5e Epic Monster Updates

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#1

dave2008

Aug 24, 2015 13:57:02

Epic Monster Updates – 5e:

I started this tread to create stat blocks for the gods and epic monsters of D&D 5e.  I would love to get some help from the community as I don’t have a lot of time to work on this right now.  However, to complicate matters, I also feel the need to update the existing epic monsters (monsters of CR 21+) as I feel they are a little week for their CR.  Thus, I decided to “correct” the Monster Stats by CR table in the DMG.  The typical guidelines presented in the DMG for creating a monster apply as normal, just use the revised chart.  Here is the revised table I am using for my Epic Updates:

 

Epic Monster Stats by CR Table:

#2

dave2008

Sep 13, 2015 20:24:51

GREATER GODS.:

Greater Gods generally all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of the following stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances bludgeoning, piercing, and slashing from a +4 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, deafened, frightened, petrified, poisoned, exhaustion
      

Discorporation.   When a greater god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting.  Refer to individual entries for a greater god’s spell casting ability, their save DC, and attack bonus. Greater gods can innately cast the following spells at 8th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

Legendary Resistance (5/Day).  If a greater god fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity.  Unless a greater god wishes to be affected, it is immune to spells of 7th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
Magic Weapons.  A greater god’s weapon attacks are treated as +5 magical weapons.
Regeneration.  Greater gods regain 50 hit points at the start of their turn. 

 

Moradin (CR 40):

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#3

dave2008

Sep 08, 2015 9:23:58

INTERMEDIATE GODS.:

Intermediate Gods generally all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of the following stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances bludgeoning, piercing, and slashing from a +3 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, frightened, petrified, exhaustion
      

Discorporation.   When an intermediate god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting.  Refer to individual entries for a intermediate god’s spell casting ability, their save DC, and attack bonus. Intermediate gods can innately cast the following spells at 7th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

Legendary Resistance (4/Day).  If an intermediate god fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity.  Unless an intermediate god wishes to be affected, it is immune to spells of 6th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
Magic Weapons.  An Intermediate god’s weapon attacks are treated as +4 magical weapons.
Regeneration.  Intermediate gods regain 40 hit points at the start of their turn. 

 

Kord (CR 35):

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#4

dave2008

Sep 13, 2015 20:24:25

LESSER GODS:

Lesser Gods generally all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of the following stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances bludgeoning, piercing, and slashing from a +2 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, petrified, exhaustion
      

Discorporation.   When an intermediate god drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting.  Refer to individual entries for a lesser god’s spell casting ability, their save DC, and attack bonus. Lesser gods can innately cast the following spells at 6th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

Legendary Resistance (3/Day).  If an lesser god fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity.  Unless an lesser god wishes to be affected, it is immune to spells of 5th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
Magic Weapons.  A lesser god’s weapon attacks are treated as +3 magical weapons.
Regeneration.  lesser gods regain 30 hit points at the start of their turn. 

 

Avatar of Tiamat (CR 30):

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Avatar of Tiamat

#5

dave2008

Sep 11, 2015 1:52:33

DEMIGODS, CELESTIALS, ELEMENTALS, ETC.:

 

Archangle (CR 28):

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#6

dave2008

Sep 08, 2015 9:39:09

PRIMORDIALS:

Primordials range in power from lesser gods, to greater gods and beyond.  Though they are each unique entities of elemental chaos, generally they all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of all primordial stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances bludgeoning, piercing, and slashing from a +3 or lesser magical weapons
Damage Immunities bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, deafened, exhaustion, frightened, petrified, paralyzed, stunned
     

Colossal.   Primordial’s size exceeds the normal definition of gargantuan, they control a space ranging from 100’ x 100’ to more than a 1000’ x 1000’.  Any huge or smaller creature can enter a primordial’s space and any such creature is considered to be adjacent to the primordial. The exact space of the primordial and size of creature that can enter its space will be provided in the individual stat block.
Colossal Parts.   Primordial’s enormous forms are treated as multiple parts with sub-stat blocks.  Each part acts on its own initiative and has its own AC, HP, CR, actions, and traits; in addition to the traits listed for the primordial in general.  However, primordials can only make use of one reaction, bonus action, and move action per round, though the move action may be split up among multiple turns (each part having its own turn).  When a parts is reduced to 0 hit points it is considered disabled, refer to each part’s traits to determine the effect of disabling each part.  If a specific number of parts are disabled, see individual stat block, a primordial is forced into its Primordial Slumber.

Innate Spellcasting.  Refer to individual entries for a primodrial’s spell casting ability, their save DC, and attack bonus. Primordials can innately cast the following spells at 7th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

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

Limited Magic Immunity.  Unless a primordial wishes to be affected, it is immune to spells of 6th level or lower, and has advantage on all other spells and magical effects.

Magic Weapons.  A primordial’s weapon attacks are treated as +5 artifacts (included in their attacks).

Primordial Slumber.   When a specific number of parts (see specific stat block) are disabled at the same time, a primordial is banished.  If the primordial is on one of the elemental planes when it is banished its essence returns it is elemental domain and slumbers for a time.  If the primordial is on a plane other than an elemental one when it is banished, its fleeing essence can be restrained with a wish cast within 1 round of the banishment, and then destroyed with a second wish cast within 1d10 rounds of being restrained.

Regeneration.  A primordial's part regains 30 hit points at the start of its turn, see colossal parts.

Siege Monster.  A primordial deals double damage to objects, structures, and gargantuan or larger creatures.

 

Ahat-Hir (CR 50):

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Ahat-Hir

AHAT-HIR
Gargantuan monstrosity (primordial), chaotic neutral
     

Armor Class see colossal parts below
Hit Points see colossal parts below
Speed 360 ft., fly 720 ft.
     

STR         DEX         CON        INT         WIS          CHA
50 (+20)  10 (+0)    50(+20)   30(+10) 40(+15)   50(+20)
     

Saving Throws Str +30, Dex +10, Con +30, Int +20, Wis +25, Cha +30
Damage Resistances All
Damage Immunities fire, force, lightning, poison, psychic, radiant, thunder
Condition Immunities blinded, poisoned
Senses darkvision 10,000 ft., truesight 1,000 ft., passive Perception 35
Languages primordial, telepathy 1000 ft.
Challenge see colossal parts below (4,500,000 XP)
     

Colossal.   Ahat-Hir’s space is 2000’ x 2000’.  Any creature less than 200’ tall can enter its space and any such creature must be within Ahat-Hir’s space to be considered adjacent.


Colossal Parts.   Ahat-Hir’s has nine parts:  head & neck, body, limbs (6), and tail.  If all of its parts are disabled Ahat-Hir is forced into its Primordial Slumber.


Elder of Destruction.   Ahat-Hir’s attacks ignore all resistances and immunities and damage from its attacks cannot be reduced in any way.


Immutable. Ahat-Hir always succeeds on its saving throws.


Limited Magic Immunity.  Unless it wishes to be affected, Ahat-Hir is immune to spells of 8th level or lower and has advantage on all other spells and magical effects.


Primordial Slumber.   When all of Ahat-Hir parts are disabled at the same time, it is banished to a unknown location in the Elemental Chaos and slumbers for a period of time.


Siege Monster. Ahat-Hir deals double damage to objects, structures, and gargantuan or larger creatures.

 

Superior Critical.  Ahat-Hir scores a critical hit on a roll of 18-20.

-----

HEAD & NECK    

Armor Class 30
Hit Points 1800 (45d20+900)
Challenge 47
      
Disabled. While Ahat-Hir’s head and neck are disabled it loses the traits innate spellcasting and siege monster, and it suffers disadvantage on this parts attacks.  This part is enabled when it has regenerated 600 hit points.
Innate Spellcasting.  Ahat-Hir’s spell casting ability is Charisma (spell save DC 38).  Ahat-Hir can innately cast the spells, requiring no material components, it cast them at the highest possible level and the damage, range, effect, and duration of any spell it casts are tripled.


At will:  control weather, earthquake, storm of vengeance, tsunami
3/day each:  mass heal, meteor swarm, shapechange, wish


Regeneration. Ahat-Hir’s head and neck regain 100 hit points at the start of its turn.


Actions     
Bite. Melee weapon attack:  Ahat-Hir bites an area 600’ x 600’ within 1000’ of it.  Each creature in the area must make a DC 38 dexterity saving throw, taking 880 (80d20+40) bludgeoning, piercing, and slashing damage on a failed save, or half as much on a success.

Maelstrom Breath (Recharge 5-6).  Ahait-Hir exhales acid, fire, and lightning in a 6000-foot cone.  Each creature in that area must make a DC 38 Dexterity saving throw, taking 1,050 (20d100+40) acid, fire, and lightning damage on a failed save, or half as much damage on a successful one. 
Chaos Blast (Recharge 6).  Ahat-Hir exhales a bolt of fire, force, and radiant energy at one target within 20,000 feet that Ahait-Hit can see. The target must make a DC 40 dexterity saving throw, taking 2,565 (50d100+40) fire, force, and radiant damage on a failed save, or half as much damage on a successful one.  In addition, each target within a 400’ radius of the initial target must make a DC 25 constitution saving throw, taking 210 (20d20) fire, force, and thunder damage and be knocked prone on a failed save, or half as much damage on a successful one.
Recharge.  Ahat-Hir recharges maelstrom breath (3/day) or Chaos Blast (1/day).

-----

BODY    

Armor Class 30
Hit Points 2600 (65d20+1300)
Challenge 50
      
Disabled. While Ahat-Hir’s body is disabled all parts loose the trait regeneration and this part loses the trait elemental aura.  This part is enabled when it has regenerated 800 hit points.
Elemental Aura.  At the start of each of the Ahat-Hir’s body’s turn, each creature within 2,000 feet of it takes damage 10d10 damage of one of the following types, roll a d6:  1) acid, 2) cold, 3) fire, 4) lightning, 5) poison, or 6) thunder. Any flammable objects in the area ignite and all attacks that target Ahat-Hir from outside the aura suffer disadvantage.  Elemental aura is not an attack, elder of destruction does not apply.
   Each round while elemental aura is active 1d20+10 elementals are conjured in unoccupied spaces within the aura, roll a d4 each round for the type:  1) air, 2) earth, 3) fire, or 4) water.
Regeneration. Ahat-Hir’s body regains 200 hit points at the start of its turn.

-----

LIMBS (6)     

Armor Class 25
Hit Points 1600 (40d20+800)
Challenge 40
      
Disabled. For each of Ahat-Hir’s limbs that is disabled reduce Ahat-Hir’s speed by 60 ft.  In addition, the part loses the trait siege monster, suffers disadvantage on its attacks.  This part is enabled when it has regenerated 500 hit points.
Regeneration. Ahat-Hir’s limbs regain 100 hit points at the start of their turns.


Actions     
Claw. Melee weapon attack: Ahat-Hir claws an area 250’ x 250’ within its space or within 800’ of it.  Each creature in the area must make a DC 38 Dexterity saving throw, taking 670 (60d20+40)  bludgeoning and slashing damage on a failed save, or half as much on success.

Wings.  Ahat-Hir transforms one of its clawed limbs into a wing.  Once two limbs are transformed it can fly.  Once Ahat-Hir transforms a limb into a wing it can no longer use claw with that limb. Ahat-Hir can take this action again to transform a wing back into clawed limb.

-----

TAIL     

Armor Class 30
Hit Points 2000 (50d20+1000)
Challenge 45
      
Disabled. While Ahat-Hir’s tail is disabled it loses the trait siege monster and the adamant barrage action, it also suffers disadvantage on this parts attacks.  This part is enabled when it has regenerated 600 hit points.
Regeneration. Ahat-Hir’s tail regains 100 hit points at the start of its turn.


Actions     
Tail. Melee Weapon Attack:  strikes his tail in a line 500’ wide x 5,000’ feet long.  Each creature in the area of the line must make a DC 38 Dexterity saving throw, taking 775 (70d20+40) bludgeoning damage on a failed save, or half as much on a success..
Adamant Barrage. Ahat-Hir whips its tail and releases a barrage of adamant spikes in a 10,000 ft. cone.  Each creature in the area must make a DC 38 Dexterity saving throw taking 565 (50d20+40) piercing damage on a failed save, and no damage on a success.

#7

dave2008

Sep 13, 2015 14:23:16

DEMON PRINCES:

Demon Princes are similar in power to intermediate gods and, generally, have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of all demon prince stat blocks.  Only specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from a +3 or lesser magical weapons

Damage Immunities bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities charmed, exhaustion, frightened, petrified, poisoned                                                                       

 

Banishment.   When a demon prince drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

 

Innate Spellcasting.  Refer to individual entries for a demon prince’s spell casting ability, their save DC, and attack bonus. Demon princes can innately cast the following spells at 7th level or higher, requiring no material components:

   At will:  comprehend languages, darkness, detect magic, detect thoughts, dispel magic, fear, polymorph, see invisibility, telekinesis

   3/day each:  arcane gate, forbiddance, symbol, telepathy, teleport

   1/day each:  astral projection, gate

Legendary Resistance (4/Day).  If a demon prince fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity.  Unless a demon prince wishes to be affected, it is immune to spells of 6th level or lower, and it has advantage on all other spells and magical effects.

Magic Weapons.  A demon prince’s weapon attacks are treated as +4 magical weapons.

 

Demogorgon (CR 35):

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Demogorgon

Gargantuan, fiend (demon prince) chaotic evil                                                                       

 

Armor Class 24 (natural armor)

Hit Points 1,440(45d20+540)

Speed 60 ft., fly 80 ft.                                                                       

 

STR           DEX           CON          INT          WIS           CHA

34 (+12)    20(+5)       34(+12)     28(+9)     26(+8)       33(+10)                                                                       

 

Savings Throws Str +22, Dex +15, Con +22, Cha +20

Skills Arcana +19

Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities paralyzed

Senses truesight 360 ft., passive Perception 18

Languages Agyssal, Draconic, telepathy 1,000 ft.

Challenge 35 (265,000 XP)                                                                       

 

Innate Spellcasting.  Orcus’s spell casting ability is Charisma (spell save DC 28, +20 to hit with attack spells.  Orcus can innately cast the following spells, requiring no material components:

At will:  insect plague (9th level), wall of ice (9th level)

3/day each:  confusion (9the level), feeblemind, shield

1/day each:  imprisonment (chaining), time stop, wish

 

Limited Magic Immunity.  Unless Demogorgon wishes to be affected, it is immune to spells of 7th level or lower and has advantage on savings throws of all spells and magical effects.

 

Magic Weapons.  Demogorgon’s weapon attacks are treated as +5 magical weapons.

 

Regeneration. Demogorgon regains 30 hit points at the start of its turn.

 

Two Heads. Demogorgon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. It can take two reactions and two bonus actions per round.

 

Actions                                                           

Multiattack.  Demogorgon makes to two tentacle and one tail attack; or two gaze attacks.

 

Tentale Melee Weapon Attack:  +22 to hit, reach 20 ft., one target.  Hit: 66 (8d10 + 22) bludgeoning damage plus 55 (10d10) necrotic damage and the target is grappled (escape DC 30).  Until the grapple ends the target is restrained.  If the target is a creature it must succeed on a DC 30 constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.   This reduction can only be reversed by a greater restoration, wish, or spell of similar power.  The target dies if its maximum is reduced to 0.  Demogorgon can grapple up to 2 large or 4 medium or smaller targets with its tentacles. 

 

Tail.  Melee Weapon Attack:  +22 to hit, reach 35 ft., one target.

Hit: 66 (8d10 + 22) bludgeoning damage and the target must make a DC 30 Constitution saving throw or suffer 2 (1d4) levels of exhaustion. 

 

Gaze.  Demogorgon turns its magical gaze toward one creature he can see and that can see him.  The target must make a DC 28 Wisdom saving throw.  A creature can avert its eyes (prior to Demogorgon making the attack) to automatically succeed on the save; however, in so doing it suffers disadvantage on all of its attacks, saving throws, and ability checks and grants advantage to attackers until the start of its next turn.

   If the target fails the save, the target suffers one of the following effects of Demogorgon’s choice.

1. Aameul’s Gaze.  The target takes 65 (10d12) psychic damage and is stunned until the start of Demogorgon’s next turn.

2. Hethradiah’s Gaze.  The target takes 65 (10d12) psychic damage and the target suffers the effects of the confusion spell (9th level) without making a saving throw.  The effect last until the start of Demogorgon’s next turn.  Demogorgon doesn’t need to concentrate on the spell.

 

Summon Demon (1/short-rest).  Demogorgon magically summons (100% chance of success) on of the following demon types:  1d10+6 vrocks, 1d8+6 hezrous, 1d8+4 glabrezus, 1d6+4 nalfeshnees, 1d6+2 mariliths, 1d6 goristros, 1d4 balors; or (75% chance) 1d2 balor lords.

 

Bonus Action                                                  

Fling.  One large or smaller object or creature held or grappled by Demogorgon is thrown up to 400 ft in a direction of its choosing and knocked prone.  If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.  If the target is thrown at another creature, that creature must succeed on a DC 27 Dexterity saving throw or take the same damage and be knocked prone.

Squeeze.  One large or smaller object or creature held or grappled by Demogorgon:  Demogorgon makes a tentacle attack against the target.

 

Reaction                                                         

Hypnotic Gaze.  When a target is under the influence of either Aameul’s or Hethradiah’s gaze and fails a savingthrow against the other gaze in the same round.  The effects of both aameul’s and hethradiah’s gaze end (the target still takes the damage from both attacks), the target takes an additional 65 (10d12) psychic damage and is dominated as in the dominate monster spell (9th level).  Demogorgon can use a legendary action to take precise control of the target.

 

Legendary Actions                                         

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

 

Innate Spellcasting.  Demogorgon casts a spell

Regenerate.  Orcus regenerates 30 hit points

Tail.  Demogorgon makes a tail attack.

Attack (Costs 2 Actions).  Demogorgon makes a tentacle or gaze attack.

Teleport (Costs 2 Actions).  Demogorgon magically teleports, along with any equipment it is carrying, up to 240 feet to an unoccupied space it can see.

#8

dave2008

Sep 15, 2015 14:27:03

DEMON LORDS:

Demon Lords: Demon Lords range in power from demigods to lesser gods and, generally, have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of all demon prince stat blocks.  Only specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from a +1 or lesser magical weapons

Damage Immunities bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities charmed, exhaustion, frightened                                                                    

 

Banishment.   When a demon lord drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting.  Refer to individual entries for a demon lord’s spell casting ability, their save DC, and attack bonus. Demon lords can innately cast the following spells at 6th level or higher, requiring no material components:

   At will:  comprehend languages, darkness, detect magic, detect thoughts, polymorph, see invisibility, telekinesis

   3/day each:  arcane gate, dispel magic, fear, teleport

   1/day each:  forbiddance, symbol

Legendary Resistance (3/Day).  If a demon lord fails a saving throw, it can use a reaction to succeed instead.

Limited Magic Immunity.  Unless a demon lord wishes to be affected, it is immune to spells of 4th level or lower, and it as advantage on all other spells and magical effects.

Magic Weapons.  A demon lord’s weapon attacks are treated as +2 magical weapons.

 

Kostchtchie (CR 30):

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#9

dave2008

Sep 08, 2015 9:30:44

ARCH-DEVILS:

Arch-devils range in power from similar demigods to intermediate gods; however, generally all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of all arch-devil stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances cold, poison; bludgeoning, piercing, and slashing from a +1 or lesser magical weapons
Damage Immunities fire; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities petrified
      

Banishment.   When an arch-devil drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.

Innate Spellcasting.  Refer to individual entries for an arch-devil’s spell casting ability, their save DC, and attack bonus. Arch-devils can innately cast the following spells at 7th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

Legendary Resistance (3/Day).  If an arch-devil fails a saving throw, it can use a reaction to succeed instead.
Limited Magic Immunity.  Unless an arch-devil wishes to be affected, it is immune to spells of 3rd level or lower, and has advantage on all other spells and magical effects.
Magic Weapons.  An arch-devil’s weapon attacks are treated as +2 magical weapons.

 

Asmodeus (CR 35):

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ASMODEUS
Large fiend (Arch-devil), lawful evil
      

Armor Class 22 (natural armor), 30 with ruby rod & robe of nessus
Hit Points 945(45d10+495)
Speed 90 ft., fly 120 ft.
      

STR        DEX        CON        INT        WIS        CHA
30 (+10) 24(+7)     33(+11)    30(+10) 27(+8)    34(+12)
      

Savings Throws Str +20, Dex +17, Int +20. Wis +18, Cha +22
Skills Arcana +20, Perception +16, Religion +16
Damage Resistances necrotic; bludgeoning, piercing, and slashing from +3 or lesser magical weapons
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 240 ft., passive Perception 28
Languages all, telepathy 1,00 ft.
Challenge 35 (265,000 XP)
      

Authority of Nessus.  Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes or succeed on a DC 25 Wisdom saving throw (if the target is surprised, it cannot avert its eyes).or become frightened for 10 minutes.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the authority of nessus for the next 24 hours.  A target that averts its eyes attacks with disadvantage while its eyes are averted. 


Innate Spellcasting.  Asmodeus’s spell casting ability is Charisma (spell save DC 30, +22 to hit with attack spells).  Asmodeus can innately cast the following spells, requiring no material components, and all are cast at the highest possible level:


At will:  detect magic, dispel magic, dispel good and evil, fear, hold person, ice storm, thunderwave, wall of fire, wall of ice
3/day each:  chain lightning , dominate monster, hellish rebuke, force cage, greater invisibility, polymorph, simulacrum
1/day each:  power word heal, power word kill, trap the soul, wish


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


Limited Magic Immunity.  Unless Asmodeus wishes to be affected, it is immune to spells of 7th level or lower and has advantage on savings throws of all spells and magical effects.


Magic Weapons.  Asmodeus’ weapon attacks are treated as +4 magical weapons.


Regeneration. Asmodeus regains 30 hit points at the start of each round.


Tyrant’s Instincts.  Asmodeus’ does not roll initiative or take a standard action.  He can use all of his legendary actions, refer to legendary actions below, and one bonus action, one move action, and one reaction per round.  Asmodeus can take all or part of his move action before or after a use of a legendary action, until all of his speed is expended.


Ruby Rod.  The rod is +4 artifact (included in the attack) that has 10 charges, and any of its properties that require s saving throw have a save DC of 30.  While holding it, Asmodeus can use an action to cast read magic, eye bite, or read magic.  Alternatively, he can spend 1 charge to cast one of the following spells from it:  cone of cold (9th level & double the size), lightning bolt (9th level & double the range), melf’s acid arrow (9th level & double the range). The wand regains 1d6 + 4 charges daily at dawn.
 While Asmodeus is in possession of the rod he is able to summon twice the number of devils, see summon devil below, or double is chance of summoning a duke-of-hell or arch-devil.


Bonus Action     
Fling.  One medium or smaller object or creature held or grappled by Asmodeus is thrown up to 300 ft in a direction of its choosing and knocked prone.  If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.  If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.
Puppet Master.  Asmodeus exerts precise control over one creature he has dominated.


Reaction     
Hellfire Rebuke (1/day).  When Asmodeus is the target of a ranged weapon or spell attack.  Hellfire Pillar recharges and as a reaction (no cost) he uses it, centered on the creature that targeted him.


Legendary Actions    
Asmodeus gains five legendary actions at the start of each round. He can use these actions at any time during the round, at the start or end of another creature’s turn.  Only one legendary action option can be used at a time.  If Asmodeus has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. 

 

Attack.  Asmodeus can cast a spell or use the ruby rod to cast a spell or use one of its charges.
Ruby Rod.  Melee Weapon Attack:  +25 to hit, reach 10 ft., one target.  Hit: 45 (5d10 + 18) bludgeoning damage plus 55 (10d10) fire and cold damage and the target must succeed on a DC 30 Wisdom saving throw or be dominated, as in the dominate monster spell (9th level).
Slam. Melee Weapon Attack:  +20 to hit, reach 5 ft., one target.  Hit: 36 (5d8 + 14) bludgeoning damage plus 44 (8d10) fire damage and the target must succeed on DC 25 Strength saving throw or be knocked prone or grappled (Asmodeus’s choice).
Teleport.  Asmodeus magically teleports, along with any equipment he is carrying, up to 180 feet to an unoccupied space he can see.
Summon Devil (2/short-rest).  Asmodeus magically summons (100% chance of success) one of the following type of devils:  1d4+2 bone devils, 1d3+2 horned devils, 1d3+2 erinyes, 1d3+1  ice devils, or 1d4 pit fiends; or (50% chance of success) one duke-of-hell; or (25% chance of success) one arch-devil.
Hellfire Pillar (Recharge 5-6, Costs 2 Actions ).  Asmodeus chooses a point on the ground that he can see within 480 feet of him.  A cylinder of hellfire, 100 feet tall with a 15-foot radius, rises from that point and lasts until the end of the next round.  Creatures in that area gain vulnerability to fire and cold damage and must make a DC 28 Dexterity saving throw, taking 138 (12d20+12) fire and cold damage on a failure, or half as much damage on a success.
Multiattack (Costs 2 Actions).  Asmodeus makes to two slam or two ruby rod attacks.

Recharge (Costs 3 Actions, 1/Day).  Asmodeus recharges hellfire pillar.

 

#10

dave2008

Sep 13, 2015 20:25:47

DUKES-OF-HELL:

Dukes are similar in power to demigods, with some attaining power similar to lesser gods.  Regardless, they generally all have the abilities and traits in the list below.  These abilities and traits are assumed to be a part of all duke-of-hell stat blocks.  Specific modifications to these traits and/or additional traits are listed in the individual stat blocks.

 

Damage Resistances cold, poison; bludgeoning, piercing, and slashing that is nonmagical
Damage Immunities fire
      

Banishment.   When a duke-of-hell drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for 10-100 days.  This process can be reduced to 1-10 days if the Arch-devil ruler of its plane so wishes.

Innate Spellcasting.  Refer to individual entries for a duke-of-hell’s spell casting ability, their save DC, and attack bonus. Dukes-of-hell can innately cast the following spells at 5th level or higher, requiring no material components:

   At will:  

   3/day each:  

   1/day each:  

Magic Resistance.  The duke-of-hell has advantage saving throws against spells and other magical effects.
Magic Weapons.  An arch-devil’s weapon attacks are treated as +1 magical weapons.

 

Bell (CR 25):

Show
More to come
#11

dave2008

Sep 15, 2015 11:23:59
 

EPIC MONSTERS:

 

Cthulhu (CR 34):

Show

CTHULHU
Gargantuan aberration chaotic evil
    

Armor Class 22 (natural armor)
Hit Points 1,140(38d20+380)
Speed 40 ft., swim 60 ft., fly 40 ft.
    

STR        DEX        CON        INT        WIS        CHA
33 (+11) 10(+0)      30(+10)   28(+9)   28(+9)     36(+13)
    

Savings Throws Str +21, Con +20, Int +19, Wis +19, Cha +23
Skills Arcana +16, Perception +18, Religion +18
Damage Resistances bludgeoning, piercing, and slashing from a +3 or lesser magical weapon
Damage Immunities Psychic; poison; bludgeoning, piercing, and slashing that is nonmagical.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 1000 ft., passive Perception 28
Languages --, Telepathy 1000'
Challenge 34 (240,000 XP)
    

Amphibious.   Cthulhu can breathe air and water.


Discorporation.   When Clthulhu drops to 0 hit points, it is not destroyed it is simply dispelled back to its prison in R’lyeh and is unable to take action until released from the seal of the Elder Sign.


Cosmic Might.  Cthulhu can choose to, on any attack, take a -4 penalty to hit or save DC to gain a +30 damage bonus.


Innate Spellcasting.  Cthulhu’s spell casting ability is Charisma (spell save DC 31, +22 to hit with attack spells).  Cthulhu can innately cast the following spells, requiring no material components:


At will:  hunger of hadar (40’ radius & 8d6 for each damage type), phantasmal killer (9th level)
3/day each:  antipathy/sympathy, etherealness
1/day each:  timestop, weird (10d10 damage)


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


Limited Magic Immunity.  Unless Cthulhu wishes to be affected, it is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects.


Magic Weapons.  Cthulhu’s weapon attacks are considered +4 magical weapons.


Regeneration. Cthulhu regains 50 hit points at the start of its turn.


Siege Monster. Cthulhu’s deals double damage to objects, structures, and huge or larger creatures.

 

Actions     
Multiattack.  Cthulhu can use its Frightful Presence.  It then makes either four tentacle attacks or two claw attacks or two tentacle and one claw attack.


Bite. Melee Weapon Attack:  +21 to hit, reach 20 ft., one target.  Hit: 106 (14d12 + 15) piercing and bludgeoning damage.  If the target is a large or smaller creature grappled by Cthulhu, that creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and effects outside Cthulhu, and it takes 78 (12d12) acid damage at the start of each of Cthulhu’s turns.
 If Cthulhu takes 80 damage or more on a single turn from a creature inside it, Cthulhu must succeed on a DC 25 constitution saving throw at the end of its turn or regurgitate all swallowed creatures in a space within 15 feet of Cthulhu.  If Cthulhu is reduced to 0 hit points all swallowed creatures are no longer restrained and appear, prone, in the space formerly occupied by Cthulhu (refer to discorporation)

 

Claw.  Melee Weapon Attack:  +21 to hit, reach 30 ft., one target.
Hit: 77 (10d12 + 15) slashing and bludgeoning damage and the target is grappled (escape DC 29).  Until the grapple ends the target is restrained.  Cthulhu can grapple up to 2 large or smaller targets with its claws.

 

Tentacle.  Melee Weapon Attack:  +21 to hit, reach 60 ft., one target.  Hit: 48 (6d10 + 15) bludgeoning damage and the target is grappled (escape DC 25).  Until the grapple ends the target is restrained.  Cthulhu can grapple up to 10 large or smaller targets with its tentacles.


Fling.  One large or smaller object held or grappled by Cthulhu is thrown up to 300 ft in a direction of its choosing and knocked prone.  If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.  If the target is thrown at another creature, that creature must succeed on a DC 25 Dexterity saving throw or take the same damage and be knocked prone.


Frightful Presence.  Each creature within 1000 feet of Cthulhu must succeed on a DC 25 Wisdom saving throw or become frightened for 1d6 days.  A creature can repeat the saving throw at the end of short or long rest, 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 Chtulhu’s Frightful Presence for the next 24 hours.  For each day a creature is under the influence of Cthulhu’s frightful presence it incurs 1 level of exhaustion.


Psychic Blast (Recharge 5-6).  Cthulhu emits a wave of psychic energy in a 500-foot radius.  Each creature in that area must succeed on a DC 29 Charisma saving throw or take 202 (18d20+13) psychic damage and be stunned for 5 minutes, taking half damage on a successful save.  A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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

 

Move.  Cthulhu can move half her speed.
Regenerate.  Cthulhu regenerates 50 hit points
Attack.  Cthulhu makes two tentacle attacks, or one claw attack, or cast one spell.
Grappled.  Cthulhu can make two bite or fling attacks on a grappled targets.  Only one attack per target.
Teleport (Costs 2 Actions).  Cthulhu can innately cast the teleport spell.

#12

shintashi

Aug 24, 2015 14:34:03

i dont' recommend capping proficiency for Gods at +10. Even heroes of legend are known to never miss. Securing a 100% probability of success is approximately a +20 proficiency, and an appropriately matching attribute would be 30. This guarantees a DC 30 skill check is automatic, and opens the way for impossible skill checks, like dancing on clouds, dodging lightning bolts, and curing a rainy day.

#13

EthanSental

Aug 24, 2015 15:52:03

Great stuff Dave, gets the ball rolling on creativity...thanks for sharing.

(Reply to #12)

dave2008

i

shintashi wrote:
(Reply to #13)

dave2008

EthanSental wrote:
#16

dave2008

Aug 24, 2015 21:14:36

Added the Ancient Red Dragon and Avatar of Tiamat

#17

Mechatarrasque

Aug 25, 2015 7:56:17

That is a pretty impressive Tiamat.   I think I would move the dragon's head spell casting to the legendary actions (replace head action), just to simplify running her.  I would also think about giving her heads one spell with no limit on how often the spell can be cast (other than once per turn).  Tiamat is already going to do a lot of fire, lightening, poison, acid, and cold damage, so I would look for spells that do other things:

 

Black:  Gaseous form

Blue:  Power word stun

Green:  Mass suggestion

Red:  Divine word

White:  Hold monster

 

 

(Reply to #17)

dave2008

Mechatarrasque wrote:
#19

Dara_Kanan

Aug 25, 2015 15:31:14

Maybe it will be a good idea to give the dragons sorcery points and sorcery metamagic so they can attack and quicken spells and things like that. I also think hps are a little low, a level 20 fighter have 250 or so hp, a gargantian dragon should have o lot more than the fighter, like 1000 hp or so.. what do you think?, double the CR in hit dices, a CR 24 dragon 48d20 + X more or less.

(Reply to #19)

dave2008

Dara_Kanan wrote:
#21

dave2008

Aug 25, 2015 20:35:06

I've added Cthulhu to the Epic Monsters category and uploaded its stats. I still need to add spells though, any suggestions?

(Reply to #19)

dave2008

Dara_Kanan wrote:
#42

Dara_Kanan

Aug 29, 2015 15:38:50

The tarrasque is doing in one round without legendary actions:

 

6d12 + 12d8 + 16d10 + 6d6 + 50 =  39 + 54 + 88 + 21 + 50 = 252 or so, i dont want to kill one player a round... i like combat last a little. If the tarrasque prones a target or bites, it has advantage in the rest of the attacks.

 

About defenses... may be a little less regeneration? i think 40 is ok, a vampire has 20, AC 25 is normal for that CR.

 

I am thinking i will change rush for Trample, x damage (not sure) with Dex saving throw rechange 5-6, hiting everything in the 150', so it can kill armies. (not attacking one soldier per attack xD)???

 

In my mind i think a 4 level 20 adventures (unless heavily optimized) will need help of airships with cannons, armies, siege weapons... to kill a tarrasque.

 

BTW i like this post a lot, i want balaced encounters diffuculty/reward, and i like dangerous worlds, now i see all high level monsters too easy.

 

I uploaded a revised version.

(Reply to #42)

dave2008

Dara_Kanan wrote:
(Reply to #42)

dave2008

Dara_Kanan wrote:
#45

shintashi

Aug 29, 2015 18:12:28

Dara_Kanan wrote:
http://www.enworld.org/forum/content.php?2877-So-What-s-The-Challenge-Rating-Of-All-Those-Demon-Lords#.VeminflVikq#ixzz3kmKsZ1id

Mechatarrasque

Sep 04, 2015 7:05:48

Enworld has the CRs for the demon lords in Out of the Abyss:

 

Baphomet CR 23
Fraz-Urb'luu CR 23
Juiblex CR 23
Zuggtmoy CR 23
Graz'zt CR 24
Yeenoghu CR 24
Demogorgon CR 26
Orcus CR 26 


Read more: http://www.enworld.org/forum/content.php?2877-So-What-s-The-Challenge-Rating-Of-All-Those-Demon-Lords#.VeminflVikq#ixzz3kmKsZ1id

 

I wonder if they are saving the CR 25 spot for Pazuzu (who probably wouldn't be interested in hanging out in the Underdark).

(Reply to #82)

dave2008

Mechatarrasque wrote:
#84

dave2008

Sep 04, 2015 12:47:56

I added my Imix Update.  Based primarily on the 5e Princes of the Apocalypse adventure.  Raise its CR from 19 to 24 and modified or added a few other things.

#85

dave2008

Sep 05, 2015 11:43:24

As i've been looking at demon lords & princes lately I've added shared traits for these groups.  In doing my research I realized that they share a lot of common utility type spells.  Rather than add them to each stat block I added it to the general category description for each type. I will go back and do this for Gods, Devils, and Primordials as well.

#86

dave2008

Sep 06, 2015 8:29:45

With the demonic influence from Out of the Abyss, I decided to proceed with my favortie demon prince - Demogorgon!  It has been uploaded to the Demon Princes category.  Let me know what you think.

#87

dave2008

Sep 07, 2015 5:10:36

I've added an updated Graz'zt.

#88

moonbeast

Sep 07, 2015 5:59:09

Hmm, I had read that somewhere during the Spellplague era.... the goblinoid deity Maglubiyet had been "demoted" to something more like a Lesser God, possibly even an Exarch of Bane, thus a weaker deity who became subservient to Bane in recent times.  Here is the link:

 

http://forgottenrealms.wikia.com/wiki/Maglubiyet

 

According to that, Maglubiyet now resides in Banehold.... and his realm there probably serves as vassal to Bane. 

 

 

 

This also explains why there have been, among the Hobgoblins, many who are Hobgoblin "Hands of Bane" rather than direct loyalty to Maglubiyet.  However, in 5th Edition DMG and PHB, Maglubiyet is clearly listed as a "deity" of goblinkind, and therefore he must now be considered a true deity (not an exarch, not a demigod, etc).   So to extrapolate.... I would likely include him as a "Lesser God" rather than an intermediate god.  It's the most sensible label, what do you think OP? 

 

(Reply to #88)

dave2008

moonbeast wrote:
(Reply to #88)

dave2008

moonbeast wrote:
#91

dave2008

Sep 07, 2015 18:27:21

I have added the Baphomet update.

#92

CrazyMcNinja

Sep 09, 2015 2:47:51

I like most of what I see so far. Since Asmodeus has ascended into godhood, he should be a bit higher than CR34. 

 

However, I think that the CRs are intentionally "low" compared to how we might think of them in order to more clearly convery the insane difference in power between the higher-tier challenge ratings (20-30). The Tarrasque is supposed to be capable of ending the world at CR30, and Demogorgon, THE Demon Prince, is only CR26. 


(Reply to #92)

dave2008

CrazyMcNinja wrote:
#94

CrazyMcNinja

Sep 09, 2015 23:10:28

dave2008 wrote:
(Reply to #94)

dave2008

CrazyMcNinja wrote:
(Reply to #95)

Mechatarrasque

[quote="dave2008"]

 

CrazyMcNinja wrote:
(Reply to #96)

dave2008

Mechatarrasque wrote:
#98

CrazyMcNinja

Sep 10, 2015 11:08:55

dave2008 wrote:
(Reply to #98)

dave2008

CrazyMcNinja wrote:
#100

Dara_Kanan

Sep 12, 2015 2:52:04

I want to test some of then with my group with epic level characters, created only for testing (just for fun), still think they do too much damage and have low hit points.

Right now they my group are level 13, im bussy changing low level monsters, medusa, troll, will o wisp, fire giant king, some giants with class levels, advanced manticore...they are exploring undermountain, now they are in the lost level.

(Reply to #100)

dave2008

Dara_Kanan wrote:
#102

Dara_Kanan

Sep 12, 2015 4:31:00

I want to use the epic levels, adding proficiency bonus and one feat/stat bonus/epic boon per level, but this way a level 24 character will be only a little better than a 20. They dont increase too much life nor damage (well they can increase damage with Str or Dex and Life with Con and Epic Boon +40 hp). Im doing Halaster Blackcloak as Character level 30 (wizard 20, epic 10), when done i will post here. 

(Reply to #102)

dave2008

Dara_Kanan wrote:
#104

dave2008

Sep 12, 2015 8:22:29

I just added the demon lord Juiblex update.  Let me know what you think.

(Reply to #102)

moonbeast

Dara_Kanan wrote:
(Reply to #105)

dave2008

moonbeast wrote:
#107

dave2008

Sep 13, 2015 12:56:22

I have updated Zuggtmoy.  Not a lot change from the OotA stats, mostly just adding some damage and gave her method to mitigate melee damage.  I should probably add some type of range attach though.  Any suggestions?

(Reply to #107)

Mechatarrasque

dave2008 wrote:
(Reply to #108)

dave2008

Mechatarrasque wrote:
(Reply to #108)

dave2008

Mechatarrasque wrote:
(Reply to #110)

Mechatarrasque

dave2008 wrote:
#112

dave2008

Sep 15, 2015 14:27:48

I have the Yeenoghu update.  Let me know what you think.

#113

CrazyMcNinja

Sep 15, 2015 19:15:32

Something that only just occurred to me is that the "limited spell immunity" makes Paladins and Warlocks nearly useless unless they happen to be covered in 7th+ level spell scrolls - or are you assuming the characters will somehow have a ton more spell slots? I'm aware you have to homebrew extra levels, weapons, and items in order to be able to even scratch some of these high CR beasts but for slightly more reasonable ones, classes with limited spell slots are kind of screwed.

(Reply to #113)

dave2008

CrazyMcNinja wrote:
#115

dave2008

Sep 16, 2015 9:24:42

Now that WotC is closing these forums at the end of next month I will be migrating this information to a forum thread on Enworld.  I will post with more details when I have them.

(Reply to #115)

Mechatarrasque

dave2008 wrote:
#117

dave2008

Sep 16, 2015 13:28:18

To All: I have moved this content over to the Enworld forums:  http://www.enworld.org/forum/showthread.php?468639-5e-Epic-Monster-Updates

 

I still need to fix the formating over there, but I will no longer be posting these updates on this forum.  All future post will be at enworld,   Thank you!