log in or register to remove this ad

 

5E 5e Updates: Mythic, Epic, and Hardcore Monsters, Equipment, & Magic

dave2008

Legend
Project Goals:
  • Provide (slightly) more complex, challenging, and interesting monsters for 5e and LevelUp!
  • Create epic monsters for high level (17-20) and post lvl 20 play (lvl 21-30, epic boons, etc.)
  • Provide a single source for monsters great and small that provide a bit more punch than the standard WotC designs.
TABLE OF CONTENTS
1603334201404.png

Chapter 01 - HARDCORE MONSTERS
Advanced Aberations
Better Beasts
Choir of Celestials
Contemptible Constructs
Dastardly Dragons
Essential Elementals
Fabulous Fey

Formidable Fiends
Gruesome Giants
Horrifying Humanoids
Malevolent Monstrosities
Onerous Oozes
Paragon Plants
Unrelenting Undead
Chapter 02 - EXALTED MONSTERS (Archfiends, Deities, etc.)
The Exalted Type
Exalted Rank
Exalted Stats by CR Table
Exalted Damage by Ability Score

EXALTED MONSTERS
Archfey
Archfiends
  • Archanoloths
  • Archdevils
  • Demon Nobles
Celestial Paragons
Constructs
Deities
Dragon Rulers
Eldritch Lords
Elemental Lords
  • Archomentals
  • Primordials
Monstrosities
Undead
Chapter 03 - MONSTER TEMPLATES
Inspired by the work of @Imaculata Monster Templates in the LevelUp! forum and @Rhenny's Modify Your Monsters I am planning to create some templates to quickly add a theme to your monsters:
  • Artillery
  • Bruiser
  • Controller
  • Leader
  • Lurker
  • Minion
  • Skirmisher
  • Soldier
MONSTERS BY CR

NOTES:

1) Monster Tags. In the Table of Contents, the monsters are noted as follows:
  • Standard: A typical monster
  • Legendary: A monster with legendary actions
  • Mythic: A legendary monster with the mythic trait and actions (from the Theros sourcebook)
  • Elite: A monster theme similar in format to mythic monsters, but less Legendary/Mythic. Unlike mythic and legendary monsters, they don't have legendary or mythic actions (though they do get elite actions).
2) Where do I find a Monster?
  • Monsters from CR 0 - CR 30 will be listed in Chapter 01 - Hardcore Monsters.
  • High CR unique monsters, like archdevils, demigods, etc., will be listed in Chapter 02 - Epic Monsters.
  • Additionally, general monsters (non unique) over CR 30 will be listed in Chapter 02 as well.
3) What is Included? I will be adding my 5e Epic Monster Updates and 5e Hardcore Monster Manual monsters to this thread, with some tweaks and updates along the way of course! However, I will be adding new monsters too, and I take request!

4) Updates? I will continue to update and modify the monsters after they are posted. This is a working document. If you see something that needs improvement - let me know and I fix / modify it.

5) Who made these? Most of these are my creations, but I am also linking to other fan creations in this thread and others. So, if you have an idea for an advanced (leveledUp even) monster, please let me know and I can post it in this thread or I will link to it (if it is on EnWorld somewhere) in the Table of Contents.

6) Will there be a PDF? I plan to make a compiled PDF when I am done, but don't expect that before late 2021!

7) Thank you! Now a quick shout out to @Matrix Sorcica you originally asked for some mythic updates that was the genisis for this thread.
 
Last edited:

log in or register to remove this ad

dave2008

Legend
Aboleth Sovereign
Large aberration, lawful evil
1599001688295.png

Armor Class 17 (Natural Armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
1599001689306.png

STRDEXCONINTWISCHA
21 (+5)9 (-1)15 (+2)18 (+4)15 (+2)18 (+4)
1599001691083.png

Saving Throws CON +6, INT +8, WIS +6
Skills Arcana +8, History +12, Insight +6, Perception +10
Damage Resistance psychic
Senses darkvision 120 ft., passive perception 20
Languages deep speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
1599001692326.png

Amphibious. The aboleth can breathe air and water.

Innate Spellcasting (Psionics). The aboleth's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The aboleth can innately cast the following spells, requiring no components:

At will: charm person, command, mage hand, mind thrust,
3/day each: clairvoyance, ego whip, psionic blast
1/day each: confusion, intellect fortress, scrying

Mucous Cloud.
While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Rejuvenating Slime (Mythic Trait, recharges after a short or long rest). If the aboleth is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 65 hit points and it excretes a thick slim over its body, granting it 70 temporary hit points. Additionally, all conditions and effects it is suffering end for it, and it recharges all of its abilities, and it can move up to its speed without provoking opportunity attacks.

ACTIONS
Multiattack. The aboleth makes three melee attacks, but it can only attack once with a bite and its tail. Additionally, a tail attack cannot target a creature that is the target of a bite or tentacle attack in the same turn.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature that is charmed or grappled by the aboleth, incapacitated, or restrained. Hit. 14 (2d8 + 5) piercing damage and the target is poisoned. A creature poisoned by the aboleth has disadvantage on Wisdom saving throws from the aboleth's attacks. The creature can make an additional saving throw at the end of each of its turns, ending the effect on itself with a success.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit.12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Instead of dealing damage, the aboleth can grapple the target (escape DC 17) and, if it fails a DC 17 Strength saving throw, pull it up to 5 feet.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit. 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). The aboleth targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

LEGENDARY ACTIONS
The aboleth 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. The aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.
Tentacle. The aboleth makes one tentacle attack.
Tail Swipe (Cost 2 Actions). The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

MYTHIC ACTIONS
If the aboleth's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Rejuvenating Slime.

Fling Slim. Ranged Weapon Attack: +9 to hit, range 30 / 60 ft. one target. Hit: 14 (4d6) acid damage.
Spell Casting. The aboleth cast an at will spell
Dominate (Cost 2 actions). The aboleth chooses on creature charmed by it within 120 feet of it. The creature must succeed on a DC 16 Intelligence saving throw or by dominated by the aboleth as in the spell dominate monster. The aboleth can use a bonus action to precisely control a creature it has dominated.

---

The Aboleth Sovereign as a Mythic Encounter

The aboleth sovereign is difficult opponent under typical conditions. However, if you wish to make an encounter with the aboleth truly frightening, make use of its Rejuvenating Slime mythic trait. When this happens, the aboleth use the psychic slime to unlock its true power and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the aboleth sovereign uses its Rejuvenating Slime trait:

descriptive text goes here

Fighting the aboleth sovereign as a mythic encounter is equivalent to taking on two CR 10 creatures in one encounter. Award a party 11,800 XP for defeating the aboleth sovereign after it uses Rejuvenating Slime.
 
Last edited:

dave2008

Legend
Tyrannosaurus Alpha
Huge beast, unaligned
1599001675458.png

Armor Class 15 (Natural Armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft., swim 30 ft.
1599001676595.png

STRDEXCONINTWISCHA
25 (+7)10 (+0)19 (+4)2 (-4)14 (+2)10 (+0)
1599001677645.png

Saving Throws STR +11, CON +8, WIS +6
Skills Athletics +11, Perception +6
Senses darkvision 60 ft., passive perception 16
Languages --
Challenge 10 (5,900 XP)
1599001679613.png

Alpha's Endurance (Elite Trait, recharges after a short or long rest). If the tyrannosaurus is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 80 hit points, and it can immediately use an elite action.

Mega-Predator. The tyrannosaurus' bite attacks do double damage to Large and larger targets.

Dreadful Charge. If the tyrannosaurus moves at least 10 feet straight toward a creature and then hits it with a bite attack on the same turn, the target takes an extra 19 (3d12) piercing damage

Keen Smell. The tyrannosaurs has advantage on Wisdom (Perception) checks that rely on smell.

Trample. When the tyrannosaur moves it can enter the space of Medium or smaller creatures. The first time it enters a creature's space it can make a claw attack against the creature.

ACTIONS
Multiattack. The tyrannosaurus 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: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage or 59 (8d12 + 7) piercing damage on a critical hit. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. This attack is a critical hit if the tyrannosaurus succeeds on its attack roll be 5 or more.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. If the target is a Larger or smaller creature it is also knocked prone and grappled (escape DC 19). Until the tyrannosaurus uses its claw again, moves, or the target escapes, the target is restrained.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a DC 19 strength saving throw or be knocked prone or pushed 10 feet, the tyrannosaurus' choice.

REACTIONS
Chomp. If a creature ends its turn grappled by the tyrannosaurus, the tyrannosaurs makes a bite attack against the grappled creature.

ELITE ACTIONS
Once the tyrannosaurus' elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn.

Frenzied Jaws. When the tyrannosaurs takes the multiattack action, it can make two bite attacks instead of a bite and tail attack.
Headbutt. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and the target must make a DC 19 strength saving throw or be stunned until the end of the tyrannosaurus' next turn.
Move. The tyrannoasuars can move up to half its speed.

---

The Tyrannosaurus Alpha as an Elite Encounter
Fighting the tyrannosaurus alpha is equivalent to taking on two CR 10 creatures in one encounter. Award a party 11,800 XP for defeating the tyrannosaurus alpha.
 
Last edited:

dave2008

Legend
Seraphim
Large celestial, lawful good
1599001661150.png

Armor Class 21 (Natural Armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
1599001662325.png

STRDEXCONINTWISCHA
26 (+8)22 (+6)25 (+8)25 (+7)25 (+7)30 (+10)
1599001663478.png

Saving Throws STR +15. DEX +13, CON +15, INT +14, WIS +14, CHA +17
Skills Athletics +15, History +14, Insight +14, Persuasion +17, Perception +14, Religion +14
Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical Attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 180 ft., passive perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
1599001664944.png

Angelic Weapons. The seraphim's weapon attacks are magical. When the seraphim hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The seraphim knows if it hears a lie.

Divine Radiance (Mythic Trait, recharges after a short or long rest). If the seraphim is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it explodes in a brilliant flare of divine light and all creatures the seraphim wishes must make a DC 15 Dexterity saving throw or be blinded until the end of the seraphim's next turn. Additionally, all conditions and effects the seraphim is suffering end for it, it regains 243 hit points, and all of its abilities recharge.

Innate Spellcasting. The seraphim's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, dispel magic, invisibility (self only), polymorph
3/day each: blade barrier, bless, counterspell, dispel evil and good, planeshift, resurrection, symbol
1/day each: banishment, commune, control weather, power word stun,

Magic Resistance. The seraphim has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the seraphim has disadvantage on the attack roll.

ACTIONS
Multiattack.
The seraphim makes two attacks: any combination of greatspear or slam attacks.

Greatspear. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing or 19 (2d10 + 8) piercing damage when used with two hands, plus 27 (6d8) radiant damage. Additionally, the target must make a DC 23 Dexterity saving throw or suffer one of the following conditions of the seraphim's choice:
  • The damage inflicted is bludgeoning instead of piercing and the target is knocked prone.
  • The damage inflicted is slashing instead of piercing and the target's speed is reduced by 10.
  • The target is restrained. While restrained in this manner the seraphim cannot use its greatspear to attack.
Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage, plus 27 (6d8) radiant damage. Additionally, if the seraphim chooses, the target must make a DC 23 Strength saving throw or be grappled.

Slaying Longbow. Ranged Weapon Attack:+13 to hit, range 300/900 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Dancing Spear. The seraphim releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the seraphim can see the spear, the seraphim can mentally command it as a bonus action to fly up to 120 feet and either make one attack against a target or return to the seraphim's hands. If the hovering speare is targeted by any effect, the seraphim is considered to be holding it. The hovering sword falls if the seraphim dies.

Healing Touch (4/Day). The seraphim touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

LEGENDARY ACTIONS
The seraphim 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. The seraphim regains spent legendary actions at the start of its turn.

Teleport. The seraphim magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Flying Spear (Costs 2 Actions). If the seraphim's spear is hovering, it can command the spear to make one attack against a target.
Searing Burst (Costs 2 Actions). The seraphim emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The seraphim targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

MYTHIC ACTIONS
If the seraphim's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge.

Globe of Protection. The seraphim creates a 10-foot radius magical sphere around itself or another target it can see within 120 feet of it. Creatures within the spear take half damage from all attacks and automatically make any saves from creatures with an evil alignment until the end of the seraphim's next turn.
Greatspear (Cost 2 Actions). The seraphim makes a greatspear attack.
Cast a spell (Cost 2 Actions). The seraphim casts a spell.
Wheel of Fire (Cost 3 Actions). The seraphim makes a disc of fire and launches at its enemies in a 120 foot line that is 10 feet wide. Each creature in the line must make a DC 25 Dexterity saving throw, taking 21 (6d6) fire damage plus 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
---

The Seraphim as a Mythic Encounter
The seraphim is titanic danger under typical conditions. However, if you wish to make an encounter with the seraphim truly unforgettable, have it access its Divine Radiance mythic trait. When this happens, the seraphim uses it secondary power source to keep it going and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the seraphim uses its Divine Radiance trait:

Future descriptive text goes here

Fighting the seraphim as a mythic encounter is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating the seraphim after it uses Divine Radiance.
 
Last edited:

dave2008

Legend
Warforged Juggernaut
Gargantuan construct, unaligned
1599001648085.png

Armor Class 23 (Natural Armor)
Hit Points 410 (20d20 + 200)
Speed 60 ft.
1599001644097.png

STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)8 (-1)
1599001649174.png

Saving Throws STR +18, CON +18, INT +4, WIS +8, CHA +8
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 300 ft., Passive Perception 10
Languages understands Common but can't speak
Challenge 27 (105,000 XP)
1599001651489.png

Adamantine Weapons. The colossus weapons are adamant

Arcane Recharge (Mythic Trait, recharges after a short or long rest). If the colossus is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, its damage armor plating falls to the ground, it loses the damage threshold trait and any target within the colossus' area or within 10 feet of it must make a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning damage. Additionally, the colossus ends all conditions and effects it is suffering, recharges all of its abilities, gains 300 temporary hit points, and its arcane shield emitters come online, providing it immunity to force damage, and a +5 bonus to its AC and Dexterity saving throws.

Colossal. The colossus is 100 feet tall and its space is 70 feet by 70 feet. Any creature Huge or smaller can enter its space and must do so to hit it 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 colossus' melee attacks must make a DC 26 Dexterity saving throw or take the same damage as the initial target.

Damage Threshold. The colossus is immune to all damage unless the attack or effect inflicts more than 10 hit points of damage, in which case it takes damage as normal.

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

Legendary Resistance (3/Day). If the colossus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.

Siege Monster. The colossus deals double damage to objects and structures.

Towering Terror. Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours.
Actions

ACTIONS
Multiattack. The colossus makes two eldritch turret attacks. The colossus an substitute a slam or stomp attack for one turret attack.

Slam. Melee Weapon Attack: +18 to hit, reach 50 ft., one target. Hit: 62 (8d12 + 10) bludgeoning damage, and the target must make a DC 26 Strength saving throw or the colossus can push it up to 40 feet or knock it prone, the colossus choice.

Eldritch Turret. Ranged Spell Attack: +18 to hit, range 600 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone.

Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 54 (8d10 + 10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Incinerating Beam (Recharge 5-6). The colossus fires a beam of light in a 300-foot line that is 10 feet wide. or a 150-foot cone, the colossus' choice. Each creature in the line or area must make a DC 26 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, including anything it was wearing or carrying.

REACTIONS
Retributive Strike. If the colossus is hit by a ranged attack out side its space, it can make an eldritch turret attack against the triggering target.

LEGENDARY ACTIONS
The colossus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The colossus can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Scan. All targets within 600 feet of the Colossus must make a DC 26 Charisma saving throw. On a failure, the colossus know the AC, hit points, saving throw bonuses, and spell slots remaining of the target.
Turret. The colossus makes a turret attack.
Attack (Costs 2 Actions). The colossus makes a slam or stomp attack.

MYTHIC ACTIONS
If the colossus' mythic trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge.

Multiblast (Cost 2 Actions). The colossus makes a eldritch turret attack against all targets within range.
Move (Cost 2 actions). The colossus moves up to its speed and makes on stomp attack at any point during the move.

The Warforged Juggernaut as a Mythic Encounter
The Juggernaut is titanic danger under typical conditions. However, if you wish to make an encounter with the Warforged Juggernaut truly unforgettable, have it access its Arcane Recharge mythic trait. When this happens, the Warforged Juggernaut uses it secondary power source to keep it going and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the Warforged Juggernaut uses its Arcane Recharge trait:

Future descriptive text goes here

Fighting the Warforged Juggernaut as a mythic encounter is equivalent to taking on two CR 27 creatures in one encounter. Award a party 210,000 XP for defeating the Warforged Juggernaut after it uses Arcane Recharge.
 
Last edited:

dave2008

Legend
Tiamat
Gargantuan fiend (lesser deity), chaotic evil
1599001612498.png

Armor Class 25 (Natural Armor)
Hit Points 615 (30d20 + 300)
Speed 60 ft., fly 240 ft.
1599001613986.png

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)26 (+8)26 (+8)28 (+9)
1599001615306.png

Saving Throws STR +19, DEX +9, CON +19, WIS +17, CHA +18
Skills Arcana +17, Athletics +28, Intimidate +18, Perception +26, Religion +17
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 480 ft., Truesight 240 ft., Passive Perception 36
Languages All, telepathy 240 ft.
Challenge 30 (155,000 XP)
1599001617081.png


Chromatic Glory (Mythic Trait, recharges after a short or long rest). If Tiamat is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she radiate a dazzling corona of black, blue, green, red, and white light, all conditions and effects she is suffering end for her, she regains 615 hit points, all of her abilities recharge, and she can use her Wing Attack mythic action.

Colossal. Tiamat’s space is 100 feet by 100 feet. Any creature Huge or smaller can enter her space and must do so to hit her 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 Tiamat’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Divine Might. Unless an attack or effect causes 10 or more hit points of damage, Tiamat is immune to the damage. Additionally, her attacks ignore all resistances of creatures CR 20 / level 20 or below.

Discorporation. When Tiamat dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Innate Spellcasting. Tiamat's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Tiamat can innately cast the following spells, requiring no components:

At will: alter self (can become Medium humanoid when changing her appearance), burning hands (as a 9th-level spell), confusion, detect magic, dispel evil and good, dispel magic, lightning bolt, scrying, sending, stinking cloud, suggestion, teleknesis, wall of fire , detect evil and good, fireball, invisibility(self only)
5/day each: blade barrier, counter spell, elemental bane (at 9th level), geas, shield,
3/day each: banishment, disintegrate, divine word, plane shift (self only), teleport (without error)
1/day each: gate, power word kill, time stop, wish

Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.

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

Magic Weapons. Tiamat’s weapon attacks are magical.

Multiple Heads. Tiamat can take one reaction per turn (up to five per round), rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would paralyze or petrify a creature, one of her unspent legendary actions is spent instead.

Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn.

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

Strafing. Tiamat can spend any of her unused movement when she makes a breath weapon. She adds her speed used to the length of the breath weapon attack when moving in this manner.

Teleport. Tiamat can use a bonus action to magically teleport up to 120 feet to an unoccupied space she can see.

ACTIONS
Multiattack.
Tiamat can use her Majestic Presence. She then makes two claw attacks or one tail attack.

Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 38 (8d6 + 10) slashing damage, and if the target is creature, it is grappled (escape DC 27), knocked prone, or pushed 30 feet, Tiamat's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 46 (8d8 + 10) piercing damage, plus 14 (4d6) poison damage and the target is poisoned. The target can make a saving throw at the end of each of its turns, ending the condition on a success.

Majestic Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute or stunned until the end of Tiamat's next turn, Tiamat's choice for each creature affected. A Frightened 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 Tiamat’s Majestic Presence for the next 12 hours.

LEGENDARY ACTIONS
Tiamat can take 5 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. Tiamat can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Additionally, each head can use the Teleport and Spell Casting actions. Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

Bite. Melee Weapon Attack: +19 to hit, reach 70 ft., one target. Hit: 43 (6d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Additionally, if Tiamat wishes and the target is Huge or smaller, it is also grappled (DC 27 escape). A target grappled this way is also restrained and Tiamat cannot bite use a breath weapon on another target with that head until the grapple ends.
Teleport. Tiamat uses her teleport action.
Spell Casting. Tiamat cast an at will spell.
Black Dragon Head: Acid Breath (Costs 2 Actions).Tiamat breathes acid in a 320-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions).Tiamat breathes lightning in a 480-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions).Tiamat breathes poisonous gas in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions).Tiamat breathes an icy blast in a 240-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

MYTHIC ACTIONS
If Tiamat’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Chromatic Glory.

Dragon Queen. Tiamat can use a lair action available to any chromatic dragon, even if she is not in a lair. Unless noted otherwise, the effect last until initiative count 20 of the next round.
Wing Attack (Cost 2 actions). Tiamat beats her wings. Each creature within 100 feet of Tiamat must succeed on a DC 27 Dexterity saving throw or take 46 (8d8 + 10) bludgeon damage and be knocked prone. Tiamat can then fly up to half her flying speed.
Chromatic Breath (Costs 5 Actions). Tiamat uses all of her breath weapons in one 320-foot line that is 50 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking damage from two or more of her breath weapons on a failed save, or half as much damage on a successful one. For each target, roll a d6 twice to determine which breathweapons affect it, re-rolling duplicates.

1 - Black Dragon Head
2 - Blue Dragon Head
3 - Green Dragon Head
4 - Blue Dragon Head
5 - Red Dragon Head
6 - The target is struck by three breathweapons. Roll twice more, rerolling any 6.

This attack recharges when each of Tiamat's heads has used its breath weapon attack at least once after Tiamat uses this action.

---

Tiamat as a Mythic Encounter
Tiamat is among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the goddess truly epic, Tiamat might use her Chromatic Glory mythic trait. When this happens, she calls upon her full divine might instead of discorporating. After she has revealed her divine glory, Tiamat can choose one of her mythic actions when she uses a legendary action.

Read or paraphrase the following text when Tiamat uses her Chromatic Glory trait:

Future descriptive text goes here

Fighting Tiamat as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party 310,000 XP for defeating Tiamat after she uses Chromatic Glory.
 
Last edited:

dave2008

Legend
Zaratan, Primal Earth Elemental
Gargantuan elemental, neutral
1599001598519.png

Armor Class 22 (Natural Armor)
Hit Points 307 (15d20 + 150)
Speed 40 ft., swim 40 ft.
1599001599412.png

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)2 (-4)21 (+5)18 (+4)
1599001600650.png

Saving Throws WIS +12, CHA +11
Skills Athletics +17
Damage Vulnerabilities Thunder
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 120 ft., Tremorsense 240 ft., Passive Perception 15
Languages --
Challenge 22 (41,000 XP)
1599001601959.png


Colossal. Zaratan’s space is 75 feet by 75 feet. Any creature Large or smaller can enter its space and must do so to hit Zaratan 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 Zaratan's melee attacks must make a DC 25 Dexterity saving throw or take the same damage as the initial target.

Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.
The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.

Elemental Recharge (Mythic Trait, recharges after a short or long rest). If Zaratan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, Zaratan regains 307 hit points, all of its abilities recharge, and it can move up to half its speed and use earth-shaking movement trait.

Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.

Limited Magic Resistance. Against magic of 3rd level or lower, Zaratan has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.

Magic Weapons. The zaratan’s weapon attacks are magical.

Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).

ACTIONS
Bite. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 55 (10d8 + 10) piercing damage and the target must make a DC 25 Strength saving throw or be grappled. A grappled creature is also restrained and Zaratan cannot bite another creature until the grapple ends.

Stomp. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.

Spit Rock. Ranged Weapon Attack: +17 to hit, range 240 ft./480 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage.

Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 180-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

LEGENDARY ACTIONS
The zaratan 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. The zaratan regains spent legendary actions at the start of its turn.

Move. The zaratan moves up to its speed.
Snap. Zaratan crushes a target grappled with its bite. The creature must make a DC 25 Constitution saving throw, taking 27 (6d8) piercing damage on a failure or half as much damage on a success.
Attack (Costs 2 Actions). The zaratan makes one bite, stomp, or spit attack.
Retract (Costs 2 Actions). Zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, it is restrained, and it gains a +5 bonus to its AC and saving throws. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). Zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
Emerge (Costs 2 Actions). Zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.

MYTHIC ACTIONS

Harden Shell (Cost 2 Actions).
Zaratan's AC increases to 25 until the start of its next turn.
Trample (Costs 3 Actions). Zaratan moves up to its speed and it can enter the space of a Large or smaller creature. The first time it enters the space of a creature during this movement, it can make a stomp attack against that creature.

---

Zaratan as a Mythic Encounter
Zaratan is a powerful creature normally, but if you wish to make a climatic challenge, Zaratan can use its Elemental Recharge mythic trait. When this happens, Zaratan calls upon the elemental plane of earth to empower it and continue the battle. Zaratan can then choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when Zaratan uses its Elemental Recharge trait:

Future descriptive text goes here

Fighting Zaratan as a mythic encounter is equivalent to taking on two CR 22 creatures in one encounter. Award a party 82,000 XP for defeating Zaratan after it uses Elemental Recharge.
 
Last edited:

dave2008

Legend
Abyssal Hag
Large fey, chaotic evil
1599001578249.png

Armor Class 18 (Natural Armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.
1599001571102.png

STRDEXCONINTWISCHA
20 (+5)14 (+2)14 (+2)14 (+2)15 (+2)16 (+3)
1599001572127.png

Saving Throws DEX +5, CON +5, WIS +5, CHA +8
Skills Athletics +9, Intimidation +7, Perception +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical Attacks
Senses darkvision 90 ft., passive perception 15
Languages Abyssal, common, giant
Challenge 6 (2,300 XP)
1599001573266.png


Ambush Attack. On its first turn of an encounter, the hag can take the Dash action as a bonus action. Additionally, it has advantage on all of its attacks until the end of its turn after using this trait.

Grappler. If the hag hits a Large or smaller creature with two claw attacks on the same turn, it is also grappled. Additionally, a creature grappled by the hag is also restrained and the hag can make a bite attack against a creature it has grappled as bonus action.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, eldritch blast (see actions)
2/day each: plane shift (self only), ray of enfeeblement, sleep
1/day each:

Magic Resistance. The hag has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the hag has disadvantage on the attack roll.

Magic Weapons. The hag’s weapon attacks are magical.

Blessing of the Abyss (Elite Trait, recharges after a short or long rest). If the hag is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 75 hit points, all of its abilities recharge and an aura of the abyss emanates from it: all of its melee attacks do an additional 4 (1d8) cold, fire, or lightning damage, chosen randomly.

ACTIONS
Multiattack. The hag makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one grappled or incapacitated target. Hit. 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Eldritch Blast. The hag creates three beams of eldritch force: Ranged Spell Attack. +6 to hit, range 120 ft., one, two, or three targets. Hit. 5 (1d10) force damage per beam.

ELITE ACTIONS
Once the hag's elite trait is activated it can take an elite action in place of its standard action, choosing from the options below.

Touch of Madness. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage and the target must use a reaction to move, up to its speed, and make a melee attack on the creature closet to it that is not the hag.
Flames of the Abyss (Recharge 5-6). The hag summons a pillar of abyssal fire to an area it can see within 120 feet of it. The pillar has a 15-foot radius and his 60 feet tall. Each creature in the pillar must make a DC 14 Dexterity saving throw, taking 9 (2d8) cold damage, 9 (2d8) fire damage, and 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.

---

The Abyssal Hag as an Elite Encounter
Fighting the abyssal hag is equivalent to taking on two CR 6 creatures in one encounter. Award a party 4,600 XP for defeating the abyssal hag.
 
Last edited:

dave2008

Legend
Moloch
Large fiend (devil), lawful evil
1599001553917.png

Armor Class 19 (Natural Armor)
Hit Points 253 (22d10 + 132)
Speed 40 ft.
1599001556830.png

STRDEXCONINTWISCHA
26 (+8)19 (+4)22 (+6)21 (+5)18 (+4)23 (+6)
1599001559232.png

Saving Throws DEX +11, CON +13, WIS +11, CHA +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
1599001560599.png


Outcast's Fury (Mythic Trait, recharges after a short or long rest). If Moloch is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, two large wings erupt from his back, he gains a flying speed of 120 and uses his Wing Attack mythic action, all conditions and effects he is suffering end for him, all of his abilities recharge, and he regains 250 hit points.

Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)

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

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

Magic Weapons. Moloch’s weapon attacks are magical.

Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate.

ACTIONS
Multiattack.
Moloch makes three attacks: any combination of bite, claw, or whip attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 17 (2d8 + 8) piercing damage and 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage and the target must make a DC 21 Constitution saving throw or be poisoned for 1 minute.

Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.

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

LEGENDARY ACTIONS
Moloch 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. Moloch regains spent legendary actions at the start of his turn.

Attack. Moloch makes a bite, claw, or whip attack.
Stinking Cloud. Moloch casts stinking cloud.
Teleport. Moloch uses his Teleport action.

MYTHIC ACTIONS
If Moloch’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Outcast's Fury.

Combo Attack. Moloch makes a whip attack. If the attack is a hit and he pulls the target into range, he can make a claw attack with advantage against the same target.

Flyby Attack (Costs 2 Actions). Moloch moves up to half his fly speed and then makes two claw attacks. If both attacks hit the same target, he can also make a bite on that target. After making the attacks Moloch can then move up to half his speed without provoking opportunity attacks.

Wing Attack (Cost 2 actions). Moloch beats his wings. Each creature within 10 feet of Moloch must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeon damage and be knocked prone. Moloch can then fly up to half his flying speed without provoking opportunity attacks.

Moloch as a Mythic Encounter
If you wish to make an encounter with the Moloch truly terrifying, you can have Moloch use his Outcast's Fury mythic trait. When this happens, Moloch is infused with rage and grows a pair of might wings, and then he can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when Moloch uses his Outcast's Fury trait:

Moloch roars in defiance. His wounds heal instantly and great bat-like wings erupt from his back.

Fighting Moloch as a mythic encounter is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating Moloch after he uses Outcasts Fury.
 
Last edited:

dave2008

Legend
Born from hatred of the gods, the gigantes are twisted giants of titanic size. Towering over 100 feet tall with vaguely humanoid bodies constructed of serpents and covered in thick plate-like armor. They gigantes stride across the Prime on two serpentine legs, in a cacophony of hisses and strike out at their foes with their great dual headed spears of adamant.

Gigante, planar
Gargantuan giant, any evil alignment
1599001536347.png

Armor Class 24 (natural armor)
Hit Points 624 (32d20 + 288)
Speed 120 ft., climb 80 ft., swim 80 ft.
1599001538096.png

STRDEXCONINTWISCHA
30 (+10)20 (+5)28 (+9)25 (+7)22 (+6)26 (+8)
1599001539390.png

Saving Throws STR +19, DEX +14, CON +18, WIS +15, CHA +17
Skills Athletics +26, Intimidation +17, Nature +16, Perception +15
Damage Resistances Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 1,000 ft., Tremorsense 420 ft., Passive Perception 25
Languages Common, Giant, Primordial
Challenge 29 (135,000 XP)
1599001541508.png


Colossal. The gigante's space is 70 feet by 70 feet. Any creature Large or smaller can enter her space and must do so to hit her 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 the gigante’s melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Discorporation. When the gigante is anywhere except the Prime Material plane or one of its alternates and it dies, its body is destroyed but its essence travels back to the Prime Material is unable to take physical form for a time.

Empowered Casting. When the gigante cast as spell, multiple the spell's range and area of effect, if it has one, by 10.

Innate Spellcasting. The gigante’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with attack spells). It can innately cast the following spells, requiring no components:

At will: detect magic, dispel magic, fly, sending, thunderclap (17th level)
3/day each: bestow curse, power word pain, scrying, teleport
1/day each: earthquake, plane shift (self only)


Minor Magic Immunity. The gigante is immune to cantrips and it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the gigante has disadvantage on the attack roll.

Magic Weapons. The gigante’s weapon attacks are magical.

Primal Resistance. If the gigante fails a saving throw, it can choose to use a reaction and spend two of its legendary actions to succeed instead.

Regeneration. The gigante regains 20 hit points at the start of his turn if it has at least 1 hit point.

Serpent Hands. The gigante can use a bonus action to make a flurry of bites attack against a creature it has grappled.

Serpent Swarm (Mythic Trait, recharges after a short or long rest). If the gigante is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions on it end, it collapses into a swarm of serpents that fills a 50-foot radius area, i t makes a flurry of bites attack on all targets in the area, and then reconstitutes its form and regains 600 hit points.

ACTIONS
Multiattack.
The gigante makes two attacks, only one of which can be a bite or stomp attack.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one cre
ature that is grappled by the gigante, incapacitated, or restrained. .Hit: 76 (12d10 + 10) piercing damage. If the target is Large or smaller it must make a DC 27 Strength saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the gigante, and it takes 55 (10d10) acid damage at the start of each of the gigante's turns.
If the gigante takes 60 damage or more on a single turn from a creature inside it, the gigante must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 30 feet of the gigante. If a creature is reduced to 0 hit points while swallowed it dies and the gigante regains 20 hit points. If the gigante discorporates, any swallowed creatures that are still alive appear prone in the space previously occupied by the gigante

Flurry of Bites. Melee Weapon Attack: +19 to hit, reach 5 ft., one creature that is grappled by the gigante. Hit: 27 (5d6 + 10) piercing damage plus 17 (5d6) poison damage.

Slam. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 52 (12d6 + 10) bludgeoning damage and the target must make a DC 27 Strength saving throw or be grappled, pushed 30 feet, or knocked prone, the gigante's choice. If a grappled target is Large or smaller it is also restrained.

Spear. Melee Weapon Attack: +20 to hit, reach 100 ft. or range 300/900, one target. Hit: 53 (12d6 + 11) piercing damage.

Stomp. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 64 (12d8 + 8) bludgeoning damage and if the creature is Huge or smaller it is knocked prone.

Spear Sweep (Recharge 5-6). The gigante makes a spear attack on each target within reach. On a hit the target takes slashing damage instead of piercing damage.

LEGENDARY ACTIONS

The gigante 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. The gigante can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The gigante moves 40 ft. without provoking opportunity attacks.
Quick Casting. The gigante uses an at will spell
Attack (Costs 2 Actions). The gigante uses one of its attack actions.

MYTHIC ACTIONS
If the gigante’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Swarm of Serpents.

Spell Casting (Costs 2 Actions). The gigante casts a spell.

Horde of Serpents (Cost 3 actions). The gigante transforms in to a mass of giant snakes and moves up to its speed and then reforms into is normal form. The gigante can enter other creatures space during the movement and when it enters another creates space it makes a flurry of bites attack against that creature and any creature in its starting or ending space.

A Gigante as a Mythic Encounter
An encounter with a gigante is truly terrifying. When the gigante uses his Swarm of Serpents mythic trait it can choose one of his mythic actions when he uses a legendary action.

Read or paraphrase the following text when the gigante uses its Swarm of Serpents trait:

The gigante roars and its massive body breaks apart, collapsing into a mass of giant snakes that attack all it is enemies. A moment later the serpents gather and reconstitute the gigante's body, fully healed and ready to finish the battle..

Fighting a gigante as a mythic encounter is equivalent to taking on two CR 29 creatures in one encounter. Award a party 270,000 XP for defeating a gigante after it uses Swarm of Serpents.
 
Last edited:

dave2008

Legend
Bugbear Wardog
Medium humanoid (goblinoid), any chaotic alignment
1598896179798.png

Armor Class 16 (Hide Armor, Shield)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
1598896181433.png

STRDEXCONINTWISCHA
16 (+3)14 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
1598896182723.png

Saving Throws STR +5, DEX +4
Skills Stealth +6, Survival +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)
1598896186606.png


Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Danger Sense. If the bugbear isn’t blinded, deafened, or incapacitated it has advantage on Dexterity saving throws against effects that it can see.

Maneuvers (3 / short rest). When the bugbear makes a melee weapon attack, it can choose to use one of maneuvers below:
  • Brutal Attack. The bugbear makes the attack with disadvantage, on a hit the bugbear gets a +5 bonus to the damage of the type of the attack.
  • Disarm. On a hit, the target must make a DC 13 Strength saving throw or drop one item.
  • Precise Attack. The bugbear gets a +2 bonus to the attack roll.
Quick Claws. The bugbear’s claws are considered finesse weapons.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Wardog Tenacity (Elite Trait, recharges after a short or long rest). If the bugbear is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 40 hit points, all of its abilities recharge, and it can immediately use elite actions.

ACTIONS
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 +3) slashing damage when used two-handed.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

ELITE ACTIONS
Once the bugbear's elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target must make a DC 13 Strength saving throw or be knocked prone.
Sweeping Attack (Recharge 5-6). The bugbear makes a greataxe attack against all targets within its reach.

---

The Bugbear Wardog as an Elite Encounter
Fighting the bugbear wardog is equivalent to taking on two CR 2 creatures in one encounter. Award a party 900 XP for defeating the bugbear wardog.
 
Last edited:

dave2008

Legend
Primordial Tarrasque
Gargantuan monstrosity (titan), unaligned
1598896179798.png

Armor Class 25 (Natural Armor)
Hit Points 676 (33d20 + 330)
Speed 60 ft., climb 30 ft., swim 40 ft.
1598896181433.png

STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)3 (-4)11 (+0)11 (+0)
1598896182723.png

Saving Throws STR +19, DEX +9, CON +19, INT +5, WIS +9, CHA +9
Skills Athletics +19, Intimidation +18
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., darkvision 240 ft., Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
1598896186606.png


Colossal. The tarrasque is 80 feet tall and its space is 80 feet by 80 feet. Any creature that is Huge or smaller can enter its space and must do so to hit it 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 the tarrasque's melee attacks must make a DC 27 Dexterity saving throw or take the same damage as the initial target.

Minor Magic Immunity. The tarrasque is immune to cantrips and magic missiles and it has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against the tarrasque has disadvantage on the attack roll.

Magic Weapons. The tarrasque's weapon attacks are magical.

Primal Rampage (Mythic Trait, recharges after a short or long rest). If the tarrasque is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it recharges all of its abilities, regains 600 hit points, and it uses its Charge mythic action.

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

Siege Monster. The tarrasque deals double damage to objects and structures.

Unstoppable. The tarrasque can spend a reaction at the end of its turn to end one effect or condition on itself, including magic effects as if it had cast dispel magic (9th level).

ACTIONS
Multiattack. The tarrasque can use its Frightful Presence. It then makes two claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 115 (10d20 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 30ft., one target. Hit: 55 (10d8 + 10) slashing damage and the target must make a DC 27 Strength saving throw or be knocked prone or pushed 5 feet for each point it fails the saving throw, the tarrasque's choice.

Horns. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 65 (10d10 + 10) piercing damage and the target must make a DC 27 Strength saving throw or be pushed 10 feet for each point it fails the saving throw.

Tail. Melee Weapon Attack: +19 to hit, reach 50ft., one target. Hit: 45 (10d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of the tarrasque's choice within 240 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque's Frightful Presence for the next 24 hours.

Swallow. The tarrasque makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Spike Barrage. The tarrasque whips its tail, releasing horn spikes in a 180-foot cone. Each creature in area of the cone must make DC 27 Dexterity saving throw taking 28 (8d6) piercing damage on failed save, or half as much damage on a success.

LEGENDARY ACTIONS
The tarrasque can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarrasque can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Move. The tarrasque moves up to half its speed.
Attack (Costs 2 Actions). The tarrasque a claw, tail, swallow, or spike barrage attack.
Chomp (Costs 3 Actions). The tarrasque makes a bite attack.

MYTHIC ACTIONS
If the tarrasque's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Primal Fury.

Charge (Cost 3 Actions). The tarrasque moves up to its speed and makes a horns attack at any point during the movement. If it moves at least 20 feet straight toward a target and then hits it with the horns attack, the target takes an extra 55 (10d10) piercing damage and the distance it is pushed is doubled.
Thunderous Roar (Recharge 5-6). The Tarrasque roars in fury, blasting an area in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 104 (16d12) thunder damage and is deafened for 1 minute and knocked prone on a failed save, or half as much damage on a successful one.

---

The Primordial Tarrasque as a Mythic Encounter
The tarrasque is among the most dangerous creatures in the world; however, if you wish to increase the difficulty, have it access its Primal Rampage mythic trait. When this happens, the tarrasque taps into epic might to heal itself, rampage against it enemies, and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the tarrasque uses its Primal Rampage trait:

Future descriptive text goes here

Fighting the tarrasque as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party 310,000 XP for defeating the tarrasque after it uses Primal Rampage.
 
Last edited:

dave2008

Legend
Elder Black Pudding
Huge ooze, unaligned
1598896181433.png

Armor Class 10
Hit Points 95 (10d12 + 30)
Speed 20 ft., climb 20 ft., swim 30 ft.
1598896181433.png

STRDEXCONINTWISCHA
20 (+5)6 (-2)16 (+3)1 (-5)6 (-2)1 (-5)
1598896182723.png

Saving Throws STR +
Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 5 (1,100 XP)
1598896181433.png


Amorphous. The pudding can move through a space as narrow as 1 foot wide without squeezing.

Dreadful Piping (Elite Trait, recharges after a short or long rest). If the elder pudding is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it makes a hideous piping and all conditions and effects it is suffering end for it, it regains 95 hit points, it can use its elite traits, and it can immediately use its hideous piping elite action.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Regenerate. The pudding regains 10 hit points at the start of its turn if it has at least 1 hit point. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

ELITE ACTIONS
Once the elder black pudding's elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn.

Grab. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 16 Strength saving throw or be grappled. A grappled creature suffers the effect of corrosive touch at the start of each of its turns. The elder pudding can grapple one Large or two Medium or four Small or smaller targets.
Hideous Piping. The pudding makes emits a dreadful cacophony of wails. Each creature within 90 feet of that can hear it must make a DC 14 Wisdom saving throw or be confused (as in the spell confusion) for 1d4 rounds.

---

The elder black pudding as an Elite Encounter
Fighting the elder black pudding is equivalent to taking on two CR 4 creatures in one encounter. Award a party 2,200 XP for defeating the elder black pudding.
 
Last edited:

dave2008

Legend
Elder Treant
Gargantuan plant, neutral
1598896179798.png

Armor Class 18 (Natural Armor)
Hit Points 264 (16d20 + 96)
Speed 40 ft.
1598896181433.png

STRDEXCONINTWISCHA
24 (+7)8 (-1)22 (+6)14 (+2)18 (+4)15 (+2)
1598896182723.png

Saving Throws STR +11, DEX +4, CON +11, WIS +9
Skills History +7, Nature +9, Survival +9
Damage Resistances cold, bludgeoning, force, piercing, psychic
Condition Immunities exhaustion
Senses tremorsense 60 ft., passive perception 14
Languages common, druidic, elvish, sylvan
Challenge 14 (11,500 XP)
1598896186606.png


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

Innate Spellcasting. The ancient treant’s spell casting ability is Wisdom (spell save DC 17, +9 to hit with attack spells). The ancient treant can innately cast the following spells, requiring no material components:

At-Will: druidcraft, speak with plants, entangle
3/day each: plant growth, spike growth,
1/day each: wall of thorns

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

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

Regenerate. The ancient treant gains 10 hit points at the start of its turn if it has at least 1 hit point and it is in a forest. If the ancient treant takes fire damage, this trait doesn’t function at the start of its next turn.

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

ACTIONS
Multiattack. The treant makes two melee attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be pushed 5 feet for each point it fails the saving throw or be grappled, the treant's choice.

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one Medium or smaller target. Hit: 25 (4d8 + 7) bludgeoning damage and the target must make a DC 20 Strength saving throw or be knocked prone. Until the treant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 20 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.

Fling. One Large or smaller object held or a creature grappled by the ancient treant is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Rock. Ranged Weapon Attack: +12 to hit, range 90/270 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage and the target must make a DC 20 Constitution saving throw or be stunned until the end of the treant's next turn.

Animate Trees (1/Day). The treant magically animates one or two trees it can see within 120 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 240 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

REACTIONS
Retributive Throw. If the treant is hit by a ranged attack or takes fire damage from an attack, it makes a rock or fling attack targeting the source of the attack.
 
Last edited:

dave2008

Legend
Vampire Lord
Medium Undead (Shapechanger), any evil alignment
1598896179798.png

Armor Class 16 (natural armor)
Hit Points 171 (18d8 + 90)
Speed 30 ft., climb 30 ft.
1598896181433.png

STRDEXCONINTWISCHA
20 (+5)20 (+5)20 (+5)18 (+4)17 (+3)20 (+5)
1598896182723.png

Saving Throws STR +10, DEX +10, CON +10, WIS +8, CHA +10
Skills Arcana +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Damage Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 240 ft., passive perception 23
Languages any language it knew in life
Challenge 14 (11,500 XP)
1598896186606.png


Lord of Shadows. The vampire lord can use a bonus action to take the Hide action if it is in dim light.

Misty Escape. When it drops to 0 hit points outside its resting place, and its mythic trait doesn't activate, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Shapechanger. If the vampire lord isn't in sunlight, it can use its action to polymorph into a swarm of bats, a dire wolf, a Medium cloud of mist, or back into its true form.
Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire lord can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Spellcasting. The vampire lord is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The vampire lord has the following wizard spells prepared:

Cantrips (at will): chill touch, prestidigitation, true strike
1st level (4 slots): magic missile, shield, sleep, wrathful smite
2nd level (3 slots): darkness, detect thoughts, pass without a trace
3rd level (3 slots): counterspell, fireball, nondetection
4th level (1 slots): polymorph, staggering smite, wall of fire

Spider Climb.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls and ability checks.

Swarm of Bats (Mythic Trait, recharges after a short or long rest). If the vampire lord is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it explodes into a swarm of bats, all conditions and effects on it end, regains 130 hit points, it moves up to twice its speed without provoking opportunity attacks, and reforming with its enchanted armor (increase AC to 20), and a wielding a magic greatsword.

Undead Resistance. The vampire lord has advantage on saving throws to resist effects that inflict the incapacitated, paralayzed, petrified, or stunned conditions.

Undead Speed. The vampire lord can use a bonus action to take the Bite, Dash, or Disengage actions. Additionally, when it takes the Dash action it can move up to twice its speed.

ACTIONS
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Short Rest). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

LEGENDARY ACTIONS
The vampire 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. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.

MYTHIC ACTIONS
If the vampire lord’s mythic trait is active, it can use the options below as legendary actions for 1 hour after using Swarm of Serpents.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage and the vampire lord can choose on of the following maneuvers (4/short rest):
  • Brutal Strike. The attack causes an additional 5 (1d10) slashing damage, and is a critical hit on a roll of 18 - 20.
  • Trip Attack. The attack causes an additional 5 (1d10) slashing damage, and if the target is Large or smaller it must make a DC 18 Strength saving throw or be knocked prone.
  • Pushing Attack. The attack causes an additional 5 (1d10) slashing damage, and if the target is Large or smaller it must make a DC 18 Strength saving throw or be pushed 10 feet.
Spell Casting (Costs 2 Actions). The vampire lord casts a spell.

A Vampire Lord as a Mythic Encounter
A vampire lord is a horrifying threat. However, if you really want to make the encounter terrifying, have the vampire lord uses its Swarm of Bats mythic trait. When this happens, the vampire lord heals many of wounds and slips away from danger, then it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the vampire lord uses its Swarm of Bats trait:

The vampire lord screams and then explodes into a swarm of bats. The bats swirl in a cacophony of shrieks. A moment later bats coalesce into reconstitute the vampire lord's body, now adorn with his fiendish plate armor and ready to finish the battle..

Fighting a vampire lord as a mythic encounter is equivalent to taking on two CR 14 creatures in one encounter. Award a party 23,000 XP for defeating a vampire lord after it uses Swarm of Bats.
 
Last edited:


Thirteenspades

Great Wyrm
Does this have anything to do with Pathfinder 1e's "Mythic" feature? Also, does iz the statblock for Tiamat for the greater goddes herself or for an avatar/aspect/visage of ber?
 

dave2008

Legend
Does this have anything to do with Pathfinder 1e's "Mythic" feature? Also, does iz the statblock for Tiamat for the greater goddes herself or for an avatar/aspect/visage of ber?
These are based on the D&D 5e Mythic monster "template" introduced in the new D&D book "Mythic Odysseys of Theros" or MOot by WotC. It is not related to Pathfinder at all.

In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat." Before the mythic monsters presented in MOoT, she was the most powerful monster stated in 5e. I took the RAW statblock, made a few tweaks and gave her the mythic treatment, which is equivalent to two "official" Tiamats. It is up to you to determine if this is her true form or an avatar. There is some sense in saying her "official" stat block is an avatar and this could be her true form. Howevr, for me this mythic form would still be an avatar, her true form is much more powerful.
 
Last edited:

Matrix Sorcica

Adventurer
In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat."
WotC have confirmed this is the "full" Tiamat.

Howevr, for me this mythic form would still be an avatar, her true form is much more powerful.
Why is that actually? I mean, none of the D&D lore, no matter the edition supports it, and yet you always make Tiamat one of the most powerful - if not the most powerful - of your designs. So just wondering.

(And I've said before - I way prefer her as the Ur-dragon, instead of a goddess.)
 

dave2008

Legend
WotC have confirmed this is the "full" Tiamat.
Yep, that was my intent when I said: "In 5e, Tiamat is a lesser goddess. In theory her official stat block is in the book "Rise of Tiamat."

Why is that actually? I mean, none of the D&D lore, no matter the edition supports it, and yet you always make Tiamat one of the most powerful - if not the most powerful - of your designs. So just wondering.

(And I've said before - I way prefer her as the Ur-dragon, instead of a goddess.)
Several issues here:
  • Bias - I love dragons ;) I mean, look at my avatar!!
  • Dragons are often thought of the most powerful sentient mortals, it seems odd their gods are just barely more powerful than they are.
  • Io is often seen as one of if not the most powerful of the gods. I've replaced Io with Tiamat basically.
  • Tiamat, the mythological version, was probably the most powerful god-like creature. All the gods feared her. She was only defeated by the eventual ruler of the gods aided by powerful artifacts.
  • Finally, in the future I will be taking a more D&D (BECMI) approach and treating dragon gods differently from other gods. Dragons, and their gods, are a different class of being all together. It is possible that the dragon gods are just the first / very, very old dragons.
Also, what is the "Ur-dragon"
 
Last edited:

Halloween Horror For 5E

Advertisement2

Advertisement4

Top