D&D 5E 5e Updates: Monstrous Compendium

ChaosKing002

Villager
I read the whole thing before he fixed it, and I didn't even notice. What IS the main difference between the two of them anyway? Anyone?
Lichlord Vecna appears to be a slightly more offensive Acererak, while they do share the same spells and slots, Vecna does have afterthought, flight of the damned, and rotten fate. Unlike epic Aecrerak however, he lacks the mythic trait which would give him more survivability in the short term. in the long term, Vecna can heal by using his Vile Teleport which heals him for 80 hit points every turn!
Lichlord Vecna also has three reactions one of which is an uncounterable counterspell. making him more defensive against spell casters. while Acereak gets his "Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation" Vecna has the book of darkness, which grants him all its positive traits at no downsides.
 

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dave2008

Legend
Lichlord Vecna appears to be a slightly more offensive Acererak, while they do share the same spells and slots, Vecna does have afterthought, flight of the damned, and rotten fate. Unlike epic Aecrerak however, he lacks the mythic trait which would give him more survivability in the short term. in the long term, Vecna can heal by using his Vile Teleport which heals him for 80 hit points every turn!
Lichlord Vecna also has three reactions one of which is an uncounterable counterspell. making him more defensive against spell casters. while Acereak gets his "Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation" Vecna has the book of darkness, which grants him all its positive traits at no downsides.
I don't think @FitzTheRuke was talking about the mechanics. He was wondering what is there real difference story-wise / lore wise.
 

ChaosKing002

Villager
I don't think @FitzTheRuke was talking about the mechanics. He was wondering what is there real difference story-wise / lore wise.
Ahhh my mistake. let me try again haha
And story-wise, who are they beyond "Mean Liches from Oerth"?
Strangely enough, we actually know a lot more about Vecna than we do of Acererak. Vecna is a powerful lich lord from the realm of Oerth, he was a scribe for a group of wizards and decided he was done doing that when he killed them all. he eventually amassed an army of darkness (cymbal crash) when he was betrayed by his second in command Ka's (can't wait for that stat block). they both wound up in the domains of dread where Vecna escaped his imprisonment and worked to become a god (this stat block being before his murder/banishment)

Acerekrak on the other hand is... he might also be from Oerth? He is in the same league as Vecna in terms of followers and status but has no such aspirations to do so, Acerekrak spends his time searching the multiverse for strange and wonderful evils that he stores in his evil dungeons. he is the monster on the cover of the dmg and the main villain behind tomb of annihilation
 



dave2008

Legend
And story-wise, who are they beyond "Mean Liches from Oerth"?
I don't know what they have / will be changing in 5e, but traditionally Venca wants to become a god. Ace, according to ToA doesn't have such aspirations. Instead he wants to create dungeons and gods, and torment adventurers apparently.
 

ChaosKing002

Villager
I don't know what they have / will be changing in 5e, but traditionally Venca wants to become a god. Ace, according to ToA doesn't have such aspirations. Instead he wants to create dungeons and gods, and torment adventurers apparently.
Vecna is already a god as of 3rd edition, where they listed him as a lesser god in the player's handbook, in 5th edition In the Sword Coast Adventurer's Guide (2015), Vecna is mentioned as a possible God for the Arcana Cleric Domain, as well as a Warlock patron of the Undying. our information on Ace is limited to ToA unfortunately.
 

dave2008

Legend
Vecna is already a god as of 3rd edition, where they listed him as a lesser god in the player's handbook, in 5th edition In the Sword Coast Adventurer's Guide (2015), Vecna is mentioned as a possible God for the Arcana Cleric Domain, as well as a Warlock patron of the Undying. our information on Ace is limited to ToA unfortunately.
However, the Vecna presented on DnDBeyond is specifically not the deity version. So the most current 5e version of Vecna is pre-deity.
 

ChaosKing002

Villager
However, the Vecna presented on DnDBeyond is specifically not the deity version. So the most current 5e version of Vecna is pre-deity.
I do agree that the most current version of Vecna isn't a god. however "The accompanying stat block depicts Vecna in his archlich form prior to Kas’s betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his severed hand and eye are already known artifacts." Because Vecna is now a time traveler according to the dossier. now he can consort with his other self like some sort of kingdom hearts villian.
 

Vecna is already a god as of 3rd edition, where they listed him as a lesser god in the player's handbook, in 5th edition In the Sword Coast Adventurer's Guide (2015), Vecna is mentioned as a possible God for the Arcana Cleric Domain, as well as a Warlock patron of the Undying. our information on Ace is limited to ToA unfortunately.
For Acererak, you have the original Tomb of Horror. The 2ed Return to the Tomb of Horror and of course, ToA.

Return to the Tomb of Horror has a lot of excellent lore on Acererak. It is a killer dungeon though and for high level adventurers. Of three groups that tried it, only one survived.
 

ChaosKing002

Villager
For Acererak, you have the original Tomb of Horror. The 2ed Return to the Tomb of Horror and of course, ToA.

Return to the Tomb of Horror has a lot of excellent lore on Acererak. It is a killer dungeon though and for high level adventurers. Of three groups that tried it, only one survived.
Time to do some reading, Creating a "cinematic" universe for my dnd crew so I want to include as much of the good stuff as I can. Acererak is a really interesting character so i hope they do more with him.
 

Reynard

Legend
View attachment 141316
Unknown artist

Ogre Collector
Large giant, chaotic neutral
View attachment 125996
Armor Class 12 (natural armor)
Hit Points 52 (7d10+14; bloodied 26)
Speed 40 ft.
View attachment 125997
STRDEXCONINTWISCHA
19 (+4)12 (+1)15 (+2)5 (-3)8 (-1)7 (-2)
View attachment 125998
Savings Throws Str +6, Dex +3
Skills Athletics +6, Perception +1, Stealth +3
Senses darkvision 60 ft., passive Perception 9
Languages Common, Giant
Challenge 2 (450 XP) Proficiency Bonus +2
View attachment 125999
ACTIONS
Greatclub.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. In addition, if the target is dropped to 0 hit points or less the ogre may choose to knock the target unconscious instead.

Sack. The ogre attempts to grapple a medium or smaller creature. On a successful grapple the target is stuffed into a sack and restrained. The target can be freed by using an action to use a slashing or piercing weapon to cut open the sack. The target can then exit the sack prone in an unoccupied space adjacent to the sack. Each sack can hold one Medium or two Small creatures.

BONUS ACTIONS
Bash.
The ogre makes a greatclub attack against a target restrained in its sack.
I would add the action: Sack Smash. If the ogre has a creature restrained in its sack at the start of its turn, it may slam the sack against the ground or other had surface. The creature takes 2d8+4 bludgeoning damage and must make a DC 14 Constiution saving throw or be stunned until the end of its next turn.
 




dave2008

Legend
1655368506982.png

Gnoll Marauder, 4e Monster Manual (pg 133)

Gnoll MarauderChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
1599771485172.png

Armor Class 17 (Hide Armor & Shield)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
14 (+2)12 (+1)12 (+1)10 (+0)12 (+1)8 (-1)
1599771488291.png

Saving Throws Dex +3, Con +3
Skills Athletics +4, Intimidation +3, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Action Surge (1/Rest). The gnoll can take one additional action on its turn.

Spear Duelist. The gnoll gains a +2 bonus to damage rolls with a spear (included in the attack) as long as it is wielding no other weapons.

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

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

REACTIONS
Savage Bite.
When the gnoll hits a bloodied creature with a melee attack, it can make a bite attack, with advantage, against the same target.



EQUIPMENT
Spear, Longbow, Dagger, Hide Armor
 
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dave2008

Legend
1655543847519.png

Gnoll Claw Fighter, 4e Monster Manual (pg 133)

Gnoll Flesh RipperChallenge 1/2
Medium humanoid (gnoll), Chaotic evil100 XP
1599771485172.png

Armor Class 13 (Leather Armor)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
14 (+2)14 (+2)12 (+1)10 (+0)10 (+0)8 (-1)
1599771488291.png

Saving Throws Dex +4, Con +3
Skills Acrobatics +4, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Charging Claws. If the gnoll moves at least 10 feet straight toward a Medium or smaller creature and then hits it with a claw attack on the same turn, that target automatically fails its saving throw and is grappled.

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage an the target must make a DC 12 Strength saving throw or be grappled.

Dashing Claws (Recharge 5-6). The gnoll moves up to its speed without provoking opportunity attacks, and it can make one Claw attack against each creature it moves past.

REACTIONS
Rip.
If a creature ends it turn grappled by the gnoll, the gnoll makes a claw attack, with advantage, on the creature.



EQUIPMENT
Dagger, Leather Armor
 
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dave2008

Legend
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Gnoll Hunt Master, 4e Monster Manual (pg 133)

Gnoll Hunt MasterChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
1599771485172.png

Armor Class 13 (Leather Armor)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 35 ft., climb 30 ft., swim 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
13 (+1)14 (+2)12 (+1)10 (+0)12 (+1)10 (+0))
1599771488291.png

Saving Throws Dex +4, Cha +2
Skills Acrobatics +4, Perception +5, Stealth +6
Senses Darkvision 60 ft., Passive Perception 13
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 12
1599771489448.png

Hunter's Quarry. The gnoll deals an extra 5 damage, of the attacks type, to a creature it has marked (see Longbow).

ACTIONS
Multiattack. The gnoll makes two Longbow attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, the target is marked, and the target’s speed is reduced by 10 feet until the end of its next turn.

Hyena Sense (1/Rest). The gnoll touches a hyena (including giant hyenas). As long as the gnoll maintains concentration, the gnoll can use a bonus action to see and hear what the hyena sees and hears for up to 1 hour.

BONUS ACTIONS
Hunter's Veil (2/Day). The gnoll camouflage's itself, it gains a +10 bonus to Dexterity (Stealth) checks to hide itself as long as it doesn't move and it takes no actions.



EQUIPMENT
longbow, handaxe, leather armor
 

dave2008

Legend
1655547266541.png

Gnoll Demonic Scourge, 4e Monster Manual (pg 133)

Gnoll Scourge of YeenoghuChallenge 3
Large humanoid (gnoll), Chaotic evil700 XP
1599771485172.png

Armor Class 15 (Leather Armor & Shield)
Hit Points 60 (8d10 + 16; bloodied 30)
Speed 40 ft.
1599771486387.png

STRDEXCONINTWISCHA
18 (+4)14 (+2)14 (+2)9 (-1)8 (-1)12 (+1)
1599771488291.png

Saving Throws Dex +4, Con + 4, Wis +1, Cha +3
Skills Athletics +6, Intimidation +5
Senses Darkvision 60 ft., Passive Perception 9
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 13
1599771489448.png

Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Multiattack. The gnoll makes two melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target musts make a DC 14 saving throw or be grappled.

Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must make a DC 13 Strength saving throw or be knocked prone.

BONUS ACTIONS
Quick Dash (1/Rest). The gnoll moves up to its speed.

Savage Bite. The gnoll makes a bite attack against a creature it has grappled.



EQUIPMENT
Large flail, Large Shield
 
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