D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Spirit of Winter by hibbary

Sovereign Wolf
Huge Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 243 (18d12 + 126; bloodied 121)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
24 (+7)18 (+4)24 (+7)18 (+4)18 (+4)22 (+6)
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Saving Throws Str +12, Dex +9, Wis +9, Cha +11
Skills Athletics +12, Intimidation +9, Perception +9
Damage Resistance cold, poison, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities frightened, exhaustion
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Sylvan, Terran telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +6
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Feral Senses. The sovereign wolf has advantage on saving throws against being charmed and Wisdom (Perception) checks.

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

Magic Weapons. The sovereign wolf's weapon attacks are magical.

Pack Tactics. The sovereign wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Multiattack. The sovereign wolf makes two melee attacks, but only one attack can be a claw attack.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit. 25 (4d8 + 7) piercing damage and, if the wolf wishes, the creature must make a DC 20 Strength saving throw or be grappled. Additionally, if the target is Medium or smaller, it is also restrained while it is grappled by the sovereign wolf.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit. 17 (4d4 + 7) slashing damage. Additionally, if the target is a Medium creature or smaller it must make a DC 20 Strength saving throw or be knocked prone.

Lupin Fury (Recharge 4-6). The sovereign wolf makes one bite attack on each target within its reach.

Howl of Command. The sovereign wolf makes a commanding howl. Each wolf ally of the wolf's within 1,000 feet of it and that can hear it, can use its reaction to take one of the following actions:
  • Take the Disengage action.
  • Move up to half its speed and make a bite attack.
  • Take the Dash action.
  • Make a bite attack with advantage against a creature it has grappled.
  • Gain 10 temporary hit points.
Howl of Battle (Recharge 5-6). The sovereign wolf strikes fear into its enemies with a blood curdling howl. Each enemy of the wolf's within 90 feet of it and that can hear it must make a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is also incapacitated until the end of the wolf's next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Innate Spellcasting. The sovereign wolf 's spellcasting ability is Charisma (spell save DC 19). The sovereign wolf can innately cast the following spells, requiring no components:

At will: dispel magic, speak with animals
3/day each: counterspell, pass without a trace
1/day each: haste

Summon Pack. The sovereign wolf magically summons 2d4 timber wolves that appear in unoccupied spaces within 60 feet of the sovereign wolf. The timber wolves acts as allies (on their own initiative count) to the sovereign wolf, follow its commands, and remain until the sovereign wolf dies or the the sovereign wolf uses a bonus action to dismiss them.

BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign wolf can teleport up to 90 feet to an unoccupied space it can see.

Savage Attacker. The sovereign wolf can make a bite attack against a prone or incapacitated target.

Sovereign's Speed (3/Rest). The sovereign wolf takes the Dash action.

REACTIONS
Chomp. If a target ends its turn grappled by the sovereign wolf, the wolf can make a bite attack against that target.

Vicious Shake. If a Medium or smaller creature ends its turn grappled by the sovereign wolf, the wolf can make a bite attack against that creature. On a hit the creature is also stunned until the end of the wolf's next turn.
 
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dave2008

Legend
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Bull in the West by Asgeir

Sovereign Bull
Gargantuan Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 280 (16d20 + 112; bloodied 140)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
25 (+7)12 (+1)25 (+7)16 (+3)16 (+3)20 (+5)
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Saving Throws Dex +7, Con +13, Wis +9, Cha +11
Skills Athletics +13, Intimidation +11, Perception +9
Damage Resistance cold, necrotic, poison
Damage Immunities psychic; bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive perception 19
Languages Common, Primordial, Terran, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Bull's Charge. If the sovereign bull moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage and is thrown up to an additional 30 feet on a failed saving throw.

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

Natural Regeneration. While in the Feywild or natural world, the sovereign bull regains 10 hit points if it starts its turn with at least 1 hit point.

Relentless Stride. The sovereign bull ignores difficult terrain in a grassland or tundra.

Thick Hide. The sovereign bull has resistance to bludgeoning, piercing, & slashing from creatures and weapons that are Large or smaller.

Trampling Charge. If the sovereign bull moves at least 20 feet straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone.

Unstoppable. At any time, requiring no action, the sovereign bull can take 30 hit points of damage and immediately end one condition or effect it is suffering.

ACTIONS
Multiattack.
The sovereign bull makes two hoof attacks.

Horns. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit. 26 (4d8 + 8) piercing damage. Additionally, if the bull wishes, the target must make a DC 22 Strength saving throw or be thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, included the ground, 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 22 Dexterity saving throw or take the same damage and be knocked prone.

Hoof. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit. 22 (4d6 + 8) bludgeoning damage.

Innate Spellcasting. The sovereign bull's spellcasting ability is Charisma (spell save DC 18). The sovereign wolf can innately cast the following spells, requiring no components:

At will: animal friendship, druidcraft, earth tremors
3/day each: confusion, dispel magic, pass without a trace
1/day each: antipathy, earthquake

BONUS ACTIONS
Fey Jump (Recharge 4 – 6). The sovereign bull can teleport up to 120 feet to an unoccupied space it can see.

Stomp. The sovereign bull can make a Hoof attack against a prone target.
 
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dave2008

Legend
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Roc Phoenix by SunDier

Sovereign Eagle
Huge Fey, unaligned
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Armor Class 16 (Natural Armor)
Hit Points 200 (16d12 + 96; bloodied 100)
Speed 30 ft., fly 240 ft.
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STRDEXCONINTWISCHA
22 (+6)18 (+4)23 (+6)18 (+4)22 (+6)26 (+8)
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Saving Throws Dex +10, Wis +12
Skills Insight +12, Perception +18
Damage Resistance cold, lightning, psychic, radiant, thunder
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive perception 28
Languages All, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +6
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Arial Maneuvers. If the sovereign eagle is s subjected to an effect that allows it to make a Dexterity saving throw to take only half damage while it is flying, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Dive Attack. If the sovereign eagle is flying and dives at least 30 feet straight toward a target and then hits it with a melee talon attack, the attack deals an extra 3 (1d6) damage for each 10 feet of the sovereign eagle's movement prior to making the attack (20d6 maximum).

Flyby. The sovereign eagle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The sovereign eagle has advantage on Wisdom (Perception) checks that rely on sight.

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

Natural Regeneration. While in the skies of the Feywild or natural world, the sovereign eagle regains 10 hit points if it starts its turn with at least 1 hit point.

ACTIONS
Multiattack. The sovereign eagle makes two talon attacks.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6)piercing damage.

Talon. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage, and, if the sovereign eagle wishes, the target is grappled (escape DC 20). If the target is Medium or smaller, the target is also restrained until the grapple ends, and the sovereign eagle can't use that talon on another target.

Innate Spellcasting. The sovereign eagle's spellcasting ability is Charisma (spell save DC 22). The sovereign eagle can innately cast the following spells, requiring no components:

At will: detect evil and good, detect magic, detect thoughts , feather fall
3/day each: bless, dispel magic, shield
1/day each: greater restoration, scrying

BONUS ACTIONS
Dive Bomb (5/Rest).
The sovereign eagle can use the Dash action while it is flying, this movement does not provoke opportunity attacks.

REACTIONS
Feather Shield (3/Rest).
The sovereign eagle adds 6 to its AC against one ranged attack that would hit it. To do so, the sovereign eagle must see the attacker.

Rend. If a creature ends its turn grappled by the sovereign eagle, the sovereign eagle can make bite attack against that target.
 
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dave2008

Legend
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Swamp Serpent by RobertCrescenzio

Sovereign Drake
Huge Fey, unaligned
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Armor Class 20 (Natural Armor)
Hit Points 217 (14d12 + 126; bloodied 108)
Speed 60 ft., swim 90 ft.
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STRDEXCONINTWISCHA
24 (+7)10 (+0)28 (+9)12 (+1)15 (+2)19 (+4)
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Saving Throws Dex +6, Wis +8
Skills Intimidation +10, Perception +8, Stealth +6
Damage Resistance acid, necrotic, psychic, thunder
Damage Immunities poison; bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., passive perception 18
Languages Aquan, Common, Primordial, Terran, telepathy 120 ft.
Challenge 16 (15,000 XP) Proficiency Bonus +6
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Brutal. The sovereign drake's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).

Ambusher. When submerged in water, the sovereign drake has advantage on Stealth checks.

Aquatic. The sovereign drake has advantage on attacks against creatures in water that do not have a swim speed.

Hold Breath. The sovereign drake can hold its breath for 6 hours.

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

Natural Regeneration. While in the Feywild or natural world, the sovereign drake regains 10 hit points if it starts its turn with at least 1 hit point.

ACTIONS
Multiattack. The sovereign drake makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (3d10 + 17) piercing damage. If the target is a Large or smaller creature, it is also grappled (escape DC 21). Until this grapple ends, the target is restrained, and the sovereign drake can't bite another target.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 30 (3d8 + 17) bludgeoning damage and if the creature fails a DC 22 Strength saving throw it is knocked prone.

Innate Spellcasting. The sovereign drake's spellcasting ability is Charisma (spell save DC 18). The sovereign drake can innately cast the following spells, requiring no components:

1/day each: ***

BONUS ACTIONS
Savage Chomp. The sovereign drake can make a bite attack against a prone or incapacitated target.

REACTIONS
Chomp.
If a creature ends its turn grappled by the sovereign drake, the sovereign drake can make a bite attack against the creature. This attack is a critical hit if the the sovereign drake succeeds on the attack roll by 5 or more.
 
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dave2008

Legend
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No Choice by Dawid Planeta

Sovereign Hunter
Huge Fey, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 270 (20d12 + 140: bloodied 135)
Speed 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
25 (+7)24 (+7)24 (+7)20 (+5)18 (+4)28 (+9)
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Saving Throws Dex +9, Wis +9, Cha +11
Skills Acrobatics +13, Athletics +13, Intimidation +9, Perception +10, Stealth +19
Damage Resistance cold, poison, psychic, radiant
Damage Immunities bludgeoning, piercing, & slashing from nonmagical attacks that aren't cold iron
Condition Immunities charmed, exhaustion
Senses darkvision 180 ft., passive perception 20
Languages All, telepathy 120 ft.
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Evasion. If the sovereign hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Grappler. It the sovereign hunter hits a creature with two claw attacks on the same turn, the creature is also grappled.

Hunter's Speed (3/Rest). When the sovereign hunter takes the Dash action it can move twice its speed.

Keen Senses. The sovereign hunter has advantage on Wisdom (Perception) checks.

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

Natural Regeneration. While in the Feywild or natural world, the sovereign hunter regains 10 hit points if it starts its turn with at least 1 hit point.

Standing Leap. The sovereign hunter's long jump is up to 150 feet and its high jump is up to 50 feet, with or without a running start.

ACTIONS
Multiattack. The sovereign hunter makes three claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage or 37 (3d8 + 24) piercing damage on a critical hit. If the sovereign hunter has advantage on this attack, and both rolls are a hit, the attack is a critical hit.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage and if the target is a Large or smaller creature it is knocked prone and grappled or it is pushed 30 feet, the sovereign hunter's choice. A creature grappled this way is also restrained as long as it is grappled.

Innate Spellcasting. The sovereign hunter's spellcasting ability is Charisma (spell save DC 23). The sovereign hunter can innately cast the following spells, requiring no components:

At will: charm person, cure wounds, druidcraft
3/day each: confusion, dispel magic, fog cloud, pass without a trace
1/day each: haste, heal, hallucinatory terrain

BONUS ACTIONS
Feline Agility.
The sovereign hunter takes the Dash or Disengage action.

Fey Jump (Recharge 4 – 6). The sovereign hunter can teleport up to 90 feet to an unoccupied space it can see.

Savage Bite. The sovereign hunter makes a bite attack against a target that is either prone, or incapacitated, or grappled by the sovereign hunter.

Whirlwind Claws. When the sovereign hunter is first bloodied it can make a claw attack against each creature within its reach.

REACTIONS
Finishing Bite. If a creature ends its turn grappled by the sovereign hunter, the sovereign hunter makes a bite attack against it with advantage. On a hit this attack does an extra 9 (2d8) piercing damage.

Rake. If a Huge or larger creature ends its turn grappled by the sovereign hunter, the hunter can make two claw attacks against the creature.
 
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Stalker0

Legend
Sovereign Elk
Challenge
16 (15,000 XP)
Unless I am missing something, the damage seems extremely low for a CR 16....even if you allowed the creature to attack the same person with both attacks it would be too low.

Also, deep speech for a natural fey creature seems odd to me flavor wise.
 

dave2008

Legend
Unless I am missing something, the damage seems extremely low for a CR 16....even if you allowed the creature to attack the same person with both attacks it would be too low.
It is a bit low, but it has very strong defenses (defensive CR 19). If it only gets one charge in it is a high CR 15 (total). If it gets two it is a solid CR 16, if it gets 3 it is a high CR 16. So I feel it works, but I did originally give it higher DPR and then scaled it back.
Also, deep speech for a natural fey creature seems odd to me flavor wise.
I will get that corrected! The stat block started out as an aboleth.
 


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