D&D 5E 5e Updates: Monstrous Compendium


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dave2008

Legend
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I am not sure of the artist or who has the copyright (but I assume WotC). If I can find a better image I will swap it out.


The Dodkong (WIP)Challenge 22
Huge undead (stone giant), neutral evil41,000 XP
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Armor Class 18 (Natural Armor)
Hit Points 350 (28d12 + 168; bloodied 262)
Speed 50 ft., burrow 50 ft. (stone glide)
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STRDEXCONINTWISCHA
22 (+6)14 (+2)22 (+6)18 (+4)14 (+2)20 (+5)
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Saving Throws Dex +9, Con +13, Int +11, Wis +9
Skills Arcana +18, Deception +12, History +11, Insight +9, Perception +9, Persuasion +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical Attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses tremorsense 60 ft., truesight 120 ft., Passive Perception 19
Languages Common, Giant, Goblin, Dwarvish, Orc, Terran
Proficiency Bonus +7; Maneuver DC 13
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Crown of Obadai. While wearing the Crown of Obadai, the Dodkong has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the Dodkong has disadvantage on the attack roll. Additionally, the Dodkong is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, or ascertain his alignment.

Earth Glide. The Dodkong can burrow through nonmagical earth and stone. While doing so, the Dodkong doesn't disturb the material it moves through.

Rejuvenation. The Dodkong has a phylactery. When he is reduced to 0 hit points his body turns to fine stone dust. However, he gains a new body in 1d10 days, regaining all his lost hit points and becoming active again. The new body appears within 15 feet of the phylactery.

Stone Camouflage. The Dodkong has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

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

Undead Nature. The Dodkong doesn’t require air, sustenance, or sleep.

ACTIONS
Multiattack.
The Dodkong takes two slam attacks. It can replace one of these attacks with a paralyzing touch or petrifying touch attack.

Slam. Melee Weapon Attack. +13 to hit, reach 10 ft., one target. Hit. 16 (3d6 + 6) magical bludgeoning damage and if the target is Medium or smaller it must make a DC 21 Strength saving throw or be grappled, knocked prone, or pushed 10 feet, the Dodkong's choice.

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) cold damage. The target makes a DC 18 Constitution saving throw . On a failure, it is paralyzed until the end of its next turn.

Petrifying Touch. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: The creature begins to turn to stone and is restrained. At the end of the creature’s next turn it must make a DC 20 Constitution saving throw. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Rock. Ranged Weapon Attack. +13 to hit, range 240 ft., one target. Hit. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Spellcasting. The Dodkong cast one of the following spells, or use the Crown of Obadai to cast a spell, using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks).

At will): chill touch (17th level), dispel magic, eldritch blast (17th level), hellish rebuke*, mage hand, prestidigitation
3/day each: blight, cone of cold*, earthbind, erupting earth,
2/day each: antilife shell, geas, scrying
1/day each: disintegrate, finger of death, horrid wilting*

*These spells are detail below and assumed to be cast for CR calculation purposes.


*Cone of Cold (5th-level; V, S, M). A blast of magical cold erupts from the Dodkong's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

*Disintegrate (6th-Level; S, M). The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force, or a 10-foot-cube section thereof, is automatically destroyed. A creature makes a DC 20 Dexterity saving throw , taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points, the creature and its nonmagical gear are disintegrated, and the creature can be restored to life only with true resurrection or wish .

Eldritch Blast (Cantrip; V, S). Ranged Spell Attack. +12 to hit, range 300 ft., one to three targets. Hit. 10 (1d10 + 5) force damage per beam (4 beams).

*Finger of Death (7th-level; S). The Dodkong cast the spell Finger of Death. A creature within 60 feet makes a DC 20 Constitution saving throw , taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lich’s control at the start of the lich’s next turn.

*Horrid Wilting (8th-level; V, S, M). The Dodkong chooses a point it can see within 150 feet of it. Each creature within a 30-foot cub centered on that point must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage of a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage.

BONUS ACTIONS
Vile Curse (1/Rest).
The Dodkong chooses one creature he can see within 90 feet. The target is cursed for 1 minute. The curse ends if the target dies, or the Dodkong die or is incapacitated. Until the curse ends, the Dodkong gains gains a +7 bonus to damage rolls against the cursed target. The Dodkong can spread this curse to a new target if the original target is slain and the new target is within 90 feet of the Dodkong.

Fling. One Large or smaller object held or creature grappled by the Dodkong is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 5 (1d10) 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.

REACTIONS
Hex Armor.
If a creature cursed by the Dodkong would hit him with an attack, roll a d6. On a roll of 4 or higher the attack misses the Dodkong.

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

*Hellish Rebuke (1st-level; V, S). If the Dodkong is damaged by a creature within 60 feet of him, he can magically conjure flames that surround the target. The target must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Shadow Leap. The Dodkong surrounds himself in shadows and teleports, along with any equipment he is wearing or carrying or creature he has grappled, up to 90 feet to an unoccupied space he can see.

Shadow Recovery. The Dodkong surrounds himself in shadows and ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated.

Frightening Gaze (Costs 2 Actions). The lich Dodkong its gaze on one creature it can see within 20 feet of it. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Paralyzing Touch (Costs 2 Actions). The Dodkong uses its Paralyzing Touch.

Disrupt Life (Costs 3 Actions). Each creature within 30 feet of the Dodkong must make a DC 20 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Undead Magic (Costs 3 Actions). The Dodkong can use his spellcasting action or use the Crown of Obadai.




SPECIAL EQUIPMENT
Crown of Obadai.

Wonderous Item, artifact (requires attunement by a stone giant or undead stone giant)

While wearing this crown you have advantage on saving throws against spells and magical effects, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, and you can use an action to command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed by you for 8 hours. Stone giants have disadvantage on their saving throws. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The crown can’t be used again in this manner until 8 hours has passed.

The crown has 30 charges for the following properties. The crown regains 2d10 + 10 expended charges daily at dawn.

Dominate. When can use an action to take control of one creature Charmed by the crowns power. The creature must make a DC 20 Wisdom saving throw or be dominated as in the spell Dominate Monster.

Raise Dead. When can use an action to take control of one creature Charmed by the crowns power. The creature must make a DC 20 Wisdom saving throw or be dominated as in the spell Dominate Monster.

Spells. While wearing this crown, you can use a bonus action to cast on of the following spells: magic stone, mold earth, Alternatively, you can use an action to spend a charge or charges to cast one of the following spells: bones of earth (6 charges), charm monster (4 charges), conjure elemental (5 charges), dominate beast (4 charges), dominate monster (8 charges), earth tremor (1 charge), earthbind (2 charges), earthquake (8 charges), erupting earth (3 charges), flesh to stone (6 charges), investiture of stone (6 charges), maximilian’s earthen grasp (2 charges), move earth tremor (6 charges), , stoneskin (4 charges), stone shape (4 charges), transmute rock (5 charges), wall of stone (5 charges).
 
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dave2008

Legend
2023 5e Monstrous Compendium New Year's Resolution: Make more high CR monsters!

There are many complaints here that 5e is to easy and monsters are not challenging. Well I believe a lot of that stems from not understand the 5e system and that a solo monster should have a CR of approximately party level +10 to be a challenge. However, that leads to a problem of their not being enough monsters to challenge groups that get into levels 15+. So I am going to focus over the next year and create more high CR monsters: CR 15+.* That is my D&D new year's resolution!

PS: I started with the stone giant lich: The Dodkong

*This includes CR 11 Mythic/Elite monsters since they are XP equivalent to CR 15+
 
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OK, with the recent OGL 1.1 news I am feeling really sour about WotC and 5e. This may push me over the Paizo and PF2. If so, this thread my be dead and I might (might) translate this over to PF2.
the question with the new news is will there even be a pathfinder? it is likely they will not try to kill it if only to avoid utter legal and social mess but it might just try to skim off the top which would mean paizo will have some unpleasant choices to think about.
 

dave2008

Legend
the question with the new news is will there even be a pathfinder? it is likely they will not try to kill it if only to avoid utter legal and social mess but it might just try to skim off the top which would mean paizo will have some unpleasant choices to think about.
Agreed. I will wait to see what shakes out. I think Paizo could divorce PF2 from the OGL, they said as much shortly after they launched it. If they go that route (and offer a CC license) I may join them. I'm just venting my frustrations at this point. But even if WotC reverses course I don't know that I can go back unless they update the OGL to a 1.0(b) that just adds that it is irrevocable. I am very gloomy about it all at the moment.
 
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dave2008

Legend
KYUSS, THE WORM THAT WALKS


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Not sure of the name author or copyright (guessing WotC), any help?

Description
The Worm that Walks is a 30 foot (9 meters) tall roughly humanoid shifting mass of maggots and worms filled with the psychic imprint of a former demigod named Kyuss.

Although Kyuss has little need for modesty, it hides its gruesome form beneath a blackened and tattered cloak made from the hides of those sacrificed for its transformation. Kyuss two blazing malice filled eyes pierce forth from under its hood.

History
The true story of the being known as the Worm that Walks was a mystery to scholars, although some claimed that he was once a high priest of Orcus. The only known fact all agreed on was that the Worm that Walks was originally a demigod called Kyuss, who had lived in the ancient past as a mortal necromancer and created many aberrant undead creatures, such as the spawn of Kyuss that plagued the Underdark.

Eventually, Kyuss's wickedness made his contemporaries to exile him to the fringes of society. Rather than languishing as an outcast, he became the prophet of a wicked cult who believed in the dreaded Age of Worms. During this time Kyuss discovered the ruins of a dead civilization in an island near Maztica, known as the Wormcrawl Island by the elves of Evermeet, and claimed the site as its own, where he ruled as a god-king. In the ruins, his followers discovered ancient metal plates, which held terrible secrets but also confirmed every prophecy he had spoken.[2][5]

Through these inscriptions, Kyuss discovered how to transcend mortality at a terrible price—the lives of his congregation. On one bloody night he instructed his priests to slaughter them all, and after that Kyuss murdered the priests as well. When he was finished, he fused his essence with the foul ruins, gaining and losing his divinity in one moment. He was neither mortal nor god, and he was bound forever to the ruins. However, he was transformed into something far worse.

Some scholars believed Kyuss was related to the Far Realm-infested star Nihal. Either Kyuss was its brother or both were the same being observed from two different points in time.[6]

After the Time of Troubles, a coalition of banites, bhaalites and myrkulites uncovered ancient scrolls regarding to Kyuss, and tried to find Wormcrawl Island in hopes Kyuss would resurrect their respective gods.

Designer's Note
The Kyuss presented below is an Elite monster which is equivalent to two standard monsters. If you want to use Kyuss in the Elder Evils adventure "The Worm that Walks," you should use Kyuss without its Elite Traits & Actions and have him reach 0 Hit Points when he is bloodied. If you want to use Kyuss in the "Age of Worms" adventure path, you should Kyuss with its full compliment of Elite Traits & actions and its full Hit Points.

Goals
Kyuss hungers for conquest and a time when he is the master, the lord, and ruler of all things. To achieve this he must usher in the last age of humans, the Age of Worms. He covets this end and the rise in power to godhood it will provide him.

Kyuss (WIP)Challenge 26
Gargantuan elite aberration (elder evil), chaotic evil90,000 / 180,000 XP
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Armor Class 18 (Natural Armor)
Hit Points 975 (50d20 + 450; bloodied 487)
Speed 50 ft. burro 40 ft., climb 40 ft., swim 30 ft.
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STRDEXCONINTWISCHA
29 (+9)23 (+6)28 (+9)27 (+8)30 (+10)28 (+9)
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Saving Throws Dex +14, Con +17, Int +16, Wis +18, Cha +17
Skills Arcana +16, Athletics +17, History +16, Insight +18, Perception +18
Damage Resistances cold, poison, psychic
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical Attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses tremorsense 60 ft., truesight 240 ft., Passive Perception 28
Languages all, telepathy 600 ft.
Proficiency Bonus +8; Maneuver DC 17
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Anathematic Secrecy. Kyuss can't be targeted by divination magic and is immune to any spell or effect that would alter its form, read its thoughts, or magically influence its thoughts or behavior.

Desecration Aura. Kyuss is surround by an aura of negative energy. Unless Kyuss is incapacitated, undead creatures of its choice within 120 feet of it have advantage on saving throws against features that turn undead and they gain advantage on their attacks and saving throws while in the aura.

Elder Evil (Elite Trait, 1/Rest). When Kyuss is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use its Elite Actions and Traits.

Eldritch Aura (Elite Trait). Any creature of Kyuss's choice and within 20 feet of Kyuss has disadvantage on d20 rolls and cannot regain hit points while within the aura.

Horrifying Attack. When Kyuss Engulfs a creature, each of the creature’s allies within 120 feet of it, and that can see the attack, must make a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The saving throw is made with disadvantage if the engulfed creature is reduced to 0 hit points by the attack.

Limited Magic Immunity. Kyuss is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.

Rejuvenating Worms. If Kyuss is reduced to 0 hit points, it falls into a pile of vermin (worms, maggots, etc., use 8 swarms of insects) in the same space and that immediately attempt to escape by slithering through holes or burrowing into the earth. Any items or equipment worn or carried by Kyuss fall to ground in the area it previously occupied. Unless the swarms are destroyed, Kyuss reforms from them 24 hours later.

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

Swarm Form. Kyuss can move through a space as narrow as 1 foot wide without squeezing.

Worm Spawn. When a creature dies from an attack by Kyuss, it raises at the end of Kyuss's next turn as a Spawn of Kyuss under Kyuss's control. The Spawn acts on its own initiative count directly after Kyuss's turn.

ACTIONS
Multiattack.
Kyuss makes two melee attacks.

Mace of Kyuss. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage or slashing damage (Kyuss's choice) plus 27 (6d8) necrotic damage and must make a DC 21 Strength saving throw or be pushed 20 feet or knocked prone, Kyuss's choice. If the Kyuss scores a critical hit, it rolls the weapon damage dice three times (12d8), instead of twice.

Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 13 (3d8) necrotic damage and the target must make a DC 21 Strength saving throw or be grappled.

Desecration Beam (Elite Trait; Recharge 5-6). Kyuss magically creates a beam of sickly green light that is 600 feet long and 5 feet wide. Each creature in the beam must make a DC 25 Constition saving throw, taking 45 (10d8) necrotic damage and suffer the effects of a Vermin Smite attack on a failed save, or half as much necrotic damage on a successful one.

Engulf (Recharge 5-6). Kyuss can move up to 20 feet and enter the space of Large or smaller creatures, swallowing them in a mass of vermin. Each target must make a DC 25 Constitution saving throw or take 28 (6d8) magical piercing damage plus 28 (6d8) necrotic damage and blinded and restrained on a failed save. An Engulfed creature takes the same damage at the start of each of Kyuss's turns. An engulfed creature can use an action to make a DC 21 Dexterity or Strength saving throw to shake of the vermin. On a success, the creature is no longer restrained and can use its speed to leave Kyuss's space, treating its space as difficult terrain.

Spellcasting. Kyuss cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 25, +17 to hit with spell attacks).

At will): chill touch (17th level), counterspell, dispel magic, eldritch blast (17th level), mage hand, prestidigitation, ray of enfeeblement, scrying, shield
3/day each: animate dead, bestow curse, blight, cone of cold, raise dead, vampiric touch
2/day each: antilife shell, create undead, harm, scrying
1/day each: disintegrate, finger of death, horrid wilting, inescable malady

Cone of Cold (5th-level; V, S, M). A blast of magical cold erupts from the Dodkong's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Disintegrate (6th-Level; S, M). The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force, or a 10-foot-cube section thereof, is automatically destroyed. A creature makes a DC 20 Dexterity saving throw , taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points, the creature and its nonmagical gear are disintegrated, and the creature can be restored to life only with true resurrection or wish .

Eldritch Blast (Cantrip; V, S). Ranged Spell Attack. +12 to hit, range 300 ft., one to three targets. Hit. 10 (1d10 + 5) force damage per beam (4 beams).

Finger of Death (7th-level; S). The Dodkong cast the spell Finger of Death. A creature within 60 feet makes a DC 20 Constitution saving throw , taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lich’s control at the start of the lich’s next turn.

Horrid Wilting (8th-level; V, S, M). The Dodkong chooses a point it can see within 150 feet of it. Each creature within a 30-foot cub centered on that point must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage of a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage.

Summon Scion (Elite Action; 1/Day). Kyuss summons a Scion of Kyuss to an unoccupied area Kyuss can see within 120 feet of it.

BONUS ACTIONS
Worm Smite (Recharge 5-6).
When Kyuss hits a creature with a Slam attack, the target must make a DC 25 Dexterity saving throw or become covered in ravenous worms. While covered in worms, the creature's takes 18 (4d8) magical piercing damage at the start of each of its turns and cannot take reactions or cast or concentrate on spells. The creature can use an action to repeat the saving throw to shake of the worms, removing them on a success.

REACTIONS
In addition to its normal reaction, Kyuss can spend a legendary action to take additional reactions.

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

Shield. If Kyuss would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

Vile Worms. If a creature ends its turn grappled by Kyuss, it must make a DC 25 Constitution saving throw, taking 18 (4d8) magical piercing damage on a failed save, or half as much damage on a success.

LEGENDARY ACTIONS
Kyuss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Kyuss has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Kyuss regains spent legendary actions at the start of its turn.

Command Spawn. A Spawn of Kyuss within 120 ft of Kyuss can use its reaction to move up to half its speed and make an attack on a target of Kyuss's choice.
Eldritch Recovery. Kyuss ends one negative effect currently affecting it. Kyuss can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.
Slam. Kyuss makes a Slam attack.
Mace (Cost 2 Actions). Kyuss makes a Mace of Kyuss attack.
Quick Spell (Cost 2 Actions). Kyuss casts an at will spell.
Swarm Movement (Cost 2 Actions). Kyuss transforms into a swarm of vermin and can move up to twice its speed (100 feet). During this movement it can move through other creature's spaces and attack rolls targeting it have disadvantage.
Withering Ray (Elite Trait; Costs 3 Actions). A bolt of eldritch energy erupts from Kyuss to a creature Kyuss can see within 300 feet of Kyuss. The creature must make a DC 25 Constitution saving throw, taking 36 (8d8) necrotic damage and suffering one level of exhaustion (fatigue) on a failed saving throw, or half as much necrotic damage on a successful one.
 
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ChaosKing002

Villager
Hey Dave, Your work has been fantastic as always, Kyuss as a villain has a lot of potential. I faintly remember you had made epic spells at one point, Alpha and Omega. I know they are A) unbalanced B) Not finished but I was wondering if you still had them?
 


dave2008

Legend
Hey Dave, Your work has been fantastic as always, Kyuss as a villain has a lot of potential. I faintly remember you had made epic spells at one point, Alpha and Omega. I know they are A) unbalanced B) Not finished but I was wondering if you still had them?
Yep, it is still available (you may have to click through a few spoilers): Epic Magic

It was never finished and I am not using it for my current epic / immortal project. However, I still like some of the ideas.
 


ChaosKing002

Villager
Yep, it is still available (you may have to click through a few spoilers): Epic Magic

It was never finished and I am not using it for my current epic / immortal project. However, I still like some of the ideas.
Thank you, Dave, It was First and last word. the basis for one of my campaigns, in which the choice would be to change the world forever based on if you used the first or the last word. never finished that story sadly.
Super excited to see the Elder evils as they should be. Utterly badass and awesome
 

dave2008

Legend
Thank you, Dave, It was First and last word. the basis for one of my campaigns, in which the choice would be to change the world forever based on if you used the first or the last word. never finished that story sadly.
Super excited to see the Elder evils as they should be. Utterly badass and awesome
Last Word is there (under Elder Spells - Transmutation) and so is First Word (under Conjuration), but there is no description for First Word. I don't remember if I ever defined that or not, or if I changed my mind about i - sorry!
 

dave2008

Legend
Scion of Kyuss (WIP)Challenge 19
Gargantuan undead, neutral evil22,000 XP
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Armor Class 18 (Natural Armor)
Hit Points 330 (20d20 + 120; bloodied 165)
Speed 50 ft. burrow 30 ft., climb 30 ft., swim 30 ft.
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STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)18 (+4)16 (+3)19 (+4)
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Saving Throws Dex +6, Wis +9
Skills Athletics +13
Damage Resistances acid, cold, poison, necrotic
Condition Immunities charmed, poisoned
Senses tremorsense 120 ft., Passive Perception 13
Languages understands Common, but can't speak
Proficiency Bonus +6; Maneuver DC 13
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Limited Magic Resistance (3/Rest). The scion has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.

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

Tendrils. The scion can use a bonus action to extend or retract its tendrils. While its tendrils are extended it gains a +5 bonus to its AC against ranged attacks and all creatures within 30 feet of it must make a DC 20 Dexterity saving throw at the start of their turn or take 7 (2d6) bludgeoning damage.

Tunneler. The scion can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake

ACTIONS
Bite.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) magical piercing damage and if the target it Large or smaller it is also grappled. A creature grappled in this way is also restrained. The scion can only have one creature grappled at a time and if it has a creature grappled it can only make bite attacks against that creature.

Acidic Vomit (Recharge 6). The scion spews acid in a 60-foot cone. All creatures in the cone must make a DC 20 Constitution saving throw, taking 55 (10d10) acid damage on a failed saving throw, or half as much damage on a success.

BONUS ACTIONS
Disgorge Skeleton (Recharge 4-6). The scion regurgitates one dormant skeleton under the scion's command. The scion holds 1d6 giant skeletons in its gizzard. The skeleton lands prone within 20 feet of the scion and acts on its own initiative.

REACTIONS
Swallow.
If a creature ends its turn grappled by the scion, the scion makes a bite attack against that creature. On a hit, the target is also swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage and 14 (4d6) necrotic damage at the start of each of the scion's turns.

If the scion takes 40 damage or more on a single turn from a creature inside it, the scion must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, including any dormant skeletongs, which fall prone in a space within 20 feet of the worm. If the scion dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
 
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ChaosKing002

Villager
Last Word is there (under Elder Spells - Transmutation) and so is First Word (under Conjuration), but there is no description for First Word. I don't remember if I ever defined that or not, or if I changed my mind about i - sorry!
First word never had a description, but I took the first part of Orobous, (Restoring all life) as it was the opposite of last word (destroy everything).
 


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