D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Gnoll Shaman by Clark Ocleasa

Gnoll ShamanChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
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Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
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STRDEXCONINTWISCHA
11 (+0)12 (+1)14 (+2)12 (+1)14 (+2)10 (+0)
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Saving Throws Con + 4, Wis +1
Skills Arcana +3, Nature +3, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 13
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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: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Spellcasting. The gnoll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin, hold person

Entangle (1st-Level; Concentration). The gnoll casts a spell, using one of its spell slots, to conjure grasping weeds and vines in a 20-foot square from a point the gnoll can see within 90 feet of it. A creature in the area when the spell is cast must make a DC 12 Strength saving throw or be restrained for 1 minute, or until the spell ends. A creature restrained by the plants can use its action to make a DC 12 Strength check, it freeing itself on a success. Additionally, for the duration of the spell, the area is difficult terrain.

Hold Person (2nd-Level; Concentration). The gnoll casts a spell, using one of its spell slots. The gnoll selects a Humanoid it can see within 60 of it, the target must make a DC 12 Wisdom saving throw or be paralyzed for 1 minute, or until the spell ends. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

Thunderwave (1st-Level). The gnoll casts a spell, using one of its spell slots, to create a wave of thunderous force. Each creature in a 15-foot cube originating from the gnoll must make a DC 12 Constitution saving throw, taking takes 9 (2d8) thunder damage and is pushed 10 feet on a failed save, or half as much damage on a success.



EQUIPMENT
quarterstaff, spell components
 
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dave2008

Legend
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Swordmaster by nibelwolf

Takhisis, the Dark Warrior (WIP)Challenge 15
Medium humanoid (avatar), chaotic evil26,00 Elite XP
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Armor Class 21 (+3 plate armor)
Hit Points 380 ((20d8 + 100)x2; bloodied 190)
Speed 30 ft.
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STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)15 (+2)19 (+4)18 (+4)
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Saving Throws Dex+7, Int +11, Wis +10, Cha +12
Skills Athletics +11, Intimidation +9, Perception +14
Damage Resistances acid, cold, lightning, poison; damage from nonmagical weapon attacks
Damage Immunities fire
Condition Immunities charmed, frigthened, poisoned
Senses truesight 120 ft., Passive Perception 24
Languages All, Telepathy 120 ft.
Proficiency Bonus +5; Maneuver DC 19
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Divine Nature. The warrior can’t be changed into another form against he will, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, the warrior doesn’t require air, food, drink, or sleep.

Elite Recovery. At the end of each of her turns while bloodied, the warrior ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

Magic Resistance. The temptress has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the warrior has disadvantage on the attack roll.

Dark Warrior (Elite Trait, recharges after a Short or Long Rest). When the temptress is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she uses here teleport action to teleport adjacent to another creature and make a vile greatsword attack..

ACTIONS
Multiattack. The warrior can make three melee attacks.

Slam. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage plus 14 (4d6) necrotic damage.

Vile Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 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 target must make a DC 19 Strength saving throw or suffer one of the following effects of the warrior's choice:
  • The target is pushed 15 feet.
  • The target is knocked prone.
  • The target's speed is reduced by 10 feet until the end of its next turn.
*This reduction lasts until the target finishes a long rest . The target dies if its hit point maximum is reduced to 0.

Necrotic Blast. The warrior casts a spell and green bolt streaks from it to a point within 120 feet and explodes in a 20-foot radius ball of green flames, spreading around corners. Each creature in the area makes a DC 17 Dexterity saving throw , taking 28 (8d6) necrotic damage on a failed save or half damage on a success.

Death Strike (1/Day). The warrior makes a greatsword attack on a creature. On a hit, if the creature has less than 100 hit points it is reduced to 0 hit points and dies. If the target has 100 or more hit points, it takes double damage from the attack.

Paralyzing Glare (1/Day). A creature within 90 feet that the warrior and can see it makes a DC 17 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. On a success the creature is frightened of the warrior until the end of the warrior next turn.

BONUS ACTIONS
Teleport.
The temptress magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

REACTIONS
The warrior can take two reaction per round, but only one per turn.

Parry. The warrior adds 5 to its AC against one attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon or shield.

Stunning Rebuke. In response to being hit by a melee attack, the warrior shouts a vile word of power at the attacker, dealing 10 (3d6) necrotic damage and the target is stunned until the end of its next turn.
 
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dave2008

Legend
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Dragonlance: Takhisis by Hedgefog

Takhisis, the Temptress (WIP)Challenge 15
Medium humanoid (avatar), chaotic evil26,00 Elite XP
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Armor Class 18 (Natural Armor)
Hit Points 300 ((20d8 + 60)x2; bloodied 150)
Speed 30 ft., fly 30 ft.
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STRDEXCONINTWISCHA
14 (+2)15 (+2)16 (+3)22 (+6)20 (+5)24 (+7)
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Saving Throws Dex+7, Int +11, Wis +10, Cha +12
Skills Arcana +11, Deception +12, Insight +10, Perception +10, Persuasion +12
Damage Resistances acid, cold, lightning, poison; damage from nonmagical weapon attacks
Damage Immunities fire
Condition Immunities charmed, poisoned
Senses truesight 120 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Proficiency Bonus +5; Maneuver DC 15
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Combat Caster. The temptress has advantage on saving throws to maintain concentration on a spell when she takes damage. In addition, she can use her reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.

Divine Nature. The temptress can’t be changed into another form against her will, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, the temptress doesn’t require air, food, drink, or sleep.

Elite Recovery. At the end of each of its turns while bloodied, the temptress ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .

Foresight. When the foresight spell is active, the temptress can’t be surprised and has advantage on ability checks, attack rolls , and saving throws . In addition, other creatures have disadvantage on attack rolls against the temptress.

Innate Spellcasting. The temptress’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The temptress can innately cast the following spells, requiring no material components:

At will. alter self, counterspell, darkness, Detect Magic, dispel magic, fireball, magic missile, shield, suggestion
3/rest each. banishment, dominate person, geas, greater invisibility, hold monster
1/rest each. dominate monster, foresight, imprisonment, mass suggestion, wish

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

Queen of Darkness (Elite Trait, recharges after a Short or Long Rest). When the temptress is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she uses here teleport action.

Temptress. Creatures have disadvantage on saving throws against the temptress's spells and effects that inflict the charmed condition. Creatures with immunity must also make a saving throw against such effects; however, they do so normally.

ACTIONS
Multiattack. The temptress can make two slam attacks or cast two spells. She can replace one attack with a draining kiss.

Slam. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) force damage. If the target is Medium or smaller it must make a DC 15 Strength or Dexterity saving throw or be grappled.

Charm. The temptress targets one humanoid on the same plane of existence within 60 feet, forcing it to make a DC 20 Wisdom saving throw . On a failure, the target is magically charmed for 1 day. The temptress can have up to five targets charmed at a time. The charmed creature obeys the temptress’s commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creature’s saving throw is successful or the effect ends for it, it is immune to the temptress’s Charm for 24 hours.

Draining Kiss. The temptress kisses a willing, charmed, or grappled creature. The target makes a DC 20 Constitution saving throw , taking 35 (6d10) necrotic damage on a failed save or half damage on a success. The target’s hit point maximum is reduced by the same amount until it finishes a long rest, and the temptress regains hit points equal to the same amount. If the target is charmed by the temptress, the charm ends.

Magic Missile (1st-Level; V, S). A trio of glowing darts of magical force unerringly and simultaneously strike up to three targets within 120 feet of the temptress, each dealing 10 (1d4+8) force damage.

Fireball (3rd-Level; V, S). Fire streaks from the temptress to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration). A creature within 60 feet that the temptress can see makes a DC 20 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.

BONUS ACTIONS
Teleport.
The temptress magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

REACTIONS
The temptress can take two reaction per round, but only one per turn.

Counterspell (3rd-Level; S). When a creature the temptress can see within 60 feet casts a spell, she attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the temptress makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails.

Living Shield. When a creature the temptress can see would hit it with an attack, the temptress can command a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the temptress The attack hits the charmed creature instead of the temptress.

Shield (1st-Level; V, S). When the temptress would be hit by an attack or targeted by magic missile, she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
 
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dave2008

Legend
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Five-headed Chromatic Dragon by Lie Setiawan

Takhisis, the Dragon Queen (WIP)Challenge 30
Myhtic Gargantuan dragon (avatar), Chaotic Evil310,000 Elite XP
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Armor Class 25 (Natural Armor)
Hit Points 1,230 [(30d20 + 300)x2; bloodied 615]
Speed 90 ft., climb 80 ft., fly 360 ft., swim 90 ft.
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STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)30 (+10)
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Saving Throws Str +19, Dex +9, Wis+17, Cha +19
Skills Arcana +17, Athletics +28, Intimidate +19, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; damage from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Proficiency +9; Maneuver DC 27
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Chromatic Dragon (Elite Trait, recharges after a Short or Long Rest). When Takhisis 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.

Colossal. Takhisis’s space is 100 feet by 100 feet and any creature Huge or smaller can enter her space and must do so to hit her with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Takhisis’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target. A creature that enters or starts its turn in her space, must make a DC 27 Dexterity saving throw or be hit by her claw attack. A creature in Takhisis's space has advantage on attacks that target he AC.

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

Divine Resistance (5/Rest). If Takhisis fails a saving throw, she can spend a Divine Action, if she has any available, to succeed instead.

Divine Might. Takhisis is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case she takes damage as normal.* Takhisis's attacks ignore all resistances of creatures below level/CR 20 and she scores a critical hit on a roll of 18 or greater. Additionally, if a creature fails a saving throw for one of her breathweapons by 10 or more (DC 17) the creature takes maximum damage from the breathweapon.

*Takhisis damage threshold is not figured into her Challenge Rating. Consider ignoring this trait if needed.

Divine Nature. Takhisis can’t be surprised or changed into another form against her will. Takhisis can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, Takhisis doesn’t require air, food, drink, or sleep.

Dragon Goddess. Takhisis can use any of the Dragon Tactics available to True Dragons and any trait or action available to any chromatic dragon. Additionally, Takhisis can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round: Black Dragon Lairs, Blue Dragon Lairs, Green Dragon Lairs, Red Dragon Lairs, White Dragon Lairs

Limited Magic Immunity. Unless she wishes to be affected, Takhisis is immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Takhisis has disadvantage on the attack roll.

Majestic Presence. Each creature of Takhisis’s choice that starts or ends its turn within 120 feet of her, and is aware of her, must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature frightened in this way cannot move. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Takhisis’s Majestic Presence for the next hour.

Multiple Heads. Takhisis can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious.

Innate Spellcasting. Takhisis's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Each of Takhisis's heads can innately cast the following spells noted for that head, requiring no components:

Black Head:
Blue Head:
Green Head:
Red Head:
White Head:

DIVINE ACTIONS
Takhisis can take 7 divine actions, choosing from the options below. She can use one divine action option on her turn and additionally at the end of another creature's turn. Any unused divine actions can be taken at the end of the round. Takhisis regains spent divine actions at the start of her turn.

Some of Takhisis’s divine action options are associated with her five dragon heads, her: bite, breath weapon, elemental blast, and spell casting. Once Takhisis chooses a divine action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Divine Perception. Takhisis extends her senses, makes a Wisdom (Perception) check, and gains advantage on her next attack. Additionally, Takhisis can choose one creature within 120 feet of her, if that creature fails Wisdom (Perception) contest against her check, she learns the thoughts of the creature as in the spell detect thoughts.

Teleport. Takhisis magically teleports up to 500 feet to an unoccupied space she can see.

Regenerate. Takhisis regains 30 hit points.

Unstoppable. Takhisis ends one negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.

Bite (Cost 2 ACtions). Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 65 (10d10 + 10) magical piercing damage plus 22 (4d10) damage of a type determined by Takhisis's head: acid (black), cold (white), fire (red), lightning (blue), or poison (green). Additionally, if Takhisis wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite or use a breath weapon on another target with that head until the grapple ends.

Claw (Costs 2 Actions). Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 45 (10d6 + 10) magical slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Tiamat's choice.

Elemental Blast (Costs 2 Actions). Takhisis spits a ball of elemental energy at a creature she can see within 300 feet of her. The creature is affected as if caught in one of Takhisis head’s breath weapons except taking 49 (9d10) damage, rolling to save as usual.

Spell Casting (Cost 2 Actions). Takhisis uses one of her heads to cast a spell.

Tail Attack (Cost 2 Actions). Takhisis can make on of the following attacks.
  • Tail Sting. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 45 (10d6 + 10) magical piercing damage, plus 22 (4d10) poison damage and the target is poisoned. A creature poisoned in this way looses 22 (4d10) hit points at the start of each of its turns. The target can make a saving throw at the end of each of its turns, ending this condition on itself on a success.
  • Tail Slam. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 75 (10d12 + 10) magical 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 (Cost 2 Actions/ Recharge 5-6 per head). One of Takhisis's heads exhales a blast of energy in a 300-foot line that is 10-feet wide. Each creature in the line must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 110 (18d10) damage of a type determined by Takhisis's head: acid (black), cold (white), fire (red), lightning (blue), or poison (green). On a successful save, the creature takes half as much damage. A creature that fails the saving throw also takes 22 (4d10) ongoing elemental damage of the breathweapons type. While affected by this ongoing damage, the creature cannot concentrate, take reactions, or bonus actions. A creature can use an action to end the ongoing damage. Additionally, any magic or active spell of 9th level or lower the line crosses is dispelled.

Wing Attack (Cost 3 actions). Takhisis beats her wings. Each creature within 100 feet of Takhisis must succeed on a DC 27 Dexterity saving throw or take 55 (10d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed without provoking opportunity attacks.

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

Backdraft (Costs 2 Actions). Takhisis recharges one of her breath weapons.

Chromatic Flare (Costs 3 Actions). Takhisis flares with elemental energy. Each creature of the her choice in a 120-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Chromatic Breath (Costs 7 Actions, 1/Rest). Takhisis uses all of her breath weapons in one 500-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

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

This attack recharges when each of Takhisis's heads has used its breath weapon attack at least once after Takhisis has used this action. A creature reduced to 0 hit points by this attack is disintegrated.
 
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dave2008

Legend
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Korudo - Kitsune Wizard by NikuSenpai

Arcanaloth (WIP)Challenge 12
Medium Fiend (Yugoloth), Neutral Evil8,400 XP
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Armor Class 17 (Natural Armor)
Hit Points 135 (18d8 + 54; bloodied 67)
Speed 30 ft., fly 30 ft.
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STRDEXCONINTWISCHA
17 (+3)12 (+1)16 (+3)20 (+5)16 (+3)17 (+3)
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Saving Throws Dex+5, Int +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., Passive Perception 17
Languages All, Telepathy 120 ft.
Proficiency Bonus +4; Maneuver DC 15
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Innate Spellcasting. The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:

At will: alter self, darkness, heat metal, invisibility (self only), magic missile

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

Mind Blank. When the mind blank spell is active, the arcanaloth is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition.

Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:

Cantrips (at will): fire bolt , mage hand , minor illusion , prestidigitation
1st level (4 slots): detect magic , identify , shield, floating disk
2nd level (3 slots): blur, detect thoughts, mirror image, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster, scrying
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blank

ACTIONS
Multiattack. The arcanaloth makes two claw attacks. It can replace one attack with a use of Spellcasting.

Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit. 8 (1d4 + 3) slashing damage plus 1d6 force damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If a Medium or smaller target is hit with two claw attacks on the same turn, it is also grappled.

Fire Bolt (Cantrip; V, S). Ranged Spell Attack. +9 to hit, range 120 ft., one target. Hit. 16 (3d10) fire damage.

Fireball (3rd-Level; V, S). Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.

Hold Monster (5th-Level; V, S, Concentration). A creature within 60 feet that the arcanaloth can see makes a DC 18 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.

Finger of Death (7th-Level; V, S). The aracnaloth sends negative energy coursing though a creature it can see within 60 feet of it. The creature must make a DC 17 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell turns into a zombie at the start of the arcanaloth's next turn. The zombie is permanently under the arcanaloth's control and follows its spoken commands.
  • Cast at Higher Levels. The damage increases by 2d8 for each slot level above 7th
Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

BONUS ACTIONS
Chomp.
The arcanaloth can make a bite attack against a creature it has grappled.

Daemon Step (1/Rest). The arcanaloth uses its teleport action.

REACTIONS
Counterspell (3rd-Level; S).
When a creature the arcanaloth can see within 60 feet casts a spell, the arcanaloth attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the arcanaloth makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the arcanaloth casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.

Shield (1st-Level; V, S). When the arcanaloth is hit by an attack or targeted by magic missile , they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
 
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dave2008

Legend
Proficient in Dex saves, but not Con saves?

(other comments to follow at the end of the weekend)
Originally she was proficient in both, but for CR reasons I need to drop one. Per the DMG, you are supposed consider giving monsters proficiency in a save that strengthens a weak stat. For Takhisis, Dex is that stat.

PS - thank you for the comment and I look forward to more this weekend!
 
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lichmaster

Adventurer
This thread is a gold mine! Are there any plans to convert the contents to an alphabetically or CR indexed resource page? This would massively increase its usefulness as one can see at a glance what's available or browse more easily than in a 60+ pages thread.
 

dave2008

Legend
This thread is a gold mine! Are there any plans to convert the contents to an alphabetically or CR indexed resource page? This would massively increase its usefulness as one can see at a glance what's available or browse more easily than in a 60+ pages thread.
There is a link to the Index by CR on the first post:
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Here is the link for convenience: Monsters by CR

Also, you realize they are "indexed" alphabetically and hyperlinked on the OP under each creature type spoiler tag.

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Originally she was proficient in both, but for CR reasons I need to drop one. Per the DMG, you are supposed consider giving monsters proficiency in a save that strengthens a weak stat. For Takhisis, Dex is that stat.

PS - thank you for the comment and I look forward to more this weekend!
I don't see why she would use her claw, when it costs just as many actions as a bite, but deals less damage? I'm not sure the riders on the claw makes up for that, but that is just a minor thing. She looks great!
 

dave2008

Legend
I don't see why she would use her claw, when it costs just as many actions as a bite, but deals less damage? I'm not sure the riders on the claw makes up for that, but that is just a minor thing. She looks great!
That is as intended. The original chromatic dragon said this about claw attacks:
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So it is a little nod to her original stat block (sub-optimal claw attack = no claw attack). However, I did give it a time to shine. Look at the Colossal Trait. It says:

"A creature that enters or starts its turn in her space, must make a DC 27 Dexterity saving throw or be hit by her claw attack. A creature in Takhisis's space has advantage on attacks that target he AC."

So for a benefit (advantage on attacks) you have to risk an non-action claw attack.
 

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