D&D 5E 5e Updates: Monstrous Compendium


log in or register to remove this ad

Gregory Efs

Villager
Is it possible to get the Nightwalker, pretty please? It's amazing how we still don't have one of the most iconic undead in dnd in A5E and this thread is consistently pure gold
 

dave2008

Legend
Is it possible to get the Nightwalker, pretty please? It's amazing how we still don't have one of the most iconic undead in dnd in A5E and this thread is consistently pure gold
Happy to make one. I will need to do a little research into older versions as I am only familiar with the 5e one. So it will take a little longer, but I think it is an interesting monster.
 
Last edited:

dave2008

Legend
1669371375382.png

Nightwalker by Alaiaorax

NightwalkerChallenge 20
Huge undead, ltpically chaotic evil25,000 XP
1599771485172.png

Armor Class 18 (Natural Armor)
Hit Points 297 (22d12 + 154; bloodied 148)
Speed 50 ft., fly 50 ft.
1599771486387.png

STRDEXCONINTWISCHA
22 (+6)19 (+4)24 (+7)20 (+5)19 (+4)18 (+4)
1599771488291.png

Saving Throws Dex +10, Con +13
Skills Intimidation + 10, Stealth +16
Damage Resistances acid, fire, lightning, thunder; nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrofoed, poisoned, prone, restrained
Senses Darkvision 120 ft., Passive Perception 14
Languages --
Proficiency Bonus +6; Maneuver DC 20
1599771489448.png

Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t be revived except by a wish spell.

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

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

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

Void Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw, or take 14 (4d6) cold damage. Undead are immune to this aura.

ACTIONS
Multiattack. The nightwalker makes two Slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 21 (6d6) necrotic damage and if the target is Medium or smaller it must make a DC 20 Strength saving throw or be grappled.

Crush Item The nightwalker attempts to destroy one Large or smaller item in its grasp. Roll a d10 and permanently subtract the result from the items damage roll (weapons), AC (armor), or hit points (items). If this penalty reaches -5, the item is destroyed. Magical items gain a +1 bonus against this attack for each step in rarity above common. Artifacts are immune to this attack.

Vile Gaze. The nightwalker glares at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 55 (10d10) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Gaze for the next 24 hours.

Finger of Doom (1/Rest). The nightwalker points at a creature it can see within 60 feet. The target is wracked with negative energy and must make a DC 21 Constitution saving throw, taking 120 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 under the nightwalker's control at the start of the nightwalker's next turn.

Innate Spellcasting. The nightwalker casts one of the following spells requiring no verbal or material components and using Constitution as the spellcasting ability (spell save DC 21):

At will: darkness, detect magic, confusion
3/day each: dispel magic, hold person
1/day: cloud kill

BONUS ACTIONS
Shadow Teleport (Recharge 5-6). As long as it is not in sunlight, the nightwalker teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space.

REACTIONS
The nightwalker can take up to two reactions per round but only one per turn. If a condition or effect would prevent the nightwalker from using a reaction, it can make a DC 15 Constitution check, ending the condition or effect on a success at the cost of one of its reactions.

Disarm. If a creature ends its turn grappled by the nightwalker it can attempt to remove one item from it. The creature must make a DC 20 Strength saving throw or have on item: weapon, armor, or item, removed from it. The creature is no longer grappled and falls prone in a space adjacent to the nightwalker.

Fling. One Large or smaller object held or creature grappled by the nightwalker can be thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Spiteful Rebuke. In response to being hit by an attack, the nightwalker curses the attacker, dealing 10 (3d6) necrotic damage and the attacker must make a DC 21 Wisdom saving throw or it gains a level of fatigue.
 
Last edited:


dave2008

Legend
OK, as many of you know I really like dragons. So every 12-24 months I get the itch to revise my take on dragons. I am getting that itch again. My initial reason to revise my dragons was that I think they are too complex. I want to find a way to make them interesting and dangerous foes without being so cumbersome. So, are you interested in seeing a new take on dragons?
 

RoughCoronet0

Dragon Lover
OK, as many of you know I really like dragons. So every 12-24 months I get the itch to revise my take on dragons. I am getting that itch again. My initial reason to revise my dragons was that I think they are too complex. I want to find a way to make them interesting and dangerous foes without being so cumbersome. So, are you interested in seeing a new take on dragons?
Will they replace the current iteration? Or be another variant? I like your current version of the Chromatic Dragons but I also love having plenty of variant options so that each dragon I make can be more unique even if they are of the same sub-species.

Also do you plan on making Metallic and Gem dragons as well?
 

dave2008

Legend
Will they replace the current iteration? Or be another variant? I like your current version of the Chromatic Dragons but I also love having plenty of variant options so that each dragon I make can be more unique even if they are of the same sub-species.

Also do you plan on making Metallic and Gem dragons as well?
My original plan was to replace them; however, I did think about have two versions. That just seems like to much and to confusion. I could put the old version behind a spoiler or maybe put the new versions on there own thread. I will have to think about it.

I would like to do the metallic dragons and had plan on doing them with the current version. I was just a bit burned out after completing the chromatics and never went back to do the metallics. I think these new ones will be simpler so hopefully quicker to update and create new ones. That should make it more likely I get to the metallics. I am not sure about the gem dragons. I never used them before and they have never been part of the worlds I've created. That beings said, Fizban's did make me what to give them a go.

I am also interested in making the catastrophic dragons and linnorms too.
 

RoughCoronet0

Dragon Lover
My original plan was to replace them; however, I did think about have two versions. That just seems like to much and to confusion. I could put the old version behind a spoiler or maybe put the new versions on there own thread. I will have to think about it.

I would like to do the metallic dragons and had plan on doing them with the current version. I was just a bit burned out after completing the chromatics and never went back to do the metallics. I think these new ones will be simpler so hopefully quicker to update and create new ones. That should make it more likely I get to the metallics. I am not sure about the gem dragons. I never used them before and they have never been part of the worlds I've created. That beings said, Fizban's did make me what to give them a go.

I am also interested in making the catastrophic dragons and linnorms too.
I understand if it would be easier to just maintain one set of the chromatic dragons for ease of use in the thread. I can just save the info on a Google doc when I’m next able to.

I’d love to see you tackle the Catastrophic Dragons! Their Aura abilities were so interesting and fun to use and it will be cool to see how you design transfer over those mechanics of 5e. Linnorms would be cool too.
 

dave2008

Legend
I understand if it would be easier to just maintain one set of the chromatic dragons for ease of use in the thread. I can just save the info on a Google doc when I’m next able to.

I’d love to see you tackle the Catastrophic Dragons! Their Aura abilities were so interesting and fun to use and it will be cool to see how you design transfer over those mechanics of 5e. Linnorms would be cool too.
I think I am going to save them in some capacity. I've already started on work on the new red so the old is behind a spoiler
 



dave2008

Legend
1669471763304.png

test concept by Dmitry Cherevatenko

MarutChallenge 25
Large Construct (Inevitable), lawful neutral75,000 XP
1599771485172.png

Armor Class 22 (natural armor)
Hit Points 432 (32d10 + 256; bloodied 216)
Speed 40 ft., fly 30 ft. (hover)
1599771486387.png

STRDEXCONINTWISCHA
28 (+9)12 (+1)26 (+8)19 (+4)15 (+2)18 (+4)
1599771488291.png

Saving Throws Int +12, Wis +10, Cha +12
Skills Insight +10, Intimidation +12, Perception +10
Damage Resistances cold, fire; nonmagical attacks
Damage Immunities acid, lightning, thunder, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses truesight 90 ft., Passive Perception 20
Languages all, but rarely speaks
Proficiency Bonus +8; Maneuver DC 25
1599771489448.png

Immutable Form. The marut is immune to any spell or effect that would alter its form.

Inevitable Demise. When the marut reduces a creature to 0 hit points it is knocked unconscious and banished to a teleportation circle in the Hall of Concordance in Sigil.

Inevitable Recovery (1/Rest). When the marut is first bloodied, any conditions or effects it is suffering end for it.

Justify. When the marut plane shifts an unwilling target, it is transported to a teleportation circle in the Hall of Concordance in Sigil. If a target is transported in this way, the marut can plane shift with it to the circle.

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

ACTIONS
Multiattack. The marut makes one thunder fist and one lightning fist attack. It can replace one of these with an inexorable lightning attack.

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 thunder damage and the target must make a DC 24 Constitution saving throw or be deafened for 1 minute.

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 lightning damage and the target must make a DC 24 Constitution saving throw or be blinded for 1 minute.

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage and must make a DC 24 Constitution saving throw or be paralyzed until the end of the marut's next turn.

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn.

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

At will: command (5th level), locate creature, sleep (5th level)
3/day each: plane shift, scrying, wall of force
1/day: geas (9th level)

BONUS ACTIONS
Inevitable Step. The marut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS
The marut can take up to two reactions per round but only one per turn. If a condition or effect would prevent the marut from using a reaction, the effect ends, costing the marut one of its reactions.

Unavoidable. When the marut is missed by an attack, it sends a psychic shockwave through the attacker. The target is incapacitated until the end of the marut's next turn and target must make a DC 24 Intelligence saving throw or be knocked unconscious for 1 minute.
 
Last edited:


dave2008

Legend
1669551465808.png

Inevitable by Syrupjuice

KolyarutChallenge 19
Medium construct (Inevitable), lawful neutral22,000 XP
1599771485172.png

Armor Class 20 (natural armor)
Hit Points 273 (26d8 + 156; bloodied 136)
Speed 30 ft., fly 30 ft. (hover)
1599771486387.png

STRDEXCONINTWISCHA
20 (+5)18 (+4)22 (+6)15 (+2)15 (+2)16 (+3)
1599771488291.png

Saving Throws Int +8, Wis +8, Cha +9
Skills diplomacy +9, Insight +8, Perception +8
Damage Resistances nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses Darkvision 60 ft., Passive Perception 18
Languages all
Proficiency Bonus +6; Maneuver DC 19
1599771489448.png

Immutable Form. The kolyarut is immune to any spell or effect that would alter its form.

Inevitable Recovery (1/Rest). When the kolyarut is first bloodied, any conditions or effects it is suffering end for it.

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

ACTIONS
Multiattack. The kolyarut makes three melee attacks. It can replace one of these attacks with its enervation ray.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical slashing damage plus 21 (6d6) force damage, and the kolyarut regains hit points equal the amount of necrotic damage dealt.

Vampiric Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (6d6) necrotic damage and the kolyarut regains hit points equal to half the amount of necrotic damage dealt.

Enervation Ray. The kolyarut targets one creature it can see within 120 feet of it. The creature must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage and one level of fatigue on a failed save, or half as much damage on a successful one.

Hold Person (5th-Level; V, S, Concentration). Up to four humanoids within 60 feet that the kolyarut can see make a DC 16 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on a success.

Innate Spellcasting. The kolyarut’s innate spellcasting ability is Intelligence (spell save DC 16). The kolyarut can innately cast the following spells, requiring no material components:

At will: alter self, invisibility, locate creature
3/day each: hold person (5th level), plane shift (self only), scrying
1/day: geas

BONUS ACTIONS
Inevitable Step (Recharge 5-6. The kolyarut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS
Inevitable Rebuke.
When the kolyarut is hit by a melee attack, the kolyarut can make sword attack targeting the attacker.
 
Last edited:

dave2008

Legend
1669552273002.png

Zelekhut miniature

ZelekhutChallenge 14
Large construct (Inevitable), lawful neutral11,500 XP
1599771485172.png

Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 40 ft., fly 40 ft.
1599771486387.png

STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)14 (+2)14 (+2)15 (+2)
1599771488291.png

Saving Throws Int +7, Wis +7, Cha +7
Skills Insight +7, Perception +7
Damage Resistances nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses Darkvision 60 ft., Passive Perception 17
Languages all
Proficiency Bonus +5; Maneuver DC 18
1599771489448.png

Immutable Form. The zelekhut is immune to any spell or effect that would alter its form.

Inevitable Recovery (1/Rest). When the zelekhut is first bloodied, any conditions or effects it is suffering end for it.

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

ACTIONS
Multiattack. The zelekhut makes two spiked chain attacks. It can replace one of these attacks with its enervation ray.

Spiked Chain. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage plus 14 (4d6) lightning damage and if the target is Medium or smaller it must make a DC 18 Strength or Dexterity saving throw or be grappled.

Charging Chains (Recharge 4-6). The zelekhut moves up to its speed without provoking opportunity attacks, and it can make one spiked chain attack against each creature it moves past.

Innate Spellcasting. The zelekhut’s innate spellcasting ability is Intelligence (spell save DC 15). The zelekhut can innately cast the following spells, requiring no material components:

At will: dispel magic, locate creature
3/day each: clairvoyance, hold person
1/day: hold monster

BONUS ACTIONS
Shocking Chains. One creature grappled by the zelekhut's chains must make DC 18 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

REACTIONS
Chain Parry.
The zelekhut adds 5 to its AC against one ranged attack that would hit it.
 
Last edited:



Gregory Efs

Villager
I think the attacks hitting for certain really gave it that "inevitable" vibe, as that's how things work in mechanus, so it's very flavourful and unique. Sad to see it go

Otherwise, excellent!
OK, at the request of @InternetStranger I give you the: Marut

I didn't know a lot about the Marut before making this monster, but it has changed quite a bit through the editions. I tried to capture some of the flavor of each edition. Let me know what you think!
 

dave2008

Legend
I think the attacks hitting for certain really gave it that "inevitable" vibe, as that's how things work in mechanus, so it's very flavourful and unique. Sad to see it go

Otherwise, excellent!
@Gregory Efs, I am not sure what your are talking about, all of the Marut's attacks are automatic. They sometimes have riders that allow saves, but the initial attack is auto hit:

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage...

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage....

PS the WotC Marut also allowed saving throws on its Blazing Edict and Planeshift/Justify actions as well. I just expanded the concept to its other attacks to make them more interesting.
 

Level Up: Advanced 5th Edition Starter Box

An Advertisement

Advertisement4

Top