestimate it.

Spriggans are disgusting and foul, and carry a rank odor of grease and rancid flesh with them. They mat their red hair with lard to tease it into intimdiating wild shapes, and love to grow it to ridiculous lengths. A spriggan might have a wild, bushy mustache, lambchop sideburns, and a flared beard. Many work to grow exaggerated eyebrows and lashes, too. A spriggan is normally around 3' high, but when it enlarges itself, it grows to about 12' in height.

Bad Humor. Gnomes say that spriggans went bad because they can't take a joke, and there is certainly some truth to that. A spriggan that is the victim of a practical joke is most likely to respond with murderous rage, rather than laughing it off. Nonetheless, spriggans maintain the gnomish interest in jokes and pranks, albeit with a twist toward cruelty, as long as those jokes and pranks are played by the spriggans and not on them.

Spriggan Treasure. A typical spriggan carries 2d12 sp, 1d6 ep, and 2d10 gp. The lair of a pack of three to twelve spriggans also has a 25% chance each of having 1d8 x 100 sp, 1d6 x 100 gp, and 2d10 x 10 gp in trade goods. The lair of a gang of 13 to 40 spriggans instead also has a 30% chance each of having 2d6 x 250 sp, 2d10 x 100 gp, and 3d6 x 50 in trade goods, plus a 10% chance to have 1d4 potions (1-5), 1 piece of magical clothing (6-7), or 1 magic weapon (8-10).

SprigganChallenge 1
Small fey, chaotic evil200 XP
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Armor Class 15 (chain shirt)
Hit Points 22 (5d6 + 5; bloodied 11)
Speed 25 ft.
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STRDEXCONINTWISCHA
13 (+1)16 (+3)12 (+1)11 (+0)9 (-1)11 (+0)
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Saving Throws Con +3, Int +2
Skills Intimidation +2, Stealth +5
Senses darkvision 60 ft., passive Perception 9
Languages Gnomish, Common, Sylvan
Proficiency Bonus +2; Maneuver DC 13
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Gnome Cunning. The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic.

Martial Advantage. Once per turn, the spriggan can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated.

ACTIONS
Long Sword.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if wielded in both hands; or 10 (2d8+1) slashing damage if enlarged, or 12 (2d10+1) slashing damage if enlarged and wielded in both hands.

Enlarge (recharges after a short or long rest). For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available.

Innate Spellcasting. The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 10, spell attack +2). It can innately cast the following spells, requiring no material components:

At will produce flame, scare
1/day shatter
 
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dave2008

Legend
Spriggan EnforcerChallenge 3
Small fey, chaotic evil700 XP
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Armor Class 15 (chain shirt)
Hit Points 54 (12d6 + 12; bloodied 27)
Speed 25 ft.
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STRDEXCONINTWISCHA
17 (+3)16 (+3)12 (+1)14 (+2)9 (-1)13 (+1)
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Saving Throws Con +3, Int +4
Skills Insight +1, Intimidation +3, Stealth +7
Senses darkvision 60 ft., passive Perception 9
Languages Gnomish, Common, Sylvan
Proficiency Bonus +2; Maneuver DC 13
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Gnome Cunning. The spriggan has advantage on Intelligence, Wisdom, and Charisma saves against magic.

Martial Advantage. Once per turn, the spriggan can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spriggan that isn't incapacitated.

ACTIONS
Multiattack.
The spriggan attacks twice with its battle axe.

Battle Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded in both hands; or 12 (2d8+3) slashing damage if enlarged, or 14 (2d10+3) slashing damage if enlarged and wielded in both hands.

Frightful Blow (1/Rest). The spriggan makes one attack with its battle axe. If it hits, each ally of the target within 30' that can see the spriggan must succeed on a DC 11 Wisdom save or become frightened of the spriggan until the end of the spriggan's next turn.

Enlarge (recharges after a short or long rest). For 1 minute, the spriggan magically increases its size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and saves with advantage. If it lacks the room to become Large, the spriggan attains the maximum size possible for the space available.

Innate Spellcasting. The spriggan is an 8th level caster. Its innate spellcasting ability is Charisma (save DC 11, spell attack +3). It can innately cast the following spells, requiring no material components:

At will produce flame, scare
1/day shatter
 

dave2008

Legend
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Sylph by KantaKerro

SYLPH
Source: 2e Monstrous Manual (conversion by @the Jester)

A sylph resembles a beautiful female elf with gossamer wings resembling those of a dragonfly. Though the wings are only about 4' to 5' long, they allow the sylph to fly adroitly. Sylphs are said to be the result of the crossing of fey with some sort of air elemental creature; one theory suggests that nymphs and aerial servants may have dallied to create the first sylphs. Sylphs rarely descend into the lowlands, preferring higher elevations. Most sylphs live isolated lives, frolicking with the winds and flying creatures.

Lovers of Mortal Men. All sylphs are female. They reproduce by dallying with mortal males, preferring elves but sometimes accepting a halfling or human. Three months after conception, the sylph lays a silvery egg and summons an air elemental to guard it. Six months later, a delicate female child with wing buds hatches from it. The child grows approximately as fast as a human child, and its wings are grown enough for it to fly by the age of 10.

Generational Meetings. Every 28 years, a great gathering of sylphs from all over the world takes place. There, the sylphs renew friendships, welcome new members of the community, share news and rumors, and tell tales of their accomplishments.

Sylph Treasure. Sylphs favor gems. Each sylph has a 50% chance of having 2d12 gems.

SylphChallenge 4
Medium fey, neutral good1,100 XP
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Armor Class 11
Hit Points 35 (10d8 - 10; bloodied 17)
Speed 30 ft., fly 90 ft.
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STRDEXCONINTWISCHA
8 (-1)13 (+1)8 (-1)15 (+2)16 (+3)17 (+3)
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Saving Throws Dex +3, Cha +5
Skills Acrobatics +3, Persuasion +5, Stealth +3
Senses passive Perception 13
Languages Auran, Common, Sylvan
Proficiency Bonus +2; Maneuver DC 11
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Invisibility. The sylph can become invisible as a bonus action. Its invisibility lasts as long as it concentrates as if concentrating on a spell, and it doesn't end if the sylph attacks or casts a spell.

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

ACTIONS
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.

Ray of Frost. Ranged Spell Attack. +4 to hit, range 60 ft., one target. Hit. 9 (2d8) cold damage and its speed is reduced by 10 feet until the end of the slyph's next turn.

Summon Air Elemental (1/day). An air elemental appears within 60 ft. of the sylph. It is friendly to the sylph and obeys its spoken commands. The elemental remains until the sylph dismisses it or until 1 hour passes.

Innate Spellcasting. The sylph's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The sylph can innately cast the following spells, requiring no material components:

At will. blade ward, dancing lights, friends, ray of frost.
3/day each. counterspell, magic missile, magic mouth, shield, , lightning bolt, slow
1/ day each. dimension door, ice storm.

Lightning Bolt (3/Day).
The slyph uses its innate casting ability to blast a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

Ice Storm (1/Day). The slyph uses its innate casting ability to magically conjure hail that pummels a 20-foot radius by 40-foot high cylinder that the nymph can see within 300 feet of it. Each creature in the cylinder must make a DC 20 Dexterity saving throw, taking 9 (2d8) bludgeoning and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
 
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dave2008

Legend
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Fossergrim by Birgitte Gustavsen

FOSSERGRIM
Source: 3e Fiend Folio (conversion by @the Jester)

A fossergrim is a reclusive fey that is tied to a waterfall, much like a dryad is linked to her oak tree. The fossergrim appears as a handsome human male with bluish-white hair.

The fossergrim doesn't usually bother creatures that bathe or drink from its waterfall, but those who pollute it, seek to dam or divert it, or otherwise offer insult or harm to the waterfall arouse the fossergrim's wrath.

Bound to Stay Close to Home. The fossergrim draws its strength from its waterfall. If it ever leaves it, it sickens and dies.Thus, a fossergrim only travels any distance under the most extreme duress, and if it must do so, it constantly complains about its aches and pains, about its growing insecurity and apprehension, and about how vulnerable its waterfall is without the fossergrim to watch over it.

Lovers of Mortal Women. Fossergrims are notorious for seducing humanoid women, often leaving them pregnant. The child appears human at first, but as it ages, it eventually abandons its home to go seek a waterfall of its own.

Fossergrim Treasure. A fossergrim is 25% likely each to have 1d8 x 100 cp, sp, ep, and gp in the pool into which its watefall flows. It also has a 30% chance each to have 1d6 gems and pieces of jewelry.

FossergrimChallenge 2
Medium fey, neutral450 XP
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Armor Class 16 (chain)
Hit Points 37 (5d8 + 15; bloodied 18)
Speed 30 ft., swim 60 ft.
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STRDEXCONINTWISCHA
15 (+2)17 (+3)16 (+3)12 (+1)15 (+2)18 (+4)
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Saving Throws Dex +5, Wis +4
Senses passive Perception 12
Languages Common, Sylvan
Proficiency Bonus +2; Maneuver DC 13
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Power of the Splashing Waters. If the fossergrim starts its turn in splashing waters, it regains 5 hit points.

If the fossergrim is in spashing water, it has advantage on all saving throws and on attacks against creatures also in splashing water.

Waterfall Dependency. For every hour that the fossergrim spends more than 1,000' from its waterfall, the fossergrim gains one level of exhaustion that it can't lose until it completes a long rest within 1,000' of its waterfall.

ACTIONS
Multiattack.
The fossergrim makes two attacks with its battleaxe or two attacks with its longbow.

Battleaxe. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in both hands.

Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.

Enchanting Fiddle. The fossergrim plays a magical song on its fiddle. Each creature of the fossergrim's choice that is within 120 feet of it and can hear it must make a DC 14 Wisdom saving throw or be Charmed by the fossergrim for 1 minute. A creature Charmed in this way must use all of its movement on its turn to move closer to the fossergrim. A creature can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fossergrim's enchanting fiddle for the next 24 hours.
 
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