D&D 5E 5e Updates: Monstrous Compendium

Gregory Efs

Villager
@Gregory Efs, I am not sure what your are talking about, all of the Marut's attacks are automatic. They sometimes have riders that allow saves, but the initial attack is auto hit:

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., ...

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage...

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage....

PS the WotC Marut also allowed saving throws on its Blazing Edict and Planeshift/Justify actions as well. I just expanded the concept to its other attacks to make them more interesting.
You are absolutely right, I didnt notice your message was referring to the Marut exclusively, my bad, i was referring to the other 2 inevitables you added in, the Zelekhut and Kolyarut
 

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dave2008

Legend
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Blue Dragon by Tiffashe

Adult Blue Dragon blessed of TakhisisChallenge 4
Huge mythic dragon, typically lawful evil2,200 Mythic XP
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Armor Class 16 (Natural Armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft., fly 90 ft., swim 20 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)17 (+3)12 (+)110 (+0)14 (+2)
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Saving Throws Dex +6, Con +5
Skills Acrobatics +6, Perception +4, Stealth +6
Damage Immunities fire
Senses blindsight 20 ft., darkvision 60 ft., passive perception 14
Languages Draconic
Proficiency Bonus +2; Maneuver DC 14
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Dragon of Krynn (Mythic Trait, recharges after a Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 0 hit points, and it recharges its Fire Breath.

Slippery. The dragon has advantage on checks to escape being grappled.

ACTIONS
Multiattack.
The dragon attacks once with its bite and twice with its claws. It can replace its two claw attacks with one tail attack, but it cannot target the same target with a bite and tail attack on the same turn.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 39 (6d12) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS
Clawing Escape.
When the dragon escapes a grapple, it can make a claw attack against the creature it escaped from.
 
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dave2008

Legend
1670370650049.png

Blue Dragon by Bruno Cesar

Ancient Blue Dragon blessed of TakhisisChallenge 24
Gargantuan mythic dragon, typically lawful evil122,000 Mythic XP
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Armor Class 24 (Natural Armor)
Hit Points 407 (22d20 + 176)
Speed 60 ft., climb 60 ft., fly 240 ft., swim 40 ft.
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STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)20 (+5)18 (+4)24 (+7)
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Saving Throws Dex +9, Con +16, Int + 13, Wis +12, Cha +15
Skills Athletics +15, Deception +14, Intimidation +14, Perception +18
Damage Resistances force, thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 240 ft., passive perception 28
Languages Auran, Common, Draconic, Giant
Proficiency Bonus +7; Maneuver DC 23
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Blessing of Takhisis (Mythic Trait, recharges after a Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 360 hit points, it recharges all of its abilities, its "Mythic Traits" activate and it can now use "Mythic" Legendary Actions for 1 hour.

Electrifying Aura (Mythic Trait). At the start of the dragon's turn, the dragon can force any number of creatures of its choice within 60 feet of it to make a DC 17 Constitution saving throw. On a failed save, a creature takes 14 (4d6) lightning damage and is frightened of the dragon until the start of its next turn.

Dragon Traits.* The dragon can use the following Dragon Tactics: dive, multi-claw, snatch, strafing, tail sweep, wing buffet

Scion of Lightning. Lightning damage inflicted by the dragon ignores lightning resistance and immunity of creatures with 21 hit dice or less.

ACTIONS
Multiattack.
The dragon makes two claw attacks. It can replace one of this attacks with a Thunderbolt attack.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) magical piercing damage plus 13 (2d12) fire damage and, if the dragon wishes, the target must make a DC 23 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) magical slashing damage and, if the dragon wishes, the target must make a DC 23 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Horn. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) magical piercing damage plus 11 (2d10) lightning damage. If the dragon has advantage on its attack roll, and both rolls hit, the attack is a critical hit.

Tail. Melee Weapon Attack: +15 to hit, reach 40 ft., one target. Hit: 42 (6d10 + 9) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Wing Attack. The dragon beats its wings. Each creature within 40 feet of the dragon must succeed on a DC 23 Strength saving throw, taking 18 (4d4 + 8) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed without provoking opportunity attacks.

Thunderbolt. Ranged Weapon Attack: +15 to hit, range 200 ft., one target. Hit: 22 (4d10) lightning damage and must make a DC 23 Constitution saving throw or be deafened.

Dragon Magic (7/Day). The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23, +15 to hit with attacks) as if they are 8th level spells: call lightning, chain lightning, lightning bolt, storm sphere, thunder step, thunderwave, & warding wind

Charge Breath (Recharge 5-6). The dragon inhales and charges its breath weapon.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect (Recharge 5-6). The dragon extends its senses, making a Wisdom (Perception) check and gaining advantage on its next attack or inflicting disadvantage on saving throws against its next use of Fire Breath.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Move. The dragon can move half its current speed.
Attack (Cost 2 Actions). The dragon makes one Bite, Tail, or Wing attack.
Dragon Magic (Mythic Trait, costs 3 Actions). The dragon can create a spell like effect using its dragon magic.
Lightning Breath (Costs 3 Actions). If the dragon has charged its breath weapon, it exhales lightning in 300-line that is 10 feet wide or thirty 10-foot-by-10-foot contiguous areas within 300 feet of it. Each creature in that area must make a DC 23 Dexterity saving throw, taking 143 (22d12) lightning damage on a failed save, or half as much damage on a successful one, or maximum damage on a save failed by ten or more (DC 13). Additionally, any magic or active spell of 7th level or lower in the area ends.
Storm Cloud (Mythic Trait, costs 3 Actions). The dragon summons a storm in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in area must make a DC 23 Constitution saving throw
 
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dave2008

Legend
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Red Dragon by YamiGriffin

Adult Red Dragon Exarch of TakhisisChallenge 18
Gargantuan mythic dragon, typically chaotic evil40,000 Mythic XP
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Armor Class 20 (Natural Armor)
Hit Points 280 (16d20 + 112)
Speed 50 ft., climb 50 ft., fly 150 ft., swim 40 ft.
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STRDEXCONINTWISCHA
25 (+7)14 (+2)25 (+7)17 (+3)14 (+2)22 (+6)
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Saving Throws Dex +8, Con +13, Wis +8, Cha +12
Skills Athletics +13, Intimidation +12, Perception +14
Damage Resistances piercing, poison
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive perception 24
Languages Common, Draconic
Proficiency Bonus +6; Maneuver DC 21
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Blessing of Takhisis (Mythic Trait, recharges after a Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 260 hit points, it recharges all of its abilities, its "Mythic Traits" activate and it can now use "Mythic" Legendary Actions for 1 hour.

Calescent Aura (Mythic Trait). At the start of the dragon's turn, it can force any number of creatures of its choice within 60 feet of it to make a DC 16 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage.

Dragon Fear. Each creature that starts its turn within 90 feet of the dragon must make a DC 20 Wisdom saving throw. On a failed save, the creature is frightened of the dragon until the start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to the Dragon Fear trait for the next 24 hours.

Dragon Traits. The dragon can use the following Dragon Tactics: dive, multi-claw, snatch, strafing, tail sweep, wing buffet

Ignite. When an area takes fire damage from the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 10 feet high, opaque, and cover the whole area. A creature takes 7 (2d6) fire damage when it enters or ends its turn within 5 feet of the area.

ACTIONS
Multiattack.
The dragon makes two claw attacks. It can replace one of this attacks with a Fire Blast attack.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) magical piercing damage plus 6 (1d12) fire damage and, if the dragon wishes, the target must make a DC 21 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) magical slashing damage and, if the dragon wishes, the target must make a DC 21 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 29 (4d10 + 7) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Wing Attack. The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 21 Strength saving throw, taking 17 (4d4 + 7) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

Dragon Magic (6/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 20, +12 to hit with attacks) as if they are 6th level spells: continual flame, fireball, flaming sphere, heat metal, wall of fire

Charge Breath (Recharge 5-6). The dragon inhales and charges its breath weapon.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect (Recharge 5-6). The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Move. The dragon can move half its current speed.
Attack (Cost 2 Actions). The dragon makes one Bite, Tail, or Wing attack.
Fire Breath (3 Actions). If the dragon has charged its breath weapon, it exhales fire in a 120-foot cone or twenty 10-foot-by-10-foot contiguous areas within 120 feet of it. Each creature in that area must make a DC 21 Dexterity saving throw, taking 84 (13d12) fire damage plus 6 (1d12) ongoing fire damage on a failed save, or half as much damage and no ongoing damage on a successful one. Additionally, any magic or active spell of 6th level or lower in the area ends.
Tail Sweep (Mythic, costs 3 Actions). The dragon swings its tail in a 25-foot cone, making a tail attack against reach target in the area.
 
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dave2008

Legend
1670190571112.png

Red Dragon by Bruno Cesar

Ancient Red Dragon Exarch of TakhisisChallenge 25
Gargantuan mythic dragon, typically chaotic evil150,000 Mythic XP
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Armor Class 22 (natural armor)
Hit Points 468 (24d20 + 216)
Speed 70 ft., climb 70 ft., fly 210 ft., swim 60 ft.
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STRDEXCONINTWISCHA
29 (+9)12 (+1)29 (+9)22 (+6)17 (+3)26 (+8)
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Saving Throws Str +17, Dex +9, Con +17, Int +14, Wis +11, Cha +16
Skills Arcana +13, Athletics +17, Intimidation +16, Perception +19
Damage Resistances force, piercing, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 90 ft., darkvision 180 ft., passive perception 29
Languages Common, Draconic, Giant, Ignan
Proficiency Bonus +8; Maneuver DC 25
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Blessing of Takhisis (Mythic Trait, recharges after a Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, it recharges all of its abilities, its Mythic Traits activate and it can now use Mythic Actions for 1 hour.

Calescent Aura (Mythic Trait). At the start of the dragon's turn, the dragon can force any number of creatures of its choice within 60 feet of it to make a DC 18 Constitution saving throw. On a failed save, a creature loses any resistance to fire damage and then takes 14 (4d6) fire damage.

Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Fear. Each creature that starts its turn within 120 feet of the dragon, it must make a DC 24 Wisdom saving throw. On a failed save, the creature is frightened of the dragon until the start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to the Dragon Fear trait for the next 12 hours.

Dragon Traits. The dragon can use the following Dragon Tactics: dive, multi-claw, snatch, strafing, tail sweep, wing buffet

Ignite. When an area takes fire damage from the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 15 feet high, opaque, and cover the whole area. A creature takes 14 (4d6) fire damage when it enters or ends its turn within 5 feet of the area.

Scion of Fire (Mythic Trait). The dragon's Fire Breath deals an additional 100 fire damage and a creature reduced to 0 hit points by its Fire Breath dies and is turned to ash.

ACTIONS
Multiattack.
The dragon makes two claw attacks. It can replace one of this attacks with a Fire Blast attack.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 48 (6d12 + 9) magical piercing damage plus 13 (2d12) fire damage and, if the dragon wishes, the target must make a DC 25 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (6d8 + 9) magical slashing damage and, if the dragon wishes, the target must make a DC 25 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 42 (6d10 + 9) magical bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 25 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Wing Attack. The dragon beats its wings. Each creature within 40 feet of the dragon must succeed on a DC 25 Strength saving throw, taking 24 (6d4 + 9) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed without provoking opportunity attacks.

Fire Blast. Ranged Weapon Attack: +17 to hit, range 180 ft., one target. Hit: 26 (4d12) fire damage and must make a DC 25 Constitution saving throw or take 13 (2d12) ongoing fire damage.

Dragon Magic (8/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 24, +16 to hit with attacks) as if they are 8th level spells: continual flame, dominate monster, fireball, fire storm, flaming sphere, heat metal,, wall of fire

Charge Breath (Recharge 5-6). The dragon inhales and charges its breath weapon.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions.

Detect (Recharge 5-6). The dragon extends its senses, making a Wisdom (Perception) check and gaining advantage on its next attack or inflicting disadvantage on saving throws against its next use of Fire Breath.
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Move. The dragon can move half its current speed.
Attack (Cost 2 Actions). The dragon makes one Bite, Tail, or Wing attack.
Fire Breath (Costs 3 Actions). If the dragon has charged its breath weapon, it exhales fire in 200-foot cone or twenty 20-foot-by-20-foot contiguous areas within 200 feet of it. Each creature in that area must make a DC 25 Dexterity saving throw, taking 130 (20d12) fire damage plus 13 (2d12) ongoing fire damage on a failed save, or half as much damage and no ongoing damage on a successful one, or maximum damage on a save failed by ten or more (DC 15). Additionally, any magic or active spell of 8th level or lower in the area ends.


MYTHIC ACTIONS
When the dragon's Blessing of Takhisis trait is active, it can use the following Mythic Actions.

Recharge (Costs 2 Actions). The dragon recharges its breath weapon.
Dragon Magic (Costs 3 Actions). The dragon can create a spell like effect using its dragon magic.
Tail Sweep (Costs 3 Actions). The dragon swings its tail in a 40-foot cone, making a tail attack against reach target in the area. On a hit, a creature that fails the saving throw is pushed 4d10 feet and knocked prone instead of being knocked prone or stunned.
 
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dave2008

Legend
OK, I have started to take another look at dragons. With the recent Dragonlance book I am calling these the "Dragons of Krynn" to differentiate them. For these dragons I gave them an "Old School" vibe. By that I mean highlighted the classic claw/claw/bite or breath weapon actions. Making those the main damage dealers let me increase the damage on the attacks. I also made all of them "mythic." My thought is the first set of hit points is really just getting through their armor and you really don't start damaging them until after the mythic trait is activated. I am using the increase HP to stand in for tough dragon scales. If people like these I will do the rest of the series. So without further ado, I give you the dragons of Krynn!
Also, please remember these are Works In Progress. Feedback is welcomed and changes will be made!
 
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Stalker0

Legend
View attachment 267991
test concept by Dmitry Cherevatenko

MarutChallenge 25
Large Construct (Inevitable), lawful neutral75,000 XP
1599771485172.png

Armor Class 22 (natural armor)
Hit Points 432 (32d10 + 256; bloodied 216)
Speed 40 ft., fly 30 ft. (hover)
1599771486387.png

STRDEXCONINTWISCHA
28 (+9)12 (+1)26 (+8)19 (+4)15 (+2)18 (+4)
1599771488291.png

Saving Throws Int +12, Wis +10, Cha +12
Skills Insight +10, Intimidation +12, Perception +10
Damage Resistances cold, fire; nonmagical attacks
Damage Immunities acid, lightning, thunder, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses truesight 90 ft., Passive Perception 20
Languages all, but rarely speaks
Proficiency Bonus +8; Maneuver DC 25
1599771489448.png

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

Inevitable Demise. When the marut reduces a creature to 0 hit points it is knocked unconscious and banished to a teleportation circle in the Hall of Concordance in Sigil.

Inevitable Recovery (1/Rest). When the marut is first bloodied, any conditions or effects it is suffering end for it.

Justify. When the marut plane shifts an unwilling target, it is transported to a teleportation circle in the Hall of Concordance in Sigil. If a target is transported in this way, the marut can plane shift with it to the circle.

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

ACTIONS
Multiattack. The marut makes on thunder fist and one lightning fist attack. It can replace one of these with an inexorable lightning or force chains attack.

Thunder Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 thunder damage and the target must make a DC 24 Constitution saving throw or be deafened for 1 minute.

Lightning Fist. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 28 magical bludgeoning damage plus 30 lightning damage and the target must make a DC 24 Constitution saving throw or be blinded for 1 minute.

Inexorable Lightning. A bolt of lighting streaks from the marut to a target it can see within 150 feet of it. The target takes 40 lightning damage and must make a DC 24 Constitution saving throw or be paralyzed until the end of the marut's next turn.

Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn.

Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20, +12 with spell attacks). The marut can innately cast the following spells, requiring no material components:

At will: command (5th level), locate creature, sleep (5th level)
3/day each: plane shift, scrying, wall of force
1/day: geas (9th level)

BONUS ACTIONS
Undeniable Chains.
The marut conjures magical chains that envelope the target. The target is restrained and incapacitated for 1 minute or until they are dispelled (as a 9th lvl spell) or broken by a taken an action an succeeding in DC 25 strength (athletics) check.

Inevitable Step. The marut teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

REACTIONS
The marut can take up to two reactions per round but only one per turn. If a condition or effect would prevent the marut from using a reaction, the effect ends, costing the marut one of its reactions.

Dictum (Recharge 5-6). In response to being hit by an attack, the marut can immediately use its undeniable chains on the attacker.

Unavoidable. When the marut is missed by a melee attack, it sends a psychic shockwave through the attacker. The target is incapacitated until the end of the marut's next turn and target must make a DC 24 Intelligence saving throw or be knocked unconscious for 1 minute.
the Marut has always been a favorite monster of mine, I have used them in several campaigns. My thoughts:

  • I love undeniable demise. That is a very flavorful effect and actually brutal for high level combat. Having one of the PCs just banished when they hit 0 prevents all sorts of recovery options, and suddenly creates a big problem for the PCs to solve. I love it.
  • Your multi-attack mentions force chains which doesn't exist. Did you mean undeniable chains?
  • Undeniable chains is poorly worded and too strong (even for a CR 25). It has no noted range, no save, it can't be fixed by the person effected (because they can't take actions), so it consumes 2 rounds of PC times to address, while the Marut can do it at-will. Yeah its cool but way too good. Honestly the marut already has so many status effects going on I don't think this is necessary.
  • I don't like that unavoidable only effects melee attacks, melee attackers get beat up way too much imo. Everyone should share in the pain, whether its a ranged attack or melee, you miss you suffer.
 

dave2008

Legend
As always thank you for your review and comments!
the Marut has always been a favorite monster of mine, I have used them in several campaigns. My thoughts:

  • I love undeniable demise. That is a very flavorful effect and actually brutal for high level combat. Having one of the PCs just banished when they hit 0 prevents all sorts of recovery options, and suddenly creates a big problem for the PCs to solve. I love it.
  • Your multi-attack mentions force chains which doesn't exist. Did you mean undeniable chains?
Yes, I changed the name and didn't update the multiattack.
  • Undeniable chains is poorly worded and too strong (even for a CR 25). It has no noted range, no save, it can't be fixed by the person effected (because they can't take actions), so it consumes 2 rounds of PC times to address, while the Marut can do it at-will. Yeah its cool but way too good. Honestly the marut already has so many status effects going on I don't think this is necessary.
I cleaned it up a bit, let me know what you think. I agree that it may not be necessary for the marut, but I liked the idea that if it was hunting down an individual it would restrain them, plane shift them or pummel them to 0, ang head back to sigil without bothering anyone else. However, maybe that is what blazing edict is for.

EDIT: I removed it
  • I don't like that unavoidable only effects melee attacks, melee attackers get beat up way too much imo. Everyone should share in the pain, whether its a ranged attack or melee, you miss you suffer.
I had Dictum there for ranged attackers, but maybe I clean this up a bit. Get rid of chains (and dictum) and then update unavoidable to include all attacks. That would get the general idea across in a cleaner package. I will think about it.

EDIT: I removed dictum and chains and revised unavoidable.
 
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dave2008

Legend
You are absolutely right, I didnt notice your message was referring to the Marut exclusively, my bad, i was referring to the other 2 inevitables you added in, the Zelekhut and Kolyarut
@Gregory Efs , I was saving that for the ultimate inevitable the Marut. However, I could entertain adding it to the others too. There would be a trade-off in reduced damage however. Do you think that is worth it? There is something cool and thematic about auto damage.
 

Stalker0

Legend
Alright Marut is getting there, looking claner. For unavoidable, I would remove the int save for unconscious, that ability is already insanely good, anytime I miss with an attack I can't take any more attacks or actions until the end of my next turn, that is just BRUTAL. It doesn't need a sliver of more power in that ability.

Did you want your undeniable demise and justify abilities to work together? (aka when the Marut drops its target to 0, the target and the marut plane shift out? They don't technically work together right now, you could just make undeniable demise a plane shift and have it work with justify, but wasn't sure if that was your plan.

Blazing edict, is the marut the center of the cube, is it 60 foot cube where they are on a corner?
 

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