D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Beelzebub by Tommy Suhartono

Baalzebul (WIP)Challenge 27
Large fiend (archdevil), lawful evil210,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 806 (52d10 + 520; bloodied 403)
Speed 50 ft., fly 100 ft.
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STRDEXCONINTWISCHA
27 (+8)26 (+8)30 (+10)28 (+9)29 (+9)27 (+8)
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Saving Throws Str + 16, Dex +16, Con +18, Int+17, Wis +17, Cha +16
Skills acrobatics +16, arcana +17, history +17, insight +17, perception +25, religion +17
Damage Resistances cold, lightning; poison
Damage Immunities acid, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 300 ft., Passive Perception 35
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 24
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Archduke (Elite Trait; 1/Rest). The first time Baalzebul is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Baalzebul drops to 0 hit points, and he is not in Maladomini, his body is destroyed but his essence travels back to his domain in Avernus, and is unable to take physical form for a time.

Infernal Might. While in Hell, Baalzebul's attacks ignore all resistances of creatures with less than 18 hit dice and he scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Baalzebul 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 Baalzebul has disadvantage on the attack roll.

Lord of Flies. Baalzebul can command all insects within 1 mile of him as if he had cast the spell dominate beast on them, except he only needs to use a bonus action to exert precise control. In addition, while an insect is within 120 feet of him it gains a +10 bonus to its attacks and they are considered magical, included in disgorge insects.

Lord of Maladomini. While in Maladomini, Baalzebul can’t be surprised or changed into another form against his will, he 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. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

ACTIONS
Multiattack.
Baalzebul can use his Disgorge Insects if it is available. He then makes three melee attacks. Baalzebul can replace one of these attacks with a Horrifying Gaze attack or cast an at will spell.

Biter. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: 25 (4d6 + 11) magical slashing damage plus 14 (4d6) acid damage and the target must make a DC 24 Constitution saving throw or be dazed until the end of its next turn.

Slam. Melee Weapon Attack: +16 to hit, reach 5 ft, one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 14 (4d6) necrotic damage and the target must make a DC 24 Strength saving throw or be knocked prone, pushed 10 feet, or grappled, Baalzebul's choice.

Horrifying Gaze. Ranged Spell Attack: +16 to hit, range 300ft., one target. Hit: 22 (4d10) psychic damage and the target must make a DC 24 Charisma saving throw. On a failure the target is frightened and dazed. The target may make an additional saving throw at the end of each of its turns, ending the effects on a success. Baalzebul has advantage on attacks against targets frightened by this attack.

Disgorge Insects (recharge 5-6). Baalzebul exhales ten swarms of flying infernal insects from his mouth that fill a 10-foot radius sphere centered on Baalzebul. Each swarm uses the Swarm of Insects (Wasps) stat block, except with a +13 to hit with their Bite attack. Each swarm acts as on the same initiative and otherwise acts as a whole. The swarms act as ally of Beelzebub and obey his commands. A swarm of insects remains until it dies, Beelzebub dies or is banished, or until he dismisses them as a bonus action.

The whole swarm provides 3/4 cover to Baalzebul and his allies and 1/2 cover when half or fewer of the swarms remain.

Innate Spellcasting. Baalzebul’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: Acid Arrow (6th level), Detect Evil and Good, Detect Magic, Detect Thoughts, Giant Insect, Invisibility (self only), Stinking Cloud
3/day each: Animate Dead, Contagion, Dispel Magic, Hold Monster, Insect Plague, Mirror Image, Mislead, Teleport, Vitriolic Sphere
1/day each: Plane Shift (self only), Programmed Illusion, wish (replicate another spell only)
Acid Arrow (6th level). Ranged Spell Attack: +16 to hit, range 120ft., one target. Hit: 20 (8d4) acid damage plus 15 (6d4) ongoing acid damage. On a miss the target takes half damage.

Summon Devil (3/day). Baalzebul magically summon one of the following types of devil: 1d6+2 horned devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes.

Teleport. Baalzebul teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

REACTIONS
Baalzebul can take two reactions per round, but only one per turn.

Insect Shield. If Baalzebul would be hit by a ranged attack or is the target of the magic missile spell, he commands a swarm of flies, if there are any, to use a reaction and intercept the attack, becoming the target of the attack instead of Baalzebul.

LEGENDARY ACTIONS
Baalzebul can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Baalzebul regains spent legendary actions at the start of his turn.

Elite Recovery. Baalzebul ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Baalzebul regains 20 hit points.
Bonus Actions
Fly Form. Baalzebul can polymorph into the form of a fly or back into his true form. While in the form of a fly, he retains his Intelligence, Wisdom, and Charisma scores, all other stats are that of the flies. Any equipment he is wearing or carrying is absorbed or fall off. While in fly form, Baalzebul can take the Dash, Disengage, or Dodge actions as a bonus action.
Teleport. Baalzebul uses his Teleport action.
Multiattack (Cost 2 Actions). Baalzebul makes two melee attacks. He can replace on of these attacks with a Horrify Gaze attack or to cast an at will spell.
Sickening Cadence (Cost 3 Actions). Baalzebul commands his swarm to produce a horrid magical cacophony of buzzing and chittering. Each creature in or within 60 feet of Baalzebul's swarm must make a DC 24 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is deafened, dazed and cannot concentrate as long as at least one swarm is living. A target can repeat their saving throw at the end of each of their turns, ending the effect on themselves on a success. On a success, the target takes half as much damage and is deafened until the end of its next turn.
Toxic Vomit (Elite Action; Costs 2 Actions). Beelzebub sprays out a acidic slime in a 60–foot line that is 5 feet wide. Each creature in that line must succeed on a DC 26 Dexterity saving throw. On a failed save, a target takes 27 (6d8) acid damage, and the target is restrained. On a successful save, the target takes half damage and is not restrained. A target restrained in this way, can use its action to make a DC 26 Strength check, breaking free on a success. If a target ends its turn restrained by Baalzebul's slime, it takes 13 (3d8) acid damage.



EQUIPMENT
Biter

Weapon (greatsword), artifact (requires attunement)

Biter is a Large magic greatsword that grants a +3 bonus to attack and damage rolls made with it. It deals an additional 14 (4d6) acid on a hit.

Ever Bleeding. Damage inflicted by biter is difficult to heal. Until a creature has completed a long rest, any damaged caused by Biter cannot be healed.

Insect Food. If a creature dies from wounds caused by Biter, the next round it burst in a swarm of infernal insects. Use the statistics for a Swarm of Insects (Wasps).

Special. While Baalzebul is in possession of Biter it uses his save DC and attack bonus, additionally attacks made with it ignore resistance to acid damage.
 
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dave2008

Legend
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Mephistopheles by Vera Slepysheva

Mephistopheles (WIP)Challenge 28
Large fiend (archdevil), lawful evil240,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 868 (56d10 + 560; bloodied 434)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
28 (+9)28 (+9)30 (+10)30 (+10)29 (+9)30 (+10)
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Saving Throws Str + 17, Dex +16, Con +18, Int+17, Wis +17, Cha +16
Skills arcana +28, deception +18, insight +17, intimidation +18, perception +17, persuasion +18, religion +18
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 400 ft., Passive Perception 35
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 23
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Archduke (Elite Trait; 1/Rest). The first time Mephistopheles is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Mephistopheles drops to 0 hit points, and he is not in Cania, his body is destroyed but his essence travels back to his domain in Cania, and is unable to take physical form for a time.

Fire Aura. Mephistopheles can wrap himself in dark flames that extend 10 feet all around him. Creatures that start their turn in the aura take 14 (4d6) fire damage.

Infernal Might. While in Hell, Mephistopheles's attacks ignore all resistances of creatures with less than 19 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Mephistopheles 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 Mephistopheles has disadvantage on the attack roll.

Lord of Cania. While in Maladomini, Mephistopheles can’t be surprised or changed into another form against his will, he 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. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Lord of Hellfire. When Mephistopheles' attacks have the hellfire damage type, the damage is treated as both fire and cold damage. A target must be resistant or immune to both damage types to get the benefit of their resistance or immunity.

ACTIONS
Multiattack. Mephistopheles makes three melee attacks. He can replace one of this attacks to cast an at will spell.

Scratch. Melee Weapon Attack: +19 to hit, reach 10ft or range 400 ft., one target. Hit: 21 (2d8 + 12) magical piercing damage and 14 (4d6) cold, fire, or lightning damage, Mephistopheles’ choice.

Burning Touch. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 28 (8d6) hellfire damage and the creature must then make a DC 26 Constitution saving throw or lose all resistance to fire damage and burst into flames. A burning creature takes 9 (2d6) fire damage at the start of its turn until it takes an action to extinguish the flames.

Hellfire Immolation (Recharge 6). Mephistopheles magically wreathes one creature he can see within 300 feet of him in hellfire flames. The creature must make a DC 26 Dexterity saving throw, taking 110 (20d10) hellfire damage on a failure or half as much damage on a success. In addition, on a failed save the target burns for 1 minute taking 22 (4d10) hellfire damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the burning on a success.

Innate Spellcasting. Mephestopheles' innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells at 8th level, requiring no material components:

At will: alter self (can become any size when changing his appearance), bane, blindness/deafness, counterspell, detect evil and good, detect magic, dispell magic, fireball, guidance, haste, inflict wounds, invisibility (self only), lightning bolt, mage hand, magic missile, mirror image, prestidigitation, ray of frost, shield, shocking grasp, web
3/day each: arcane eye, banishment, blight, cone of cold, hold monster, ice storm, scrying, wall of fire, wall of force,
2/day each: chain lightning, disintegrate, fire storm, forcecage, prismatic spray, wall of ice
1/day each: abi-dalzim’s horrid wilting, meteor swarm, power word kill, prismatic wall, wish

Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) hellfire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/day). Mephistopheles magically summons one of the following types of devils: 1d6+2 bone devils, 1d4+2 horned devils, 1d3+2 ice devils, 1d4 pit fiends; or (75% chance of success) one of his Dukes.

Teleport. Mephistopheles teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

REACTIONS
Mephistopheles can take two reactions per round, but only one per turn.

Counterspell. When a creature Mephistopheles can see witthin 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Mephistopheles makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Shield. If Mephistopheles is targeted by an attack that would hit him, or the magic missile spell, until the start of his next turn he gains a +5 bonus to his AC, including the triggering attack, and takes no damage from the spell magic missile.

LEGENDARY ACTIONS
Mephistopheles can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Mephistopheles regains spent legendary actions at the start of his turn.

Elite Recovery. Mephistopheles ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Mephistophelesl regains 30 hit points.
Teleport. Mephistopheles uses his Teleport action.
MultiAttack (Costs 2 Actions). Mephistopheles makes two melee attacks or casts one at will spell.
Spellcasting (Cost 3 Action). Mephistopheles casts a spell.
Evoke Hellfire (Elite Action; Costs 2 Actions). Mephistopheles causes his fire aura to flare and burn with hellfire. The aura range and damage double until the end of his next turn and the damage type becomes hellfire.



EQUIPMENT
Scratch

Weapon (ranseur), artifact (requires attunement)

Scratch is a Large magic ranseur that grants a +3 bonus to attack and damage rolls made with it. It deals an additional 14 (4d6) fire or cold damage, your choice on a hit. Additionally, on a hi the target must make a DC 20 Constitutions saving throw or be ignited if they took fire damage or freezing if they took cold damage.
  • Ignited. A creature that fails the save cannot take reactions and takes an additional 14 (4d6) fire damage at the start of each of its turns as long as it is ignited. The creature or an adjacent ally can use an action to make a DC 15 Dexterity or Wisdom check to extinguish the flames and they are no longer ignited on a success.
  • Freezing. A creature that fails the save begins to turn to ice and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified (ice) on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Hellfire. Damage inflicted by biter is difficult to heal. Until a creature has completed a long rest, any damaged caused by Biter cannot be healed.

Spells. The ranseur has 40 charges. While holding this ranseur, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): cone of cold (5 charges), feeblemind (8 charges), fireball (3 charges), geas (5 charges), hold monster (5 charges)

The ranseur regains 2d10 + 10 charges daily at dawn.

Special. While Mephistopheles is in possession of Scratch it uses his save DC and attack bonus and it will return to his hand instantly at his will, no action.
 
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dave2008

Legend
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Asmodeus the Archfiend by Aleksi Briclot

Asmodeus (WIP)Challenge 30
Large fiend (archdevil), lawful evil310,000 Elite XP
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Armor Class 24 (Natural Armor)
Hit Points 930 (60d10 + 600; bloodied 465)
Speed 60 ft., fly 180 ft.
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STRDEXCONINTWISCHA
29 (+9)28 (+9)30 (+10)30 (+10)30 (+10)30 (+10)
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Saving Throws Str + 18, Dex +18, Con +19, Int+19, Wis +19, Cha +19
Skills athletics +18, arcana +19, deception +19, insight +19, intimidation +19, perception +29, persuasion +19, religion +19
Damage Resistances acid, lightning
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 500 ft., Passive Perception 39
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 26
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Archduke (Elite Trait; 1/Rest). The first time Asmodeus is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Asmodeus drops to 0 hit points, and he is not in Nessus, his body is destroyed but his essence travels back to his domain in Nessus, and is unable to take physical form for a time.

Infernal Might. While in Hell, Asmodeus's attacks ignore all resistances of creatures with less than 20 hit dice and he scores a critical hit on a roll of 17 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Asmodeus 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 Asmodeus has disadvantage on the attack roll.

Lord of Nessus. While on Nessus, Asmodeus can’t be changed into another form against his will, he 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.

Lord of the Nine. While in hell, Asmodeus can revoke or grant control of a layer of hell. To do so he must be on the layer and then must spend a full round doing nothing but concentrating on this task. At the end of the round the Lordship of the layer changes as Asmodeus desires. If Asmodeus revokes control without assigning to another, he gains control of the layer and that plane is considered Nessus for any of Asmodeus' traits or abilities.

Master Tactician. Asmodeus can’t be surprised and he can learn the stats (ability scores, hit points, armor class) of an creature he observes for one round. Additionally, at the beginning of an encounter, roll 3d6 and record each number separately. Asmodeus can add or subtract the results, in any combination, to any d20 roll for himself or any creature he can see within 120 feet of him. The extra d6(s) can be applied after the d20 roll is made, but before the result (such as damage) is determined.

ACTIONS
Multiattack. Asmodeus makes two melee attacks. He can replace one of these attacks to cast an at will spell.

Ruby Rod. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 12) magical bludgeoning damage plus 27 (6d8) acid, cold, or lightning damage, Asmodeus’ choice.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) magical bludgeoning damage plus 14 (4d6) fire damage and the target must succeed on DC 26 Strength saving throw or be knocked prone, grappled, or stunned until the end of its next turn (Asmodeus’s choice).

Hellfire Pillar (recharge 5-6). Asmodeus chooses a point on the ground that he can see within 480 feet of him. A cylinder of fire, 100 feet tall with a 15-foot radius, rises from that point and lasts for 1 minute. Creatures in the area when the pillar erupts, or that end their turn in the area, lose their immunity or resistance to fire damage, or gain vulnerability to fire damage if they did not have any resistance or immunity, for 1 minute. In addition, each crearture must make a DC 27 Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success.

Innate Spellcasting. Asmodeus’s spell casting ability is Charisma (spell save DC 27, +19 to hit with attack spells). Asmodeus can innately cast the following spells, requiring no material components:

At will: alter self (can become any size when changing his appearance), animate dead, counterspell, detect evil and good, detect magic, dispel magic, fear, fireball, geas, hold monster, invisibility (self only), lightning bolt, mage hand, magic missile, scrying, suggestion
3/day each: banishment, blight, cone of cold, ice storm, wall of fire
2/day each: disintegrate, dominate monster, fire storm, forcecage, plane shift, symbol
1/day each: gate, holy aura, meteor swarm, power word kill, wish
Fireball (3rd level). Mephestopheles chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Mephestopheles selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (3/Rest). Asmodeus magically summons one of the following type of devils: 2d4+2 bone devils, 1d6+2 horned devils, 1d6+2 erinyes, 1d4+2 ice devils, or 1d4 pit fiends; or one of his Dukes; or (25% chance of success) one arch-devil.

Teleport. Asmodeus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. While on Nessus, the distance Asmodeus can teleport is doubled.

REACTIONS
Asmodeus can take two reactions per round, but only one per turn.

Counterspell. When a creature Asmodeus can see within 60 feet of him casts a spell, he can attempt to disrupt it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Asmodeus makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Diabolical Influence. If Asmodeus is targeted for a ranged weapon or spell attack, he can telekinetically move the closest creature to him (aside from the creature who targeted him) to take the hit instead of him.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Elite Recovery. Asmodeus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. Asmodeus throws a Medium or smaller object or creature he his holding or grappling up to 40 ft in a direction he chooses. The target lands prone and if it strikes a solid surface it takes 23 (4d6 + 9) bludgeoning damage.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.
Regenerate. Asmodeus regains 40 hit points.
Slam. Asmodeus makes a Slam attack.
Teleport. Asmodeus uses his Teleport action.
Ruby Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack or uses on of the artifacts powers.
Puppet Master (Elite Action). Asmodeus exerts precise control over one creature he has dominated and forces to use its reaction to move and/or attack one of Asmodeus' enemies.
Chill Gaze (Elite Action; Costs 2 actions). Asmodeus can force one creature within 240 feet of him that can see him to look into his eyes. The creature must make a DC 27 Wisdom saving throw, taking 65 (10d12) cold damage and be paralyzed until the end of Asmodeus next turn on a failure and half as much damage on a success.
Hellish Recharge (Elite Action; Costs 3 actions). Asmodeus recharges hellfire pillar and uses it.



EQUIPMENT
Ruby Rod

Rod, artifact (requires attunement by a lawful evil fiend)

This rod can be wielded as a Large magic mace that grants a +3 bonus to attack and damage rolls made with it. Additionally, it deals an extra 6d8 cold, fire, or acid damage, your choice. on a hit.

Absorption. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast and is stored as a charge, see Spells below. Once the rod is fully charged (50 charged), it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.

Heaven's Bane. On a hit, the rod deals an extra 10d10 radiant or necrotic damage to celestials, your choice.

Lord of Hell. While holding the rod you can use an action to cast Mass Suggestion at 9th level. If you are in hell, the spell ignores immunity to the charmed condition, the range is 1 mile and devils do no count against the maximum number of targets.

Rulership. You can use an action present the rod and command obedience from each creature of your choice that you can see within 240 feet of you. Each target must succeed on a DC 20 Wisdom saving throw or be charmed by you for 8 hours. 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.

Spells. The rod has 50 charges. While holding this rod, you can use an action to cast one of the following spells (spell save DC 20, +12 to hit with attack spells): arcane eye (4 charges), bestow curse (3 charges), acid arrow (9th level; 9 charges) cone of cold (9th level; 9 charges), lightning bolt (9th level; 9 charges).

The rod regains 3d10 + 10 charges daily at dawn.

Special. While Asmodeus is in possession of the Ruby Rod it uses his save DC and attack bonus and attacks made with it ignore resistance to cold, acid, or lightning damage. Additional, it has the following property:

Returning. The rod magically returns to Asmodeus' hand when summoned (no action).
 
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dave2008

Legend
If there is anyone still watching this thread, I have a question for you: I have been thinking about converting monsters to level instead of CR. They would otherwise be the same, but they would have a level and role instead of a CR. With the break down like this:

Standard = PC of the same level
Elite = 2 PCs of the same level
Paragon = 4 PCs of the same level
2 Grunts = 1 PC of the same level
4 Minions = 1 PC of the same level

With this you just add up the monster levels an compare them to your PC levels to determine the challenge of the fight. So:
  1. Would this be interesting and helpful?
  2. Should I convert the monsters in this thread?
  3. If so, should I do it here or in another thread?
 

lichmaster

Adventurer
If there is anyone still watching this thread, I have a question for you: I have been thinking about converting monsters to level instead of CR. They would otherwise be the same, but they would have a level and role instead of a CR. With the break down like this:

Standard = PC of the same level
Elite = 2 PCs of the same level
Paragon = 4 PCs of the same level
2 Grunts = 1 PC of the same level
4 Minions = 1 PC of the same level

With this you just add up the monster levels an compare them to your PC levels to determine the challenge of the fight. So:
  1. Would this be interesting and helpful?
  2. Should I convert the monsters in this thread?
  3. If so, should I do it here or in another thread?
It might be useful for some people, but the same monster will classify as several of those simultaneously: it could be an Elite for level 3 PCs but a standard for level 6, a grunt for level 9 and a minion for level 17, for example. If you don't find that multiplicity an issue (too much info), then why not.

Ps I know the demon lords are WIP, but what I see so far are all Dispater. Is it meant to be so?
 

dave2008

Legend
It might be useful for some people, but the same monster will classify as several of those simultaneously: it could be an Elite for level 3 PCs but a standard for level 6, a grunt for level 9 and a minion for level 17, for example. If you don't find that multiplicity an issue (too much info), then why not.
Yes for encounter building there would need to be an understanding how those translate across PC levels (just like there was in 4e). IDK what that is yet.

Ps I know the demon lords are WIP, but what I see so far are all Dispater. Is it meant to be so?
Yes, all of them are placeholders. I am looking for suitable art now and will add stat blocks later. FYI, even the Dispater stat block is wrong (just copied from another source)
 

Standard = PC of the same level
Elite = 2 PCs of the same level
Paragon = 4 PCs of the same level
2 Grunts = 1 PC of the same level
4 Minions = 1 PC of the same level

With this you just add up the monster levels an compare them to your PC levels to determine the challenge of the fight. So:
  1. Would this be interesting and helpful?
  2. Should I convert the monsters in this thread?
  3. If so, should I do it here or in another thread?
You're basically wanting to make 5e monsters 4e style. That's laudable. I recommend you check out Giffyglyph's Monster Maker, it's a great piece of work that does much the same.

It would be very cool indeed. Don't know if it's necessary, though. You should only do it if you will enjoy it, doing the monsters all over again. But since I'm tiring of 5e monsters, give it a go 😉

I think you should start a new thread.

(and cool art for the Arch Devils!)
 

dave2008

Legend
You're basically wanting to make 5e monsters 4e style. That's laudable. I recommend you check out Giffyglyph's Monster Maker, it's a great piece of work that does much the same.

It would be very cool indeed. Don't know if it's necessary, though. You should only do it if you will enjoy it, doing the monsters all over again. But since I'm tiring of 5e monsters, give it a go 😉

I think you should start a new thread.

(and cool art for the Arch Devils!)
I have long been familiar with Giffyglyph's work. I have similar idea, but mine would be based in the current math. I am not sure how Giffy does it. So what I mean is, I would take a CR 20 pit fiend and translation to level based on XP budget where a PC's daily XP budget equals a challenge. So the pit fiend (25,000 XP) could be a level 17 standard (25,000 XP) monster or a level 12 elite (23,000 XP = 11,500 x2) monster depending how I want to frame it.
 


dave2008

Legend
I think Giffy bases it on Blog of Holding's monsters on a business card. I think the math in question is by the same guy that did the Monstrous Menagerie for Level Up
If it is blog of holding that would be correct. BoH is basically CR in the MM/DMG. What I am doing is quite different as I am basing level on daily XP budgets.

EDIT: I just looked at their monster maker again and it has evolved quite a bit since I looked at it several years ago. It might be closer to what I was thinking of doing than I thought. I will have to look at it closer.
 



dave2008

Legend
Will you be getting around to finishing the elder evil statblocks anytime soon?
I am doing the Lords of the Nine at the moment. Since these are just updates from my previous Epic Updates it shouldn't take to long. However, I have another project I need to work on for a bit before I can work on the elder evils again. I probably will not get to them until the summer, so maybe June or July? I can do Atropus or Pandorym next if those are still the one you are looking for. Also, regarding Atropus, IIRC the Elder Evils on presented a stat block for his avatar. Is that what you are looking for? I ask because Atropus itself is planet sized IIRC and really outside the scope of these stat blocks.
 


dave2008

Legend
In anticipation of Planescape next year and getting ready for the blood war, I give you the Lords of the Nine Hells of Baator (+1)! These are Works in Progress (WIP) as these first drafts are mostly a copy/paste from my old Epic Updates series with a few quick tweaks. I still want to do some updating, but I would love to get some feedback before I finish these. Anyway here you go:
  • Lord of 1st (Avernus): Zariel (Elite, CR 24)
  • Lord of 2nd (Dis): Dispater (Elite, CR 24)
  • Lord of 3rd (Minauros): Mammon (Elite, CR 24)
  • Lord(s) of 4th (Phlegethos): Fierna (Elite, CR 24) & Belial (Elite, CR 24)
  • Lord of 5th (Stygia): Levistus (Elite, CR 25)
  • Lord of 6th (Malbolge): Glasya (Elite, CR 26)
  • Lord of 7th (Maladomini): Baalzebul (Elite, CR 27)
  • Lord of 8th (Cania): Mephistopheles (Elite, CR 28)
  • Lord of 9th (Nessus): Asmodeus (Elite, CR 29)

And now a bonus: Geryon (Elite, CR 25) exiled lord of the 5th!
 
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dave2008

Legend
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Geryon by Andreea Visan

Geryon (WIP)Challenge 25
Huge fiend (archdevil), lawful evil150,000 Elite XP
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Armor Class 22 (Natural Armor)
Hit Points 696 (48d12 + 384; bloodied 348)
Speed 60 ft., fly 120 ft., swim 60 ft.
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STRDEXCONINTWISCHA
28 (+8)22 (+6)27 (+8)22 (+6)24 (+7)27 (+8)
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Saving Throws Str +16, Dex +14, Con +16, Wis +16
Skills athletics +16, deception +16, intimidation +16, perception +14
Damage Resistances acid
Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 240 ft., Passive Perception 24
Languages all, telepathy 240 ft.
Proficiency Bonus +8 Maneuver DC 24
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Archduke (Elite Trait; 1/Rest). The first time Geryon is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Geryon drops to 0 hit points, and he is not in Stygia, his body is destroyed but his essence travels back to his domain in Stygia, and is unable to take physical form for a time.

Infernal Might. While in Hell, Geryon's attacks ignore all resistances of creatures with less than 18 hit dice and he scores a critical hit on a roll of 18 or greater.

Limited Magic Immunity. Unless he wishes to be affected, Geryon 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 Levistus has disadvantage on the attack roll.

ACTIONS
Multiattack.
Geryon makes one Fists or Claws attack and one Tail Sting attack.

Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 37 (6d6 + 16) magical slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 37 (6d6 + 16) magical slashing damage.

Fists. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 43 (6d8 + 16) magical bludgeoning damage plus 27 (6d8) force damage and the target must make a DC 24 Strength saving throw or be knocked prone and dazed until the end of Geryon's next turn.

Tail Sting. Melee weapon attack. +16 to hit, reach 30 feet, one target. Hit 18 (4d4+8) piercing damage and the target must on a DC 24 Constitution saving throw or take 27 (6d8) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.

Fearsome Gaze. Geryon chooses on target he can see within 120 feet of him. The target must make a DC 24 Wisdom saving throw or be frightened for 1 minute. Geryon has advantage on attacks against creatures frightened by his gaze. A frightened creature may attempt another saving throw at the end of each of its turns, with disadvantage if it can see Geryon. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Geryon’s gaze of the next 24 hours.

Innate Spellcasting. Geryon's innate spellcasting ability is Charisma (spell save DC 25, to hit +17). He can innately cast the following spells, requiring no material components:

At will: charm person, counterspell, cone of cold, misty step, major image, sleet storm, water walk
3/day each: hold monster, maelstrom, scrying,
2/day each: dominate monster, power word kill
1/day each: tsunami, wish (to replicate another spell only)

Cone of Cold (5th Level). A blast of cold in a 60-foot cone erupts from Levistus' hand. Each creature in the cone must make a DC 25 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a success.

Summon Devil (1/day). Geryon magically summons one of the following types of devils: 3d6 bone devils or 1d4 ice devils; or (50% chance of success) one pit fiend.

Teleport. Geryon teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Geryon can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Geryon regains spent legendary actions at the start of his turn.

Elite Recovery. Geryon ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Fling. One Large or smaller object or creature held or grappled by Geryon is thrown up to 0 ft in a direction of his choosing 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 24 Dexterity saving throw or take the same damage and be knocked prone.
Infernal Glare. Geryon uses his Fearsome Gaze.
Regenerate. Geryon regains 30 hit points.
Teleport. Geryon uses his Teleport action.
Sting (Costs 2 Action). Geryon makes a Tail Sting attack.
Rend (Costs 2 Actions). Geryon inflicts 37 (6d8 + 16) magical slashing damage on a creature he has grappled.
Brutal Smash (Elite Action; Cost 3 Actions). Geryon makes a Fists attack. On a hit, the attack deals and extra 45 (10d8) force damage.
Horn of Geryon (Costs 3 Actions). Geryon uses his horn.


EQUIPMENT
Horn of Geryon

Wonderous Item, artifact (requires attunement by a lawful evil fiend)

This great bull's horn was shorn from a mighty goristro lord that fell in battle to Geryon.

Summons. You can blow on the horn and summon 2d8 +4 minotaurs. The minotaurs act on their own intiative, are loyal to you, and obey your commands.

Spells. While holding it, Geryon can use an action to can spend 1 or more charges to cast one of the following spells from it (spell save DC 20, +12 to hit with attack spells): destructive wave (5 charges), force cage (7 charges), or earthquake (8 charges).

The horn regains 2d6 + 4 charges daily at dawn.

Thunderous Roar (1/Day). You can use an action to blow a terrible bellow from the horn. All creatures in a 120-foot cone must make a DC 20 Constitution saving throw, taking 65 (10d12) thunder damage and be deafened on a failed save, or half as much damage on a success.

Special. While Geryon is in possession of the Horn it uses his save DC and attack bonus and attacks made with it ignore resistance to thunder damage.
 

dave2008

Legend
1681155701509.png

Pit Fiend by Ironmonik

Bel (WIP)Challenge 24
Large fiend (devil), lawful evil124,000 Elite XP
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Armor Class 20 (Natural Armor)
Hit Points 540 (40d10 + 320; bloodied 270)
Speed 60 ft.
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STRDEXCONINTWISCHA
28 (+9)18 (+4)26 (+8)25 (+7)20 (+5)26 (+8)
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Saving Throws Dex +11, Con +15, Wis +12
Skills athletics +16, arcana +14, deception +15, insight +12, intimidation +15, persuasion +15
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 180 ft., Passive Perception 15
Languages Abyssal, Common, Infernaltelepathy 120 ft.
Proficiency Bonus +7 Maneuver DC 23
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General of Avernus (Elite Trait; 1/Rest). The first time Bel is bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and his Elite Actions and Traits are active for 1 hour.

Banishment. When Bel drops to 0 hit points, and he is not in Hell, his body is destroyed but his essence travels back to his domain in Avernus, and is unable to take physical form for a time.

Limited Magic Immunity. Unless he wishes to be affected, Bel 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 Bel has disadvantage on the attack roll.

ACTIONS
Multiattack.
Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) magical slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

Innate Spellcasting. Bel’s spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

At will: detect magic, fireball
3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm

Fireball (3rd level). A bright streak flashes to a point Bel chooses within 120 feet of him that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Meteor Swarm (9th level). Bel selects four points within 1 mile of him. A sphere of flame strikes the ground at each point and explodes in a 40-foot radius. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.

Summon Devil (1/day). Bel magically summons1d4 Ice Devils or, (50% chance of success) one pit fiend.

Teleport (Recharge 5-6). Bel magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Bel can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Bel regains spent legendary actions at the start of his turn.

Elite Recovery. Bel ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Tactical Command. Bel orders a devil ally within 120 feet of him that can see or hear him to use a reaction, move up to its speed and make an attack on a target of Bel's choice.
Tail. Bel makes Tail attack.
Fireball (Cost 2 Actions). Bel casts fireball.
Mulitattack (Cost 2 Actions). Bel makes two greatsword attacks. He can move up to half his speed without provoking opportunity attacks. He can use this speed before, in-between, or after these attacks.
Teleport (Elite Trait; Cost 2 Action). Bel recharges his Teleport action and immediately uses it.
 

dave2008

Legend
1681165847189.png

Demogorgon-Menace by Davesrightmind


Demogorgon, Prince of Demons (WIP)Challenge 30
Huge fiend (demonlord), chaotic evil310,000 Elite XP
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Armor Class 20 (Natural Armor)
Hit Points 990 (60d12 + 600; bloodied 495)
Speed 80 ft., climb 60 ft., fly 80 ft., swim 80 ft.
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STRDEXCONINTWISCHA
30 (+10)30 (+10)30 (+10)30 (+10)26 (+8)29 (+9)
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Saving Throws Str + 19, Dex +19, Con +19, Wis +17
Skills athletics +28, arcana +19, insight +17, intimidation +27, perception +26
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 600 ft., Passive Perception 36
Languages all, telepathy 360 ft.
Proficiency Bonus +9 Maneuver DC 27
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Abyssal Might. While in the Abyss, Demogorgon's attacks ignore all resistances of creatures with less than 20 hit dice and it scores a critical hit on a roll of 17 or greater.

Demon Prince (Elite Trait; 1/Rest). The first time Demogorgon is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.

Banishment. When Demogorgon drops to 0 hit points, and he is not on the Gaping Maw , his body is destroyed but his essence travels back to his domain in the Gaping Maw, and is unable to take physical form for a time.

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

Limited Magic Immunity. Demogorgon is immune to cantrips.

Lord of the Maw. While on Gaping Maw, Demogorgon can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Prince of Madness. Creatures that end their turn within 120 feet of Demogorgon must make a DC 27 Intelligence saving throw or suffer one short-term madness. When the the short-term madness ends the creature must make an additional saving throw, contracting a long-term madness on a failure.

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

Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

ABYSSAL ACTIONS
Demogorgon can take 5 Abyssal Actions, choosing from the options below. It can use one Abyssal Action option its turn and additionally at the end of each creature's turn. Any unused Abyssal Actions can be taken at the end of the round. Demogorgon regains spent Abyssal Actions at the start of its turn.

Abyssal Step. Demogorgon can move half its speed without provoking opportunity attacks or teleport, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space they can see.

Gnashing Jaws. Melee Weapon Attack. +19 to hit, reach 5 ft., one creature grappled or charmed by Demogorgon, or incapacitated or restrained, or one Larger or bigger creature. Hit. 53 (6d10 + 20) magical piercing damage.

If Demogorgon has advantage on the attack roll, and both rolls hit, the attack deals and additional 33 (6d10) damage.

Fling. Demogorgon throws on Large or smaller creature, or object, they are grappling ,or holding, up to 80 ft in a direction of their choosing. The target lands prone and takes 28 (8d6) bludgeoning damage if it strikes a solid surface.

If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.

Gaze. Demogorgon turns his magical gaze toward one creature they can see within 300 feet of him. The target must succeed on a DC 27 Wisdom saving throw or suffer one of the following effects (choose one or roll a d10). The effects last for 2 (1d4) rounds, ending at the end of the creatures turn:

1-4: Beguiling Gaze. The target is stunned.
5-8: Maddening Gaze. The creature uses its action and movement to do the following (choose one or roll a d4):
1. Makes an attack against a random target.​
2. Uses its movement and the Dash action to move in a random direction.​
3. Doesn't move or take actions.​
4. Doesn't move and takes the Dodge action.​
9-10. Hypnotic Gaze. The target is charmed by Demogorgon. Demogorgon chooses how the target uses its action, reaction, and movement while it is charmed.

Regenerate. Demogorgon regains 50 hit points.

Spellcasting (Costs 2 Actions). Demogorgon’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, dispel magic, fear, fireball, major image, telekinesis, wall of ice
3/day each: contagion (flesh rot), hold monster, evard's black tentacles, project image, teleport (no error)
1/day each: feeblemind, plane shift (self only), time stop, weird
Fireball (3rd Level). A bright streak flashes to a point Demogorgon chooses within 120 feet of them that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Weird (9th Level). Demogorgon selects a point it can see within 120 feet them. All creatures within a 30-foot radius sphere of that point must make a DC 26 Wisdom saving throw, becoming frightened for 1 minute. At the end of the creature's turns, it must make an additional saving throw. taking 22 (4d10) psychic damage failure or ending the spell on itself on a success.

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 23 (3d8 + 10) magical piercing damage and the target must make a DC 27 Constitution saving throw or gain one level of exhaustion on a failure or be poisoned on a success. These effects remain until the target takes a short or long rest, removing 1 level of exhaustion or the poisoned condition per rest.

Summon Demons (Costs 2 Actions; 2/Rest). Demogorgon magically summons demons with a combined average hit points of not more than 1,000.

Tentacles (Costs 2 Actions). Melee Weapon Attack. +19 to hit, reach 20 ft., one target. Hit. 47 (6d8 + 20) magical bludgeoning damage plus 66 (12d10) necrotic damage and if the target is a Large or smaller creature it must make a DC 27 Strength saving throw or be grappled. A creature grappled in this way is also restrained. Additionally, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.

Chaos Breath (Costs 4 Actions). Demogorgon retches chaotic energies that fill twenty 10-foot-by-10-foot contiguous areas within 120 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 117 (18d12) acid, cold, fire, or lightning damage (chose or roll d4) on a failed save, or half as much damage on a successful one.

REACTIONS
Demogorgon can take two reactions per round, but only one per turn.

Anti-Magic. When Demogorgon would be hit by magical attack or effect roll a d20. On a roll of 1-19, the magic or spell has no effect on Demogorgon. Demogorgon can take this reaction even if they could not normally take reactions and can do so after they make their saving throw.

Chaotic Recovery. At the end of a creature's turn, Demogorgon ends one condition or negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even if they could not normally take a reaction.

Tentacle Parry. Demogorgon adds 9 to its AC against one ranged attack that would hit them.

ELITE ACTIONS
Prince of Demons (Elite Action; Cost 4 Actions; 1/Day). While in the Abyss, Demogorgon can cast the spell Mass Suggestion (DC 26 Wisdom) with the following modifications:
  • The range is 600 feet.
  • The spell only targets demons.
  • The spell ignores immunity to the charmed condition.
  • Demons have disadvantage on the saving throw.
Ramage (Elite Action; Costs 5 Actions). Demogorgon moves up to their speed without provoking opportunity attacks and can enter the space of Medium or smaller creatures, but they cannot end their move there. Demogorgon can make one Tentacles attack against each creature it moves past.
 
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dave2008

Legend
1681209391870.png

Orcus by Jeff Russel

Orcus (WIP)Challenge 28
Huge fiend (demon prince), chaotic evil240,000 Elite XP
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Armor Class 18 (natural armor), 21 with the Wand of Orcus
Hit Points 837 (54d12 + 486; bloodied 418)
Speed 50 ft., fly 120 ft.
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STRDEXCONINTWISCHA
30 (+10)20 (+5)29 (+9)30 (+10)30 (+10)27 (+8)
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Saving Throws Dex +13, Con +17, Int+18, Wis +18
Skills arcana + 26, insight +18, intimidation +16, perception +18
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 480 ft., Passive Perception 28
Languages all, telepathy 240 ft
Proficiency Bonus +8 Maneuver DC 26
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Abyssal Might. While in the Abyss, Orcus's attacks ignore all resistances of creatures with less than 19 hit dice and it scores a critical hit on a roll of 18 or greater.

Banishment. When Orcus drops to 0 hit points, and he is not in Thanatos, his body is destroyed but his essence travels back to his domain in Thanatos, and is unable to take physical form for a time.

Demon Prince (Elite Trait; 1/Rest). The first time Orcus is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.

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

Limited Magic Immunity. Unless he wishes to be affected, Orcus 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 Mephistopheles has disadvantage on the attack roll.

Lord of Thanatos. While on Thanatos, Orcus can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Prince of Undeath. When Orcus 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.

At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a wraith under Orcus’s command.

ACTIONS
Multiattack.
Orcus makes two attacks: any combination of Slam and Wand of Orcus attacks. He can replace one of these with a Necrotic Bolt or Tail attack.

Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) magical bludgeoning damage plus 27 (6d8) force damage and the target must succeed on DC 26 Strength saving throw or knocked prone and dazed until the end of Orcus's next turn.

Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (3d4 + 10) magical piercing damage plus 9 (2d8) poison damage and is poisoned. A creature poisoned this way takes 9 (2d8) poison damage at the start of each of its turns. The creature can make additional saving throws at the end of each of its turns, ending the effect on itself on a success.

Wand of Orcus. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 13) magical bludgeoning damage plus 32 (5d12) necrotic damage and one level of exhaustion.

Necrotic Bolt. Orcus hurls at bolt of necrotic energy at a creature he can see within 600 feet of him. The bolt deals 27 (6d8) necrotic damage to the target, striking unerringly.

Death Touch (1/Rest). Melee Spell Attack: +16 to hit, reach 10 ft., one mortal creature. Hit: 110 (20d10) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature survives this damage, it must make a death saving throw or die.

Innate Spellcasting. Orcus’s spell casting ability is Charisma (spell save DC 24, +16 to hit with attack spells). Orcus can innately cast the following spells, requiring no material components:

At will: animate dead, bestow curse, inflict wounds (3rd level), vampiric touch
3/day each: contagion (flesh rot), create undead, eyebite, harm
2/day each: finger of death, forcecage, plane shift,
1/day each: power word kill, wish (only to replicate a spell)

Inflict Wounds (3rd level). Melee Spell Attack: +16 to hit, reach 10 ft., one creature. Hit: 17 (5d10) necrotic damage.

Harm (6th level). Entropic energy leaps from Orcus's hand and strikes a creature he can see within 60 feet of him. The target must make a DC 24 Constitution saving, taking 49 (14d6) necrotic damage on a failure and half as much damage on a success. The target's hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.

Finger of Death (7th level). A creature of Orcus's choice within 60 feet of him must make a DC 24 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 Orcus's control at the start of his next turn.

Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as a bonus action.

Teleport. Orcus teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. While on Thanatos, the distance Orcus can teleport is 90 feet.

LEGENDARY ACTIONS
Orcus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Orcus regains spent legendary actions at the start of his turn.

Elite Recovery. Orcus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Orcus regains 50 hit points.
Sting. Orcus makes a Tail attack.
Teleport. Orcus uses his Teleport action.
Attack (Costs 2 Actions). Orcus makes a Slam or Wand of Orcus attack.
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.
Spellcasting (Costs 2 Actions). Orcus cast a spell or makes a Necrotic Bolt attack.
Quickened Spell (Elite Action). Orcus cast an at will spell.
Empower Undead (Elite Action; Cost 2 Actions). All undead within a 60-foot radius of Orcus gain 50 temporary hit points and advantage on their attacks until the end of their next turn.
Entropic Escape (Costs 2 Actions). Orcus beats his wings. Each creature within 15 feet of the dragon must make a DC 26 Dexterity saving throw or take 20 (3d6 + 10) magical bludgeoning damage plus 14 (4d6) necrotic damage and be knocked prone on a failure, or half as much damage on a success. Orcus can then fly up to half his flying speed.



EQUIPMENT
Wand of Orcus

Weapon (mace), artifact (requires attunement)

The wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.

While attuned to the Orcus, the wand deals and extra 3d12 (5d12 total) necrotic damage and inflicts on level of exhaustion on a hit.

Protection. You gain a +3 bonus to Armor Class while holding the wand.

Spells. The wand has 15 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (3 charges), blight (4 charges), circle of death (6 charges), finger of death (7 charges), power word kill (9 charges), or speak with dead (3 charges). The wand regains 2d6 + 6 expended charges daily at dawn.

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 4 fewer charges (minimum of 0).

Call Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.

While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them.
 
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dave2008

Legend
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Graz'zt (work in progress) by Olga Kharyton

Graz'zt (WIP)Challenge 27
Large fiend (demon prince), chaotic evil210,000 Elite XP
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Armor Class 20 (Natural Armor), 23 with Wave of Sorrow
Hit Points 783 (54d10 + 486; bloodied 391)
Speed 60 ft., fly 60 ft.
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STRDEXCONINTWISCHA
24 (+7)28 (+9)29 (+9)28 (+9)26 (+8)29 (+9)
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Saving Throws Dex +17, Con +17, Wis +16, Cha +17
Skills acrobatics +17, arcana +17, deception +17, insight +16, perception +17, persuasion +25
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses truesight 240 ft., Passive Perception 27
Languages all, telepathy 360 ft.
Proficiency Bonus +8 Maneuver DC 25
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Abyssal Might. While in the Abyss, Graz'zt's attacks ignore all resistances of creatures with less than 18 hit dice and it scores a critical hit on a roll of 18 or greater.

Banishment. When Graz'zt drops to 0 hit points, and he is not in Azzagrat, his body is destroyed but his essence travels back to his domain in Azzagrat, and is unable to take physical form for a time.

Demon Prince (Elite Trait; 1/Rest). The first time Graz'zt is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.

Immutable Form. Graz'zt is immune to any spell or effect that would alter his form.

Limited Magic Immunity. Unless he wishes to be affected, Graz'zt 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 Mephistopheles has disadvantage on the attack roll.

Lord of Azzagrat. While on Azzagrat, Graz'zt can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.

Prince of Seduction. When Graz’zt cast a spell or creates a magical effect that imposes the charmed condition, the target has disadvantage on the saving throw. Additionally, Graz’zt’s charms ignore immunity to the charmed condition if the creature has fewer than 18 hit dice.

ACTIONS
Multiattack. Graz’zt makes three melee attacks. He can replace one attack with a use of Spellcasting or an Acid Jet attack.

Wave of Sorrow (Greatsword). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) magical slashing damage plus 14 (4d6) acid damage and the target must make a DC 25 Strength saving throw or suffer one of the following effects (chose or roll d6)
1. Twist. The target takes an additional 7 (2d6) magical slashing damage.​
2. Trip. The target takes an addition 3 (1d6) magical bludgeoning damage and is knocked prone.​
3. Shove. The target takes an addition 3 (1d6) magical bludgeoning damage and is pushed 10 feet.​
4. Slow. The target takes an addition 3 (1d6) magical slashing damage and its speed is reduced by 10 feet.​
5. Disarm. The target drops a item they are carrying, Graz'zt's choice.​
6. Daze. The target has disadvantage on their next attack roll and cannot take reactions until the end of their next turn.​

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) force damage plus 14 (4d6) acid damage

Charming Touch. Melee Spell Attack: +17 to hit, reach 5 ft., one creature. Hit: The target is charmed.

Jet of Acid. Angdrelve releases acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much on a success.

Spellcasting. Graz’zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person, telekinesis, teleport
2/day each: dominate monster
1/day each: greater invisibility

Summon Demon (1/Rest). Graz’zt magically summons a number of succubae and mariliths whose total hit points do not exceed 400.

Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

REACTIONS
Graz'zt can take two reactions per round, but only one per turn.

Negate Spell (Recharge 5–6). Graz’zt tries to interrupt a spell he sees a creature casting within 120 feet of him. If the spell is 5th level or lower, the spell fails and has no effect. If the spell is 6th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.

Parry. Graz'zt adds 8 to his AC against one attack attack that would hit him. To do so, Graz'zt must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.

Abyssal Magic. Graz’zt uses Spellcasting or Teleport.
Caress. Graz'zt uses Charming Touch.
Elite Recovery. Graz'zt ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while unconscious or incapacitated.
Regenerate. Graz'zt regains 30 hit points.
Multiattack (Costs 2 Actions). Graz’zt makes two Wave of Sorrow attacks
Dance, My Pet! (Costs 2 Actions) One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed and take an action as Graz’zt directs.
Jet (Elite Actions; Cost 2 Actions). Graz'zt uses Acid Jet.
Dance of Sorrow (Elite Action; Cost 3 Actions). Graz'zt moves up to his speed without provoking opportunity attacks and makes one Wave of Sorrow attack against each creature he moves past.



EQUIPMENT
Wave of Sorrow

Weapon (sword), artifact (requires attunement by a lawful evil fiend)

This Large magic serrated greatsword that grants a +3 bonus to attack and damage rolls made with it and deals an extra 4d6 acid damage on a hit. Additionally, on a critical hit it deals an extra 3d6 slashing damage.

Acid Jet. While holding the sword you can use an action to release a get of acid from the sword in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much on a success. Once you use this property of the sword, you can’t use it again until an hour has passed.

While attuned to Graz’zt, the acid jet is 90 feet long and causes and additional 3d10 acid damage and he can use this trait at will.

Protection. You gain a +3 bonus to Armor Class while holding the sword.

Spells. The sword has 10 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18, +10 on spell attacks) from it: sanctuary (1 charge), acid arrow (2 charges), mirror image (2 charges), mirage arcane (7 charges), or disintegrate (7 charges). The sword regains 1d6 + 4 charges daily at dawn.

While attuned to the sword, Graz'zt or a follower blessed by him can cast each of the sword’s spells using 2 fewer charges (minimum of 0).
 
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