D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
That was exactly what I meant ;)
I already downloaded the epic version thus the question for the mythic one!
Thanks
OK, I read it to quickly. When you said "...the epic monster thread." I thought you were asking about Epic Monster Updates, but I skipped right past the "as" in front of it. My apologies.
 

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dave2008

Legend
I have added the Abyssal Hag a different version of the "elite" monsters I'm working on. After making this I realized this could be a fiend and not a fey, but hags are generally fey so I kept as a fey.
 



dave2008

Legend
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Treant by Donngeon Son

Ancient Treant
Elite Gargantuan plant, neutral
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Armor Class 18 (Natural Armor)
Hit Points 630 ((18d20 + 126)x2; bloodied 315)
Speed 40 ft.
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STRDEXCONINTWISCHA
26 (+8)8 (-1)25 (+7)16 (+3)21 (+5)16 (+3)
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Saving Throws STR +13, DEX +4, CON +12, WIS +10
Skills History +8, Medicine +8, Nature +10, Survival +10
Damage Resistances cold, bludgeoning, force, piercing, psychic
Condition Immunities exhaustion
Senses tremorsense 150 ft., passive perception 14
Languages common, druidic, elvish, sylvan
Challenge 15 (26,000 elite XP) Proficiency Bonus +5
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Colossal. The ancient is 75 feet tall and its space is 50 feet by 50 feet. Any creature Large or smaller can enter its space and must do so to hit it with an attack with a reach or range of 5 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of the treant's melee attacks must make a DC 21 Dexterity saving throw or take the same damage as the initial target.

False Appearance. While the ancient treant remains motionless, it is indistinguishable from a normal tree.

Minor Magic Immunity. Unless it wishes, the treant is immune to cantrips and magic that affects plants. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the treany has disadvantage on the attack roll.

Magic Weapons. The ancient treant’s weapon attacks are magical.

Regenerate. The ancient treant gains 15 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the ancient treant takes fire damage, this trait doesn’t function at the start of its next turn.

Regrow Bark (Elite Trait, recharges after a short or long rest). When the ancient treant is first bloodied, all conditions and effects it is suffering end for it and it can use its elite actions.

Siege Monster. The ancient treant deals double damage to objects and structures.

Unstoppable. The treant can spend a reaction at the end of its turn to end one effect or condition on itself.

ACTIONS
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 44 (8d8 + 8) bludgeoning damage and the target must make a DC 21 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.

Stomp. The ancient treant stomps one of its feet at a point on the ground within 15 feet of it. Any creature in a 15-foot-radius, 15-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 52 (8d10 + 8) bludgeoning damage and fall prone. Until the treant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 21 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Fling. One Huge or smaller object held or a creature grappled by the ancient treant is thrown up to 120 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) 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.

Rock. Ranged Weapon Attack: +12 to hit, range 180/600 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of the treant's next turn.

Innate Spellcasting. The ancient treant’s spell casting ability is Wisdom (spell save DC 18, +10 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:

At-Will: druidcraft, entangle, plant growth, speak with plants,
3/day each: plant growth, spike growth, wall of thorns
1/day each: control weather, imprisonment (roots instead of chains)

Animate Trees (1/Day). The treant magically animates up to four trees it can see within 240 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 480 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

LEGENDARY ACTIONS
The ancient treant can take 2 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. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The treant moves up to half its speed.
Command Tree. The treant can issue a command to an awakened tree and the tree can use a reaction to move, make an attack, or a similar action.
Attack (Costs 2 Actions). The treant makes a slam, stomp, fling, or rock attack.
Spell (Costs 3 Actions). The treant casts a spell.

ELITE ACTIONS
If the ancient treant's elite trait is active, it can use the options below as legendary actions for 1 hour after using Regrow Bark.

Entangling Roots (Cost 2 actions). Grasping roots and vines burst forth from a 40-foot square that the treant can see within 180 feet of it. Creature in the area must make a DC 18 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a DC 18 Strength check, ending the condition on itself on a success. The plants turn the ground in the area into difficult terrain.
Earthshaking stomp (Cost 3 Actions, Recharge 5-6). The treant makes a stomp attack and the area withing a 90-foot radius of the treant becomes difficult terrain for Huge and smaller creatures and two 10-foot wide by 20-foot deep fissures extend for one end of the area to another in locations the treant chooses. All creatures in the area must make a DC 20 Dexterity saving throw or be knocked prone or or fall, taking 7 (2d6) bludgeoning damage and be knocked prone if they are over a fissure. The fissures crumble at the start of the treants next turn. Creatures inside a fissure take 5d6 bludgeoning damage, are knocked prone, buried in the rubble, restrained, and the only action they can take is a DC 20 Strength (Athletics) to escape.
 
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DnD Warlord

Adventurer
SO I have a few things I have used...I would love for @dave2008 to take a look and maybe rework... here is my first one, a named knight.

Astro The Dragon Knight Medium humanoid, lawful evil

Armor Class 20 (+1 Mithril Plate) Hit Points 480 (34d12+238) Speed 30 ft.

19 Str 13 Dex 24 Con

13 Int 17 Wis 21 Cha

Saving Throws
+7 Dex +9 Wis +11 Cha

Senses Passive Perception 15

Languages Common, Elven, Draconic

Challenge 15 (26,000xp)

Legendary Resistance (3/Day). If Astro fails a saving throw, he can choose to succeed instead.

Empowered Strike. When Astro has temp hp he has advantage on attack rolls.

Ridding Mastery. When Astro is mounted he can use his reaction to make any attack that would target his mount target him instead.

Immortality. Astro has achieved immortality, so he does not age.

Mythic Encounter. When Astro first hits 240hp he can as no action gain 240temp hp, 2 legendary actions (see mystic actions) and he and if he is on his mount it gain resistance to all damage except psychic.

Actions

Multiattack. Astro Makes 2 Dragon Sword attacks or 1 Brash strike

Dragon Sword.(+3longsword) Melee Weapon Attack: +13 16(2d8+7) slashing damage

Brash Strike. Melee Weapon Attack: before making the attack Astro gains 9 temp hep, +13 16(2d8+7) slashing damage

Deadly Charge. (when mounted only; +2 lance) Melee Weapon Attack: +12 17(2d12+6) piercing damage plus +2 per 10ft his mount has moved this turn.

Mythic Actions
If Astro’s mythic trait is active, he can use 2 actions inbetween each of his turns and use the following traits:

Attack. Astro can make 1 Dragon Sword attack
Second Wind. Astro can heal himself or his mount 2d12hp
Cone of Fire. Astro can breathe out a 20ft cone of fire, all creatures in the cone take 5d10 fire damage, and can make a Dex save DC 18 for half damage
Wyvern Flight (Costs 2 Actions). If Astro is mounted on his wyvern he can have it move up to 40ft.
Surge the Heroes (Costs 2 Actions). Astro grants all of his allies within 20ft of him 3d10 temp hp and advantage on there next attack.







Wyvern mount

Large dragon, unaligned
Armor Class 16 (Barding) Hit Points 120 (13d10+39) Speed 20 ft., fly 80 ft.

Skills Perception +4
Senses Darkvision 60 Ft., passive Perception 14
Challenge 6 (2,300 XP)

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:15 (2d8+6) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage plus (7d6)poison damage. The target must make a DC 17 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
 

DnD Warlord

Adventurer
Here is another one...this one a MUCH lower level (I actually used 2 of these with some harpy's I had given 2 levels of fighter)

Harpy Bird Caller

Medium monstrosity, chaotic evil
Armor Class 11 (16 w/barkskin) Hit Points 45 (7d8+7) Speed 20 ft., fly 40 ft.
12 Str +1 13 Dex +1 12 Con +1

7 Int -2 11 Wis- 15 Cha +2
Saves Wis +2 Cha +4

Senses passive Perception 10
Languages Common
Challenge 2 (800 XP)



Innate Spellcasting. The harpy's innate spellcasting ability is Charisma (spell save DC 12 +4 attack). The harpy can innately cast the following spells, requiring no material components:

At will: detect magic, druidcraft
3/day each: counter spell, entangle, hunter’s mark
1/day each: barkskin, shillelagh

Flyby attack. The harpy can move in and out of combat when it flies without provoking opportunity attacks.

Mythic Encounter. When the harpy first hits 23hp he can as no action she gain 45 temp hp, 2 legendary actions (see mystic actions)

Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6(2d4 + 1) slashing damage.

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

Shillelagh. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7(1d8 + 2) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.

Mythic Actions
If the harpy’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:

Attack. She can make 2 attacks 1 with her claw and one with her club or shillelagh
Wing Beats. She blast a powerful wind beneath her wings All creature within 15ft cone make a Str save DC12 or be knocked prone.
Howl of the Harpy (Costs 2 Actions). The Harpy changes her voice form loving to hateful and all non harpy’s within 30ft of her that can hear her take 12(5d4) psychic damage. They can make a Cha save DC 12 for half damage.
Call Avion Aid (Costs 2 Actions). The Harpy can summon 1d4 blood hawks, these hawks arrive at the start of her next turn and take actions on her turn.
 

DnD Warlord

Adventurer
The order of the Phoenix knights are a group of psychic half elves in my world...they are 1 part jedi 1 part Jean Grey

PHENOIX KNIGHT s
Medium humanoid (half elf), Chaotic Neutral
Armor Class 16 (Inertial armor and shield) Hit Points 75 (8d10 + 16) Speed 30ft.
STR 16 (+3) DEX 12 (+1) CON 14 (+2)
10 INT (+0) WIS 11 (+0) CHA 16 (+3)
Saving Throws Con +4, Wis +2
Damage resistance: Psychic, and Fire
Senses passive Perception 10
LanguagesL Common, Elven, Telepathy 60ft
Challenge 3 (1,400 XP)

Brave. The knight has advantage on saving throws against being frightened .

Innate Spellcasting (Psionics). The knights's innate spellcasting ability is Charisma (+5 to hit and DC13). It can innately cast the following spells, requiring no components:
At will: firebolt, mage hand (the hand is invisible), mind sliver
3/day each: jump, detect thoughts

White Hot Rebirth (Mythic Encounter). Once per day when the knight dies they as no action burst into fire, and is reborn at full health. All enemies within 10ft of the knight must make a DC13 dex save or take 7(2d6)fire damage. When they return they gain 2 legendary actions (see mystic actions)

ACTIONS
Multiattack. The knight makes two melee attacks.

Kopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3(1d6) fire damage.

Fire bolt. Ranged spell Attack: +5 to hit, range 120ft., one target. Hit: 5 (ld10)+ 3(1d6) fire damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creatu.re can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
As a reaction when the knight or an ally within 20ft of them can create a firy psychic shield reducing the damage by 6(1d6+3).

Mythic Actions
If the Phoenix Knight’s mythic trait is active, she can use 2 actions inbetween each of his turns and use the following traits:

Attack. they can make 1 melee or ranged attack (including cantrips)
Inspiring Word. They can have an ally within 30ft spend a HD and heal that much.
Psychic Blast (Costs 2 Actions). They release a psychic scream that deals 5d6 psychic damage to all enemies within 30ft. Targets can make a Charisma Save DC 13 for half damage.
Dominate Person (Costs 2 Actions). They target 1 creature within 15ft and that target makes a Wisdom Save DC13 or becomes charmed. Well charmed in this way the phoenix knight controls the creature’s actions, the creature can make saves to end this at the end of everyone fo there turns.
 

dave2008

Legend
SO I have a few things I have used...I would love for @dave2008 to take a look and maybe rework... here is my first one, a named knight.

Astro The Dragon Knight Medium humanoid, lawful evil

Armor Class 20 (+1 Mithril Plate) Hit Points 480 (34d12+238) Speed 30 ft.

19 Str 13 Dex 24 Con

13 Int 17 Wis 21 Cha

Saving Throws
+7 Dex +9 Wis +11 Cha

Senses Passive Perception 15

Languages Common, Elven, Draconic

Challenge 15 (26,000xp)

Legendary Resistance (3/Day). If Astro fails a saving throw, he can choose to succeed instead.

Empowered Strike. When Astro has temp hp he has advantage on attack rolls.

Ridding Mastery. When Astro is mounted he can use his reaction to make any attack that would target his mount target him instead.

Immortality. Astro has achieved immortality, so he does not age.

Mythic Encounter. When Astro first hits 240hp he can as no action gain 240temp hp, 2 legendary actions (see mystic actions) and he and if he is on his mount it gain resistance to all damage except psychic.

Actions

Multiattack. Astro Makes 2 Dragon Sword attacks or 1 Brash strike

Dragon Sword.(+3longsword) Melee Weapon Attack: +13 16(2d8+7) slashing damage

Brash Strike. Melee Weapon Attack: before making the attack Astro gains 9 temp hep, +13 16(2d8+7) slashing damage

Deadly Charge. (when mounted only; +2 lance) Melee Weapon Attack: +12 17(2d12+6) piercing damage plus +2 per 10ft his mount has moved this turn.

Mythic Actions
If Astro’s mythic trait is active, he can use 2 actions inbetween each of his turns and use the following traits:

Attack. Astro can make 1 Dragon Sword attack
Second Wind. Astro can heal himself or his mount 2d12hp
Cone of Fire. Astro can breathe out a 20ft cone of fire, all creatures in the cone take 5d10 fire damage, and can make a Dex save DC 18 for half damage
Wyvern Flight (Costs 2 Actions). If Astro is mounted on his wyvern he can have it move up to 40ft.
Surge the Heroes (Costs 2 Actions). Astro grants all of his allies within 20ft of him 3d10 temp hp and advantage on there next attack.







Wyvern mount

Large dragon, unaligned
Armor Class 16 (Barding) Hit Points 120 (13d10+39) Speed 20 ft., fly 80 ft.

Skills Perception +4
Senses Darkvision 60 Ft., passive Perception 14
Challenge 6 (2,300 XP)

Actions



Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:15 (2d8+6) slashing damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13(2d6+6) piercing damage plus (7d6)poison damage. The target must make a DC 17 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Sure! I will take a look when I get some time.
 


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