D&D 5E 5e Updates: Monstrous Compendium

ChaosKing002

Villager
When I get over my OGL slump I'm definitely interested. I will have to review them again and see which ones should go in this thread and which ones should be moved to ASCENSION.
Figured that you would be interested in this :) Thank you for everything that you do for me and my group. your monsters can deal with their min-maxing ways haha.
 

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dave2008

Legend
Figured that you would be interested in this :) Thank you for everything that you do for me and my group. your monsters can deal with their min-maxing ways haha.
I was already aware (since about 15 mins ago), but thank you for the thought!
 

inthegreylight

Explorer
2023 5e Monstrous Compendium New Year's Resolution: Make more high CR monsters!
Exciting! I hope you do continue this thread, as 5e is a wonderful system despite the actions and/or attitudes of its corporate overlords. Your stat block design has had a huge influence in how I design my own monsters, making combat at my table more interesting than ever.

In the current iteration of the Forgotten Realms, it's been stated that the Dead Three (Bane, Bhaal, Myrkul) have returned to life. But now they're walking the earth as demigods -- they lack their former divine dominion over all things death-related, but they can have a heavier hand in mortal affairs. I think the current Dead Three would be great candidates for high CR, non-Ascension monsters, and I'd like to see your take on them!
 

dave2008

Legend
Exciting! I hope you do continue this thread, as 5e is a wonderful system despite the actions and/or attitudes of its corporate overlords. Your stat block design has had a huge influence in how I design my own monsters, making combat at my table more interesting than ever.

In the current iteration of the Forgotten Realms, it's been stated that the Dead Three (Bane, Bhaal, Myrkul) have returned to life. But now they're walking the earth as demigods -- they lack their former divine dominion over all things death-related, but they can have a heavier hand in mortal affairs. I think the current Dead Three would be great candidates for high CR, non-Ascension monsters, and I'd like to see your take on them!
That is a good idea. I did Myrkul in the old Epic Updates so I could convert him over pretty easily.
 

dave2008

Legend
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Reaper by Disse86

MyrkulChallenge 28
Large elite undead (avatar), neutral evil240,000 elite XP
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Armor Class 22 (natural armor)
Hit Points 930 (60d10 + 600); bloodied 465
Speed 60 ft., fly 120 ft.
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STRDEXCONINTWISCHA
24 (+7)26 (+8)30 (+10)30 (+10)28 (+9)28 (+9)
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Saving Throws Dex +16, Con +18, Wis+17, Cha +17
Skills Arcana +26, Deception +17, History +18, Insight +17, Intimidation +17, Perception +17, Religion +18
Damage Resistances lightning, psychic
Damage Immunities cold, necrotic, poison; damage from nonmagical attacks
Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned
Senses truesight 300 ft., Passive Perception 27
Languages All, telepathy 800 ft.
Proficiency +8; Maneuver DC 24
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Divine Rejuvenation (Elite Trait, 1/Rest). When Myrkul is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Traits and Actions for 1 hour.

Divine Might. Myrkul's attacks ignore all resistances of creatures below level/CR 18 and he deals maximum damage on the initial damage of a critical hit.

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

Divine Spellcaster.* In addition to his innate spellcasting, Myrkul knows all spells available to Wizards, Sorcerers and Warlocks and can cast each spell once per day at 9th level.

*This trait is not included in Myrkul's CR. If you wish to make use of this trait, increase his CR to 30 and award 310,000 elite XP for defeating Myrkul.

God of Death. A creature that makes a death saving throw within 1000 feet of Myrkul must roll a 15 to succeed.

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

Lord of bones. When Myrkul casts animate dead or create undead he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.

Innate Spellcasting. Myrkul's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Myrkul can innately cast the following spells requiring no components:

At will: animate dead, create undead, detect magic, detect thoughts, dispel magic, enlarge/reduce, polymorph, bestow / remove curse, scrying, sending, telekinesis
3/day each: arcane gate, creation, danse macabre, divine word, etherealness, fordiddance, (un)holy aura, symbol, teleport
1/day each: animate lich, gate, ruin, wish

DIVINE ACTIONS
Myrkul can take 5 divine actions, choosing from the options below. He can use one divine action option on his turn or at the end of another creature's turn. Any unused divine actions can be taken at the end of the round. Myrkul regains spent divine actions at the start of his turn.

Scythe of Reaping. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) magical slashing damage plus 36 (8d8) necrotic damage. The target must succeed on a DC 26 Constitution saving throw or it’s hit point maximum is decreased by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. If the target is killed by this attack, its soul is absorbed into the Scythe and can only be released if Myrkul wishes.

Arise. Myrkul draws a soul, use the stats for a Shadow Wraith, out of his scythe to fight for him. The soul rolls for his own initiative. Myrkul has total control over the soul. There can be only one soul active at time.

Elite Recovery. Myrkul 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.

Regenerate. Myrkul regenerates 30 hit points or reattaches a severed body part.

Teleport. Myrkul magically teleports up to 120 feet to an unoccupied space he can see.

Conjure Undead (Cost 2 Actions; 1/day). Myrkul conjures undead creatures whose combined hit points don’t exceed 1000. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Myrkul and obey his commands until they are destroyed, Myrkul dismisses them as a bonus action, or Myrkul is reduced to 0 hit points.

Spell Casting (Costs 2 Actions). Myrkul casts a spell.

Multiattack (Cost 3 Actions). Myrkul makes three Scythe of Reaping attacks. Myrul can cast a spell in place of two Scythe attacks.

Death’s Door (Cost 3 Actions, Recharge 6). Myrkul chooses one target within 60 feet of him and the target must make a DC 26 Constitution saving throw or have its current hit points are reduced to 1.

Disrupt Life (Costs 3 Actions). Each living creature within 60 feet of Myrkul must make a DC 26 Constitution saving throw, taking 65 (10d12) necrotic damage on a failed save, or half as much damage on a success. Any undead in the area instead gain hit points equal to the amount of necrotic damage.

ELITE ACTIONS
Dread Stare (Costs 2 Actions).
Myrkul fixes his gaze on one creature he can see within 30 feet of it. The target must succeed on a DC 26 Wisdom saving throw, becoming paralyzed for 1 minute on a failure. The paralyzed 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 Myrkul’s dread stare for the next 24 hours.

Sudden Death (Costs 4 Actions). Myrkul teleports and then makes a Scythe of Reaping attack on all targets within his reach.
 
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inthegreylight

Explorer
Looks awesome! A few questions:
Is remote death a spell from Ascension? What does it do?
Does a soul drawn out by Arise have the stats of the creature the soul came from, or something else?
I can figure out why some abilities have DC 26, but why do Dread Stare and Disrupt Life have DC 38?
 

dave2008

Legend
Looks awesome! A few questions:
Is remote death a spell from Ascension? What does it do?
It was a spell I read somewhere. I thought it was 3e Epic Spell, but I checked and I was mistaken. I will update the spells with links.
Does a soul drawn out by Arise have the stats of the creature the soul came from, or something else?
I have left it intentionally vague at the moment, as I haven't decided. I am currently think of using a fixed stat block, but I am not sure yet.

EDIT: I updated it to use a Shadow Wraith's stats. I would like to use a higher CR incorporeal undead, but I could find one that seemed appropriate.
I can figure out why some abilities have DC 26, but why do Dread Stare and Disrupt Life have DC 38?
Mistakes. I copied this from my Epic Updates and I just missed a bunch of DC's and modifiers. I have them corrected now.
 
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dave2008

Legend
FATHER LYYMRIC (WIP)


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Image by James Zhang, © Wizards of the Coast.

Description
This immense creature resembles a crystalline humanoid, with rocky plates growing along its back. Its head is flat and insectile, with three glaring yellow eyes above a fanged maw. Its arms end in long, mantis-like claws.

History
In the time of Myth Drannor, a group of high elves adept in High Magic opened a gate to the Far Realm, seeking knowledge. What they got was the creature known as Father Llymic. Averting catastrophe, they imprisoned Father Llymic's body in the Thunder Peaks, where he waited for darkness to bring him freedom.

When it came, travelers crossing the Thunder Gap, which ran near Llymic's prison, would be the first to notice something wrong and run afoul of his brood spawn. When he awoke, they would threaten all Cormyr, the Dalelands, and Sembia. Worse, a splinter sect of the church of Shar known as the Black Ice endeavored to free Father Llymic for Shar's dark glory. They camped close to his prison, seeking to release him, while some were transformed.

Sunlight is anathema to Father Llymic, and light of any kind weakens him. When Father Llymic is awake and active, he promises, the sun will never shine, and creatures of cold and darkness can take over the planet. In combat, he focuses on attacking as many creatures as possible, hoping to inflict his curse on any survivors to create more children in the coming days. Those he cannot afflict in such a way are scissored to pieces with his razor-sharp claws, or frozen solid with cold magic.

Goals
Father Llymic is an alien evil, trapped under the ice on the top of a polar mountain and working his influence subtly on the world around him. He is currently in a state of stasis, able to send an illusory avatar to interact with the world, but unable to move or battle. Father Llymic uses this avatar to lure creatures to visit his mountain, whereupon his soul chill aura can transform them into his monstrous children. He also uses this avatar to coordinate the actions of his existing minions, sending them on raids to increase their numbers. The more children of Llymic exist, the more his bonds become loosened, and eventually he will rise triumphant into the polar winter.

Father LlymricChallenge 24
Huge elite aberration (elder evil), chaotic evil150,000 elite XP
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Armor Class 20 (Natural Armor)
Hit Points 744 (48d12 + 432; bloodied 372)
Speed 50 ft. climb 50 ft., fly 50 ft.
1599771486387.png

STRDEXCONINTWISCHA
26 (+8)18 (+4)28 (+9)23 (+6)20 (+5)25 (+7)
1599771488291.png

Saving Throws Str +15, Dex +11, Con +16, Wis +12
Skills Arcana +13, Insight +12, Intimidation +14
Damage Resistances cold, poison, psychic
Damage Vulnerabilities Radiant
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses blindsight 240 ft., truesight 120 ft., Passive Perception 15
Languages all, telepathy 600 ft.
Proficiency Bonus +7; Maneuver DC 23
1599771489448.png

Anathematic Secrecy. Father Llymic 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.

Elder Evil (Elite Trait, 1/Rest). When Father Llymic 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.

Fever Dream. Any creature that takes a long rest within 1000 feet of Father Llymic's frozen form must make a DC 23 Wisdom saving throw, contracting Brood Fever on a failure.

Ice Walk. Father Llymic can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra moment.

Light Torpor. If Father Llymic is exposed to natural sunlight, he must succeed on a DC 25 Constitution saving throw at the end of his turn or slip into suspended animation, he is paralyzed and has resistance to all damage except psychic . This condition is removed when Father Llymic is in darkness for at least one round.

Limited Magic Immunity. Father Llymic 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.

Siege Monster. Father Llymic deals double damage to objects and structures.

Soul Chill Aura. Any creature that starts its turn within 30 feet of Father Llymic must make a DC 25 Constitution saving throw or gain one level of exhaustion (fatigue).

ACTIONS
Multiattack.
Father Llymic uses Summon Brood if it is available. He then makes three claw attacks. He can replace one of these with a bite or brood seed attack.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 18 (2d10+ 7) piercing damage plus 11 (2d10) cold damage and the target must make a DC 25 Constitution saving throw or gain one level of exhaustion (fatigue).

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 11 (2d10) cold damage and the target must make DC 24 or be grappled. A Medium or smaller creature grappled this way is also restrained.

Brood Seed. Melee Spell Attack. +14 to hit, reach 15 ft., one creature. Hit. Father Llymic implants a target with a brood seed and the target takes on level of exhaustion. The target must make a DC 22 Constitution saving throw at the start of each of its turns. On a failed save, the target gains one levels of exhaustion. If the target succeeds on three of saves within one minute, the effect ends for it and one level of exhaustion inflicted by the seed is removed. Additionally, one level of exhaustion caused by the seed can be removed by a greater restoration spell or if the target takes 20 radiant damage. A creature can only have one brood seed at a time. If a creature dies from the effects of the seed, it rises on its next turn as a brood spawn barbarian under the control of Father Lymric.

Summon Brood (Recharge 6). Father Llymic magically summons two brood spawn barbarians in unoccupied spaces within 60 feet of him. These brood spawns act on their own initiative count and follow Father Llymic's orders to the best of their ability.

Innate Spellcasting. Father Llymic's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no components:

At will: chill touch (17th level), cone of cold, darkness (60-foot radius), detect magic, dispel magic, sleet storm
3/day each: ice storm, wall of ice
1/day each: incendiary cloud (w/ cold damage), Storm of Vengeance (w/ freezing rain)

Psychic Avatar (1/Day). Father Llymic can create an illusory avatar as in the spell project image. Additionally, Father Llymic can use his innate spellcasting through the avatar, but all saving throws made against them have advantage.

Cone of Cold (5th-level; V, S, M). A blast of magical cold erupts from the Father Llymric'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.

LEGENDARY ACTIONS
Father Llymic 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 Father Llymic has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Father Llymic regains spent legendary actions at the start of its turn.

Chill Stride (Elite Action). Father Llymic moves up to half his speed. An creature that hits him with a melee attack during this move takes 11 (2d10) cold damage.
Claw. Father Llymic makes a claw attack.
Command Brood. A brood spawn barbarian within 120 ft of Father Llymic can use its reaction to move up to half its speed and make an attack on a target of Kyuss's choice.
Elite Recovery. Father Llymic 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.
Regeneration (Elite Action). Father Llymic regenerates 30 hit points or reattaches a severed body part.
Cast a Spell (Costs 2 Actions). Father Llymic casts one of his innate spells.
Savage Claws (Elite Action; Costs 3 Actions). Father Llymic makes a claw attack against each creature within 15 feet of him.
 
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