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D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Nereid by Benjamin Karr

UNDINE
Source: @the Jester

An undine is a water fey that looks like a beautiful. Blue-skinned, elfin-featured woman garbed in a swirling dress made of water. Usually friendly if approached with respect, the undine is as flighty and unpredictable as water itself, and is usually encountered in or near running water. If her wrath is aroused, her enemies will discover, to their chagrin, that she can use the water itself as a weapon- and if no other water is available, she can use the water she is wearing.

Keeper of Watery Secrets. An undine is usually aware of several underwater caves, areas hidden behind waterfalls, concealed coves, and similar areas. Sometimes, one will know the location of shipwrecks, submerged cities or dungeons, or lost treasures. However, the fickle undine's favor must usually be earned before it will reveal its knowledge. It might want an enemy or a local predator that it fears destroyed, a gift of pearls or shells, or some other desire fulfilled to share such information. Often, a bargain with an undine involves fulfilling some kind of whimsical or childish whim.

Undine Treasure. An undine's lair is 40% likely each to have 1d10 gems (often pearls) and 1d6 pieces of jewelry, and 15% likely each to have 1d2 pieces of magical jewelry (1-3) or miscellaneous magic items (4-6).

UndineChallenge 1
Medium fey, chaotic neutral200 XP
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Armor Class 14 (water armor)
Hit Points 21 (6d6; bloodied 10)
Speed 30 ft., swim 50 ft.
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STRDEXCONINTWISCHA
8 (-1)13 (+1)10 (+0)12 (+1)13 (+1)15 (+2)
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Saving Throws Dex +5, Wis +4
Skills Acrobatics +3, Athletics +1
Damage Resistances fire
Damage Immunities cold
Senses passive Perception 11
Languages Aquan, Sylvan
Proficiency Bonus +2; Maneuver DC 11
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Aquatic. The undine can breathe both air and water.

Green Eyes. The undine can see twice as far underwater and has advantage on Wisdom (Perception) checks that rely on sight underwater.

Water Mistress. The undine is unaffected by currents, rapids, or other hazards caused by or composed of water.

ACTIONS
Rush of Water.
The undine chooses one creature it can see within 60 feet of it and unleashes a barrage of water at it. The target must make a DC 12 Strength saving throw, taking 14 (4d6) bludgeoning damage and be moved up to 20 feet in a direction of the undine's choice on a failed save, or half as much damage on a successful one.

REACTIONS
Watery Wrath (1/Day).
When the undine first becomes bloodied, it can immediately use Rush of Water against up to three different targets.
 
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dave2008

Legend
Thank you to @the Jester for letting me repost his fey conversions that they posted over at @Sword of Spirit 's thread: Anyone converted previous edition Fey? I hope to add some artwork soon, and maybe make a few tweaks, but here you go:

Brownie (standard, CR 1/2) by @the Jester
Fossergrim (standard, CR 2) by @the Jester
Nymph (standard, CR 4) by @the Jester
Oread (standard, CR 4) by @the Jester
Spriggan (standard, CR 1) by @the Jester
Spriggan Enforcer (standard, CR 3) by @the Jester
Sylph (standard, CR 4) by @the Jester
Undine (standard, CR 1) by @the Jester

PS. I have a few more Fey linked in the OP
 

the Jester

Legend
Thank you to @the Jester for letting me repost his fey conversions that they posted over at @Sword of Spirit 's thread: Anyone converted previous edition Fey? I hope to add some artwork soon, and maybe make a few tweaks, but here you go:

Brownie (standard, CR 1/2) by @the Jester
Fossergrim (standard, CR 2) by @the Jester
Nymph (standard, CR 4) by @the Jester
Oread (standard, CR 4) by @the Jester
Spriggan (standard, CR 1) by @the Jester
Spriggan Enforcer (standard, CR 3) by @the Jester
Sylph (standard, CR 4) by @the Jester
Undine (standard, CR 1) by @the Jester

PS. I have a few more Fey linked in the OP
Glad to, and thanks for all your hard work in this thread!
 

Stalker0

Legend
Nymph
Source: 1e Monster Manual (conversion by @the Jester)
This one is a very interesting design. Normally something with this few hitpoints would be a speedbump, but the nymph possesses very strong defensive powers, and having DC 19 saves at that CR is almost unheard of, creating a truly challenging threat. I would expect any nymph that actually felt in danger would disrobe as a free action (I mean that outfit is basically made for that), and so that gaze aura is truly powerful.

So my one issue I think Unearthly beauty won't get used too much because of wary parties, so I had this idea. What if instead of stunning glance, you had something like Persuasive Chant.... a person that fails the save is forced to look at the nymph and then subject to unearthly beauty. I think that's very in flavor with the "enchantress esque" nature of the lore, and it ensures your big guns get used. At the same time, it gives players two saves before they get hit with the big effect so they have a more sporting chance.
 

dave2008

Legend
This one is a very interesting design. Normally something with this few hitpoints would be a speedbump, but the nymph possesses very strong defensive powers, and having DC 19 saves at that CR is almost unheard of, creating a truly challenging threat. I would expect any nymph that actually felt in danger would disrobe as a free action (I mean that outfit is basically made for that), and so that gaze aura is truly powerful.

So my one issue I think Unearthly beauty won't get used too much because of wary parties, so I had this idea. What if instead of stunning glance, you had something like Persuasive Chant.... a person that fails the save is forced to look at the nymph and then subject to unearthly beauty. I think that's very in flavor with the "enchantress esque" nature of the lore, and it ensures your big guns get used. At the same time, it gives players two saves before they get hit with the big effect so they have a more sporting chance.
It is definitely an interesting challenge. Jester used Wisdom for its saves, but I thought why they heck wouldn't it be Charisma based. It was the only way I could see to justify the CR. I also added a fewer other tweaks.

I like the persuasive chant idea a lot. I will get that added in some form.
 

dave2008

Legend
So my one issue I think Unearthly beauty won't get used too much because of wary parties, so I had this idea. What if instead of stunning glance, you had something like Persuasive Chant.... a person that fails the save is forced to look at the nymph and then subject to unearthly beauty. I think that's very in flavor with the "enchantress esque" nature of the lore, and it ensures your big guns get used. At the same time, it gives players two saves before they get hit with the big effect so they have a more sporting chance.
I added "Luring Song." Let me know what you think. I worry it may be to strong.
 

Stalker0

Legend
I added "Luring Song." Let me know what you think. I worry it may be to strong.
Yeah as much as I would also want it to be all party members, I think that is just too strong with these high a DC. there's too much risk the entire party could be knocked unconscious in 1 round.

As a middle ground, make it 1 target but as a bonus action.

Also I think it should be a wisdom save, this screams willpower to me.
 

dave2008

Legend
Yeah as much as I would also want it to be all party members, I think that is just too strong with these high a DC. there's too much risk the entire party could be knocked unconscious in 1 round.

As a middle ground, make it 1 target but as a bonus action.

Also I think it should be a wisdom save, this screams willpower to me.
I changed it to a Wisdom save, but I just couldn't bring myself to limit it to one person. Instead I simply made it force the creatures to look at the nymph until the end of their next turn. So they will get another save chance save. So they have to fail twice before anything bad happens. That may not be enough, so I still need to think about it some.
 

cbwjm

Hero
I changed it to a Wisdom save, but I just couldn't bring myself to limit it to one person. Instead I simply made it force the creatures to look at the nymph until the end of their next turn. So they will get another save chance save. So they have to fail twice before anything bad happens. That may not be enough, so I still need to think about it some.
Perhaps make it similar to the Medusa's gaze attack where the worst effect is if you fail by 5 or more?
 

dave2008

Legend
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.
Perhaps make it similar to the Medusa's gaze attack where the worst effect is if you fail by 5 or more?
That is already the case for Unearthly Beauty (see above), or where you suggesting I add that to Luring Song as well? I may just try that. That means you would have to fail a DC 14 check twice for the worst effect.
 

Stalker0

Legend
That is already the case for Unearthly Beauty (see above), or where you suggesting I add that to Luring Song as well? I may just try that. That means you would have to fail a DC 14 check twice for the worst effect.
I had also thought myself to include some charm effect somewhere so the new change makes sense, but what is the duration of that charm?
 



dave2008

Legend
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Bahamut, the Platinum Dragon by Joshua Raphael

Bahamut, the Platinum Dragon
Elite Gargantuan dragon (avatar), lawful good
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Armor Class 25 (Natural Armor)
Hit Points 1,560 ((40d20 + 360)x2; bloodied 780)
Speed 120 ft., climb 100 ft., fly 360 ft., swim 120 ft.
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STRDEXCONINTWISCHA
30 (+10)18 (+4)29 (+9)27 (+8)28 (+9)30 (+10)
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Saving Throws Str +19, Dex +13, Con +19, Int +18, Wis+18, Cha +19
Skills Arcana +17, Athletics +19, Diplomacy+19, Insight +18, Perception +26, Persuasion +19, Religion +17
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, force, radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, stunned
Senses darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 32 (390,000 elite XP) Proficiency +9
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Platinum Dragon (Elite Trait, recharges after a Short or Long Rest). When Bahamut 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.

Colossal. Bahamut’s space is 80 feet by 80 feet. Any creature Huge or smaller can enter his space and must do so to hit him with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Bahamut’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When Bahamut dies, his body is destroyed but his essence travels back to his domain in the Seven Heavens, and he is unable to take physical form for a time.

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

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

Magic Weapons. Bahamut’s weapon attacks are magical.

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

Regeneration. If Bahamut has at least 1 hit point, he regains 30 hit points at the start of his turn.

Siege Monster. Bahamut deals double damage to objects and structures.

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

ACTIONS
Multiattack.
Bahamut can use her Majestic Presence. He then makes two claw attacks and one bite or tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Bahamut's choice.

Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 43 (6d10 + 25) piercing damage plus 28 (8d6) force damage. Additionally, if Bahamut wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Bahamut cannot bite or use a breath weapon on another target until the grapple ends.

Tail Slam. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.

Breath Weapon(Recharge 5-6). Bahamut uses one of the following breath weapons.

Cold Breath. Bahamut exhales an icy blast in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area must make a DC 27 Constitution saving throw. taking 110 (20d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 60 fire damage. Additionally, any magic or active spell of 9th level or lower in the area ends.

Disintegration Breath. Bahamut exhales a beam of blue light that is 10 feet wide by 400 feet long. Each creature in the beam must make a DC 27 Dexterity saving throw, taking 165 (30d20) force damage on a failed save, or half as much damage on a successful one. If this attack reduces a target to 0 hit points it is disintegrated.

Exalting Breath. Bahamut exhales restoring winds in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area of Bahamut's choice regains 71 (13d10) hit points, and each creature of Bahamut's choice in the area that has been dead for 1 hour or less is restored to life with its full hit points.

Gaseous Form Breath. Bahamut exhales a gray mist that fills a 120-foot radius sphere centered on Bahamut. Each creature of Bahamut's choice in the area must make a DC 27 Constitution saving throw. On a failure the target's body is turned into a misty cloud as in the spell gaseous form for 1 minute, except any clothing or equipment worn is not transformed and instead falls to the ground.

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

At will: bless, command, cure wounds, guiding bolt, detect evil and good, protection from good and evil, scrying, sending, telekinesis
5/day each: counter spell, geas, locate creature, shield, sunbeam
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each:
gate, holy aura, prismatic, time stop, wish

Majestic Presence. Each creature of Bahamut’s choice that is within 240 feet of Bahamut and aware of him must succeed on a DC 27 Wisdom saving throw or become charmed or frightened by Bahamut, his choice. 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 Bahamut’s Majestic Presence for the next 12 hours.

BONUS ACTIONS
Change Shape.
Bahamut magically transforms into any humanoid, beast, or metallic dragon his wishes, while retain his game statistics (other than size). The transformation ends if Bahamut is reduced to 0 hit points or if he ends with a bonus action.

Divine Sense. Bahamut can detect any celestial, fiend, or undead within 240 feet of him that is not behind total cover.

Teleport (Recharge 5-6). Bahamut magically teleports up to 240 feet to an unoccupied space he can see.

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

Claw. Bahamut makes a claw attack.
Detect. Bahamut extends his senses, makes a Wisdom (Perception) check and gains advantage on his next attack.
Teleport. Bahamut uses his teleport action.
Spell Casting. Bahamut casts an at will spell.
Attack (Cost 2 actions). Bahamut makes a bite or tail attack.
Wing Attack (Cost 2 actions). Bahamut beats his wings. Each creature within 80 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 37 (6d8 + 10) bludgeon damage and be knocked prone. Bahamut can then fly up to half her flying speed.
Recharge (Costs 3 Actions). Bahamut recharges his Breath Weapon action.

ELITE ACTIONS
If Bahamut’s elite trait is active, he can use the options below as legendary actions for 1 hour after using Platinum Dragon.

Dragon King. Bahamut can use a lair action available to any metallic dragon, even if he is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Celestial Shield (Cost 2 actions). Bahamut conjures seven spectral gold dragons that protect him, he gains 72 temporary hit points until the end of his next turn.
Celestial Lances (Cost 3 Actions). Bahamut conjures 4 lances of divine light that plummet to the ground at four locations of his choice within 300 feet of him. Each creature in a 20-foot radius by 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lance only takes the damage once.
 
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dave2008

Legend
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Zakiir by Unknown

Sardior, the Ruby Dragon (WIP)
Elite Gargantuan dragon (avatar), neutral
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Armor Class 24 (Natural Armor)
Hit Points 1,404 ((36d20 + 324)x2; bloodied 702)
Speed 100 ft., climb 90 ft., fly 300 ft., swim 100 ft.
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STRDEXCONINTWISCHA
30 (+10)14 (+2)29 (+9)24 (+7)30 (+10)28 (+9)
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Saving Throws Dex +13, Con +19, Int +18, Wis+18, Cha +19
Skills Arcana +17, Insight +18, Perception +26, Persuasion +19, Religion +17
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, force, radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, stunned
Senses darkvision 360 ft., Truesight 180 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (310,000 elite XP) Proficiency +9
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Ruby Dragon (Elite Trait, recharges after a Short or Long Rest). When Sardior is first bloodied, all conditions and effects they are suffering end for them, all of their abilities recharge, and they can use his elite actions.

Colossal. Sardior’s space is 70 feet by 70 feet. Any creature Huge or smaller can enter their space and must do so to hit them with an attack with a reach or range of 10 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Sardior’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When Sardior dies, their body is destroyed but their essence travels back to their domain, and they are unable to take physical form for a time.

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

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

Magic Weapons. Sardior’s weapon attacks are magical.

Perceptive. Sardior has advantage on Wisdom (Perception) checks. Additionally, when they succeed on a Wisdom (Perception) check targeting a creature within 100 feet of them, they learn the surface thoughts of the creature as in the spell detect thoughts.

Regeneration. If Sardior has at least 1 hit point, they regain 30 hit points at the start of their turn.

Siege Monster. Sardior deals double damage to objects and structures.

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

ACTIONS
Multiattack.
Bahamut can use her Majestic Presence. He then makes two claw attacks and one bite or tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Bahamut's choice.

Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 43 (6d10 + 25) piercing damage plus 28 (8d6) force damage. Additionally, if Bahamut wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Bahamut cannot bite or use a breath weapon on another target until the grapple ends.

Tail Slam. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.

Breath Weapon(Recharge 5-6). Bahamut uses one of the following breath weapons.

Fire Breath. Bahamut exhales an icy blast in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area must make a DC 27 Constitution saving throw. taking 110 (20d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 60 fire damage. Additionally, any magic or active spell of 9th level or lower in the area ends.

Concussive Breath. Bahamut exhales a beam of blue light that is 10 feet wide by 400 feet long. Each creature in the beam must make a DC 27 Dexterity saving throw, taking 165 (30d20) force damage on a failed save, or half as much damage on a successful one. If this attack reduces a target to 0 hit points it is disintegrated.

Radiant Breath. Bahamut exhales restoring winds in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area of Bahamut's choice regains 71 (13d10) hit points, and each creature of Bahamut's choice in the area that has been dead for 1 hour or less is restored to life with its full hit points.

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

At will: bless, command, cure wounds, guiding bolt, detect evil and good, protection from good and evil, scrying, sending, telekinesis
5/day each: counter spell, geas, locate creature, shield, sunbeam
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, holy aura, prismatic, time stop, wish

Majestic Presence. Each creature of Bahamut’s choice that is within 240 feet of Bahamut and aware of him must succeed on a DC 27 Wisdom saving throw or become charmed or frightened by Bahamut, his choice. 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 Bahamut’s Majestic Presence for the next 12 hours.

BONUS ACTIONS
Change Shape.
Sardior magically transforms into any humanoid, beast, or gem dragon they wish, while retain their game statistics (other than size). The transformation ends if Sardior is reduced to 0 hit points or if they end it with a bonus action.

Teleport (Recharge 5-6). Sardior magically teleports up to 210 feet to an unoccupied space they can see.

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

Claw. Bahamut makes a claw attack.
Detect. Bahamut extends his senses, makes a Wisdom (Perception) check and gains advantage on his next attack.
Teleport. Bahamut uses his teleport action.
Spell Casting. Bahamut casts an at will spell.
Attack (Cost 2 actions). Bahamut makes a bite or tail attack.
Wing Attack (Cost 2 actions). Bahamut beats his wings. Each creature within 80 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 37 (6d8 + 10) bludgeon damage and be knocked prone. Bahamut can then fly up to half her flying speed.
Recharge (Costs 3 Actions). Bahamut recharges his Breath Weapon action.

ELITE ACTIONS
If Sardior’s elite trait is active, they can use the options below as legendary actions for 1 hour after using Ruby Dragon.

Dragon King. Bahamut can use a lair action available to any metallic dragon, even if he is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Celestial Shield (Cost 2 actions). Bahamut conjures seven spectral gold dragons that protect him, he gains 72 temporary hit points until the end of his next turn.
Celestial Lances (Cost 3 Actions). Bahamut conjures 4 lances of divine light that plummet to the ground at four locations of his choice within 300 feet of him. Each creature in a 20-foot radius by 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lance only takes the damage once.
 
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