D&D 5E 5e Updates: Monstrous Compendium


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dave2008

Legend
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Demogorgon-on-the-Throne by Davesrightmind

Demogorgon
Elite Huge fiend (demonic avatar), chaotic evil
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Armor Class 24 (Natural Armor)
Hit Points 992 ((34d12 + 272)x2; bloodied 496)
Speed 50 ft., climb 30 ft., swim 50 ft.
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STRDEXCONINTWISCHA
29 (+9)14 (+2)27 (+8)20 (+5)18 (+4)26 (+8)
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Saving Throws STR +17, DEX +10, CON +16, WIS +12, CHA +16
Skills Acrobatics +10, Arcana +13, Athletics +17, Intimidate +16, Insight +12, Perception +20
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical Attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 360 ft., truesight 180 ft., passive perception 30
Languages all, telepathy 180 ft.
Challenge 28 (120,000 elite XP) Proficiency Bonus +8
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Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless Demogorgon wishes to be affected, it is immune to spells of 3rd level or lower. It has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Demogorgon has disadvantage on the attack roll.

Magic Weapons. Demogorgon’s weapon attacks are magical.

Maddening Gaze. When a creature that can see Demogorgon starts its turn within 120 feet of it, the creature must make a DC 18 Charisma saving throw if Demogorgon isn’t incapacitated and can see the creature. On a failed save, the target must roll a d10, suffering one of the following effects determined by the roll:

1-4. Beguiling Gaze. The target is stunned until the end of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
5-8. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.
9-10. Hypnotic Gaze. The target is charmed by Demogorgon until the end of Demogorgon’s next turn. While the target is charmed this way, Demogorgon can use an action, legendary action, or bonus action to take precise control of the target as in the spell dominate monster.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Demogorgon until the start of its next turn, when it can avert its eyes again. If the creature looks at Demogorgon in the meantime, it must immediately make the save.

Necrotic Molt (Elite Trait, recharges after a short or long rest). If Demogorgon bloodied, it sheds its skin, all conditions and effects it is suffering end for it, all of its abilities recharge, it can use its elite actions, and the area within a 15-foot radius of it becomes corrupted for 1 minute. The corrupted area is difficult terrain for Medium and smaller creatures and any creature that ends its turn in the area takes 7 (2d6) necrotic damage.

Prince of Demons. Demogorgons attacks ignore all resistances of creatures CR or level 20 or below. Additionally, any demon within 120 feet of Demogorgon must make a DC 20 Charisma saving throw at the start of each of its turn or suffer the effects of Demogorgon's hypnotic gaze.

Regeneration. If Demogorgon has at least 1 hit point, it regains 20 hit points at the start of it's turn.

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

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

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

ACTIONS
Multiattack. Demogorgon makes two attacks: any combination of bite, fling, tail, and tentacle attacks.

Tentacle. Melee Weapon Attack. +17 to hit, reach 15 ft., one target. Hit. 22 (3d8 + 9) bludgeoning damage plus 33 (6d10) necrotic damage and if the target is a Medium or smaller creature it must make a DC 25 Strength saving throw or be grappled. A creature grappled in this way is also restrained. Additionally, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a Long Rest. The target dies if this Effect reduces its hit point maximum to 0.

Bite. Melee Weapon Attack. +17 to hit, reach 5 ft., one grappled, charmed, or incapacitated creature. Hit. 28 (3d12 + 9) piercing damage or 61 (8d12 +9) damage on a critical hit. This attack scores a critical hit on a roll of 18 - 20.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9) piercing damage and the target must make a DC 24 Constitution saving throw or gain one level of exhaustion on a failure or be poisoned on a success. These effects remain until the target takes a short or long rest, removing 1 level of exhaustion or the poisoned condition on a short rest or 4 levels for a long rest.

Fling. One Medium or smaller object or creature held or grappled by Demogorgon is thrown up to 120 ft in a direction of its choosing. The target must make a DC 25 Dexterity saving throw or take 3 (1d6) bludgeoning damage for every 10 feet it was thrown and knocked prone on a failure, or half as much damage one a success. If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.

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

At will: detect magic, dispel magic, fear, fly, major image, telekinesis, wall of ice
3/day each: contagion (flesh rot), charm monster, evard's black tentacles, project image, teleport
1/day each: feeblemind, plane shift (self only), time stop, weird

Summon Demon (1/short-rest). Demogorgon magically summons demons with a combined average hit points of not more than 500.

BONUS ACTIONS
Grasping Tentacles. Demogorgon can make a bite, fling or tentacle attack against a target it has grappled.

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

Attack. Demogorgon makes a bite, fling, tail, or tentacle attack.
Move. Demogorgon can move up to half its speed.
Maddening Glare. Demogorgon chooses a creature it can see within 120 feet of it and forces it stare into its eyes. The target must make a DC 24 Wisdom saving throw or be affected by Demogorgon's Beguiling or Insanity Gaze, Demogorgon's choice.
Quick Casting. Demogorgon casts an at will spell.
Hypnotic Glare (Cost 2 Actions). Demogorgon chooses a creature it can see within 120 feet of it and forces it stare into its eyes. The target must make a DC 24 Wisdom saving throw or be affected by Demogorgon's Hypnotic Gaze.

ELITE ACTIONS
If Demogorgon’s elite trait is active, it can use the options below as legendary actions for 1 hour after using Necrotic Molt.

Teleport. Demogorgon uses its teleport action.
Glare of Subjugation (Costs 2 Actions). Demogorgon can force a sighted creature it has grappled to see its eyes and be affected by its hypnotic gaze and the effect last for 1 minute. The target can make a DC 24 Wisdom saving throw at the end of each of its turns, ending the effect on itself with a success.
Spell Casting (Costs 2 Actions). Demogorgon casts a spell.
 
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Dax Doomslayer

Adventurer
I think there may be a copy/paste issue on this. There's a lot of Tiamat stuff in Demogorgon. I'm assuming it's a you mixed chocolate in my peanut butter thing - lol!!
 

dave2008

Legend
I think there may be a copy/paste issue on this. There's a lot of Tiamat stuff in Demogorgon. I'm assuming it's a you mixed chocolate in my peanut butter thing - lol!!
I was in the process of making Demogorgon on my lunch break and then had to get back to work. I am finish it up now.
 



dave2008

Legend
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Stone Golem by kikicianjur

Stone Golem Crusher
Champion Large construct, unaligned
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Armor Class 18 (Natural Armor)
Hit Points 255 (17d10+ 85)
Speed 30 ft.
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STRDEXCONINTWISCHA
22 (+6)9 (-1)20 (+5)3 (-4)11 (+0)1 (-5)
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Saving Throws Str +10, Con +0, Wis +4
Damage Resistances cold, fire, necrotic
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, [aralyzed, petrified, poisoned
Senses darkvision 120 ft., passive perception 10
Languages understands the languages of its creator but can't speak
Challenge 10 (8,850 champion XP) Proficiency Bonus +4
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Damage Threshold. The golem is immune to all damage unless an attack or effect inflicts 5 or more hit points of damage, in which case it takes damage as normal.

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

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

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

Stone Resilience (Champion Trait, recharges after a short or long rest). If the stone golem is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.

ACTIONS
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit. 20 (4d6 + 6) bludgeoning damage, or 40 (8d6 + 12) bludgeoning damage on a critical, and the target must make a DC 18 Constitution saving throw or be stunned until the end of the golem's next turn and knocked prone.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

CHAMPION ACTIONS
Once the golem's champion trait is activated, on its initiative count +10 it can take one of the following actions.

Ram. The stone golem can move 10 feet directly at a target and make a slam attack. On a hit, instead of taking damage, the target is also pushed 10 feet. The golem can then move up to 10 more feet.
Throw Stone Skin. The golem can make the following attack. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. Each time the golem makes this attack it loses 5 hit points.
Crushing Maul (Recharge 5-6). The golem makes a maul attack and it is a critical hit on a roll of 18-20.
 
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dave2008

Legend
I have added the Elite Stone Golem to the list. This is my first attempt at mixing the mythic monster concept with the elite monster concept from 4e. I was looking for a way to bring the mythic monster idea to less powerful or "mythic" monsters and this is what I came up with. Let me know what you think.
 
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