D&D 5E 5e Updates: Monstrous Compendium

Stalker0

Legend
That is already the case for Unearthly Beauty (see above), or where you suggesting I add that to Luring Song as well? I may just try that. That means you would have to fail a DC 14 check twice for the worst effect.
I had also thought myself to include some charm effect somewhere so the new change makes sense, but what is the duration of that charm?
 

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dave2008

Legend
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Bahamut, the Platinum Dragon by Joshua Raphael

Bahamut, the Platinum Dragon
Elite Gargantuan dragon (avatar), lawful good
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Armor Class 25 (Natural Armor)
Hit Points 1,560 ((40d20 + 360)x2; bloodied 780)
Speed 120 ft., climb 100 ft., fly 360 ft., swim 120 ft.
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STRDEXCONINTWISCHA
30 (+10)18 (+4)29 (+9)27 (+8)28 (+9)30 (+10)
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Saving Throws Str +19, Dex +13, Con +19, Int +18, Wis+18, Cha +19
Skills Arcana +17, Athletics +19, Diplomacy+19, Insight +18, Perception +26, Persuasion +19, Religion +17
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, force, radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, stunned
Senses darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 32 (390,000 elite XP) Proficiency +9
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Platinum Dragon (Elite Trait, recharges after a Short or Long Rest). When Bahamut is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his elite actions.

Colossal. Bahamut’s space is 80 feet by 80 feet. Any creature Huge or smaller can enter his space and must do so to hit him with an attack with a reach or range of 15 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Bahamut’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When Bahamut dies, his body is destroyed but his essence travels back to his domain in the Seven Heavens, and he is unable to take physical form for a time.

Dragon God. Bahamut has resistance to all damage from an attack or effect that originates 50 feet or more from him and he is immune to all damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case he takes damage as normal. Additionally, his attacks ignore all resistances of creatures CR 20 / level 20 or below and if a creature fails a saving throw for one of his breathweapons by 10 or more (DC 17) the creature takes maximum damage from the breathweapon. He can also use any of the Dragon Tactics available to True Dragons and any trait or action available to any metallic dragon.

Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Bahamut has disadvantage on the attack roll.

Perceptive. Bahamut has advantage on Wisdom (Perception) checks. Additionally, when he succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of him, he learns the surface thoughts of the creature as in the spell detect thoughts.

Regeneration. If Bahamut has at least 1 hit point, he regains 30 hit points at the start of his turn.

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

ACTIONS
Multiattack.
Bahamut can use her Majestic Presence. He then makes two claw attacks and one bite or tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) magical slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Bahamut's choice.

Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 43 (6d10 + 25) magical piercing damage plus 28 (8d6) force damage. Additionally, if Bahamut wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Bahamut cannot bite or use a breath weapon on another target until the grapple ends.

Tail Slam. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) magical bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.

Breath Weapon(Recharge 5-6). Bahamut uses one of the following breath weapons.

Cold Breath. Bahamut exhales an icy blast in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area must make a DC 27 Constitution saving throw. taking 110 (20d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 60 fire damage. Additionally, any magic or active spell of 9th level or lower in the area ends.

Disintegration Breath. Bahamut exhales a beam of blue light that is 10 feet wide by 400 feet long. Each creature in the beam must make a DC 27 Dexterity saving throw, taking 165 (30d20) force damage on a failed save, or half as much damage on a successful one. If this attack reduces a target to 0 hit points it is disintegrated.

Exalting Breath. Bahamut exhales restoring winds in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area of Bahamut's choice regains 71 (13d10) hit points, and each creature of Bahamut's choice in the area that has been dead for 1 hour or less is restored to life with its full hit points.

Gaseous Form Breath. Bahamut exhales a gray mist that fills a 120-foot radius sphere centered on Bahamut. Each creature of Bahamut's choice in the area must make a DC 27 Constitution saving throw. On a failure the target's body is turned into a misty cloud as in the spell gaseous form for 1 minute, except any clothing or equipment worn is not transformed and instead falls to the ground.

Innate Spellcasting. Bahamut's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Bahamut can innately cast the following spells at 9th level, requiring no components:

At will: bless, command, cure wounds, guiding bolt, detect evil and good, protection from good and evil, scrying, sending, telekinesis
5/day each: counter spell, geas, locate creature, shield, sunbeam
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, holy aura, prismatic, time stop, wish

Majestic Presence. Each creature of Bahamut’s choice that is within 240 feet of Bahamut and aware of him must succeed on a DC 27 Wisdom saving throw or become charmed or frightened by Bahamut, his choice. 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 Bahamut’s Majestic Presence for the next 12 hours.

BONUS ACTIONS
Change Shape.
Bahamut magically transforms into any humanoid, beast, or metallic dragon his wishes, while retain his game statistics (other than size). The transformation ends if Bahamut is reduced to 0 hit points or if he ends with a bonus action.

Divine Sense. Bahamut can detect any celestial, fiend, or undead within 240 feet of him that is not behind total cover.

Teleport (Recharge 5-6). Bahamut magically teleports up to 240 feet to an unoccupied space he can see.

LEGENDARY ACTIONS
Bahamut 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. Bahamut regains spent legendary actions at the start of her turn

Claw. Bahamut makes a claw attack.
Detect. Bahamut extends his senses, makes a Wisdom (Perception) check and gains advantage on his next attack.
Teleport. Bahamut uses his teleport action.
Spell Casting. Bahamut casts an at will spell.
Unstoppable. Bahamut removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Attack (Cost 2 actions). Bahamut makes a bite or tail attack.
Wing Attack (Cost 2 actions). Bahamut beats his wings. Each creature within 80 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 37 (6d8 + 10) bludgeon damage and be knocked prone. Bahamut can then fly up to half her flying speed.
Recharge (Costs 3 Actions). Bahamut recharges his Breath Weapon action.

ELITE ACTIONS
If Bahamut’s elite trait is active, he can use the options below as legendary actions for 1 hour after using Platinum Dragon.

Dragon King. Bahamut can use a lair action available to any metallic dragon, even if he is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Celestial Shield (Cost 2 actions). Bahamut conjures seven spectral gold dragons that protect him, he gains 72 temporary hit points until the end of his next turn.
Celestial Lances (Cost 3 Actions). Bahamut conjures 4 lances of divine light that plummet to the ground at four locations of his choice within 300 feet of him. Each creature in a 20-foot radius by 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lance only takes the damage once.
 
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dave2008

Legend
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Zakiir by Unknown

Sardior, the Ruby Dragon (WIP)
Elite Gargantuan dragon (avatar), neutral
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Armor Class 24 (Natural Armor)
Hit Points 1,404 ((36d20 + 324)x2; bloodied 702)
Speed 100 ft., climb 90 ft., fly 300 ft., swim 100 ft.
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STRDEXCONINTWISCHA
30 (+10)14 (+2)29 (+9)24 (+7)30 (+10)28 (+9)
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Saving Throws Dex +13, Con +19, Int +18, Wis+18, Cha +19
Skills Arcana +17, Insight +18, Perception +26, Persuasion +19, Religion +17
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, force, radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, stunned
Senses darkvision 360 ft., Truesight 180 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (310,000 elite XP) Proficiency +9
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Ruby Dragon (Elite Trait, recharges after a Short or Long Rest). When Sardior is first bloodied, all conditions and effects they are suffering end for them, all of their abilities recharge, and they can use his elite actions.

Colossal. Sardior’s space is 70 feet by 70 feet. Any creature Huge or smaller can enter their space and must do so to hit them with an attack with a reach or range of 10 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Sardior’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When Sardior dies, their body is destroyed but their essence travels back to their domain, and they are unable to take physical form for a time.

Dragon God. Sardior has resistance to all damage from an attack or effect that originates 50 feet or more from them and they are immune to all damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case they takes damage as normal. Additionally, their attacks ignore all resistances of creatures CR 20 / level 20 or below and if a creature fails a saving throw for one of their breathweapons by 10 or more (DC 17) the creature takes maximum damage from the breathweapon. Sardior can also use any of the Dragon Tactics available to True Dragons and any trait or action available to any gem dragon.

Limited Magic Immunity. Unless they wish to be affected, Sardior is immune to spells of 6th level or lower. They have advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Sardior has disadvantage on the attack roll.

Magic Weapons. Sardior’s weapon attacks are magical.

Perceptive. Sardior has advantage on Wisdom (Perception) checks. Additionally, when they succeed on a Wisdom (Perception) check targeting a creature within 100 feet of them, they learn the surface thoughts of the creature as in the spell detect thoughts.

Regeneration. If Sardior has at least 1 hit point, they regain 30 hit points at the start of their turn.

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

Unstoppable. At any time, requiring no action, Sardior can take 30 hit points of damage and immediately end one condition or effect they are suffering.

ACTIONS
Multiattack.
Bahamut can use her Majestic Presence. He then makes two claw attacks and one bite or tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed up to 30 feet, Bahamut's choice.

Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 43 (6d10 + 25) piercing damage plus 28 (8d6) force damage. Additionally, if Bahamut wishes, and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Bahamut cannot bite or use a breath weapon on another target until the grapple ends.

Tail Slam. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage and the target must make a DC 27 Constitution saving throw or me stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.

Breath Weapon(Recharge 5-6). Bahamut uses one of the following breath weapons.

Fire Breath. Bahamut exhales an icy blast in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area must make a DC 27 Constitution saving throw. taking 110 (20d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 60 fire damage. Additionally, any magic or active spell of 9th level or lower in the area ends.

Concussive Breath. Bahamut exhales a beam of blue light that is 10 feet wide by 400 feet long. Each creature in the beam must make a DC 27 Dexterity saving throw, taking 165 (30d20) force damage on a failed save, or half as much damage on a successful one. If this attack reduces a target to 0 hit points it is disintegrated.

Radiant Breath. Bahamut exhales restoring winds in a 240-foot cone or ten 25-foot-by-25-foot contiguous areas within 120 feet of him. Each creature in the area of Bahamut's choice regains 71 (13d10) hit points, and each creature of Bahamut's choice in the area that has been dead for 1 hour or less is restored to life with its full hit points.

Innate Spellcasting. Bahamut's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Bahamut can innately cast the following spells at 9th level, requiring no components:

At will: bless, command, cure wounds, guiding bolt, detect evil and good, protection from good and evil, scrying, sending, telekinesis
5/day each: counter spell, geas, locate creature, shield, sunbeam
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, holy aura, prismatic, time stop, wish

Majestic Presence. Each creature of Bahamut’s choice that is within 240 feet of Bahamut and aware of him must succeed on a DC 27 Wisdom saving throw or become charmed or frightened by Bahamut, his choice. 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 Bahamut’s Majestic Presence for the next 12 hours.

BONUS ACTIONS
Change Shape.
Sardior magically transforms into any humanoid, beast, or gem dragon they wish, while retain their game statistics (other than size). The transformation ends if Sardior is reduced to 0 hit points or if they end it with a bonus action.

Teleport (Recharge 5-6). Sardior magically teleports up to 210 feet to an unoccupied space they can see.

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

Claw. Bahamut makes a claw attack.
Detect. Bahamut extends his senses, makes a Wisdom (Perception) check and gains advantage on his next attack.
Teleport. Bahamut uses his teleport action.
Spell Casting. Bahamut casts an at will spell.
Attack (Cost 2 actions). Bahamut makes a bite or tail attack.
Wing Attack (Cost 2 actions). Bahamut beats his wings. Each creature within 80 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 37 (6d8 + 10) bludgeon damage and be knocked prone. Bahamut can then fly up to half her flying speed.
Recharge (Costs 3 Actions). Bahamut recharges his Breath Weapon action.

ELITE ACTIONS
If Sardior’s elite trait is active, they can use the options below as legendary actions for 1 hour after using Ruby Dragon.

Dragon King. Bahamut can use a lair action available to any metallic dragon, even if he is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Celestial Shield (Cost 2 actions). Bahamut conjures seven spectral gold dragons that protect him, he gains 72 temporary hit points until the end of his next turn.
Celestial Lances (Cost 3 Actions). Bahamut conjures 4 lances of divine light that plummet to the ground at four locations of his choice within 300 feet of him. Each creature in a 20-foot radius by 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lance only takes the damage once.
 
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IloveD&D

Villager
Do you mean this one: Empyrean or something else?
I mean like a stronger Empyrean or an Elder titan, like in the 3.5 with Cronus and other powerful Elder titans, they were unstoppable , I cannot find something such as this anywhere for 5e and I think It would be really cool to see an Elder titan in 5e. I suppose it's also a celestial since Elder titans were created by the gods.
 

dave2008

Legend
I mean like a stronger Empyrean or an Elder titan, like in the 3.5 with Cronus and other powerful Elder titans, they were unstoppable , I cannot find something such as this anywhere for 5e and I think It would be really cool to see an Elder titan in 5e. I suppose it's also a celestial since Elder titans were created by the gods.
Ok, I understand what your talking about now. Elder Titans as you call them are similiar to deities in stature and will be given stats in my ASCENSION line of threads (see below). I may stat some avatars of such beings here (just like gods), but not their full might, that is for ASCENSION.

ASCENSION, The Codex of Exalted, Book 1: Player's Guide
ASCENSION, The Codex of Exalted, Book 2: GM's Guide
ASCENSION, The Codex of Exalted, Book 3: Friends & Foes
 

ChaosKing002

Explorer
I love your work, I've been following it since you posted the 13th version of the epic monsters on Reddit, The Archmodials (and Cryonax) have been really useful for my previous campaign, Are you planning on adapting them to your new format?
 

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