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| #1dave2008Aug 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: |
| #2dave2008Sep 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 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.
Moradin (CR 40): Show More to come |
| #3dave2008Sep 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 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.
Kord (CR 35): Show More to come |
| #4dave2008Sep 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 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.
Avatar of Tiamat (CR 30): |
| #5dave2008Sep 11, 2015 1:52:33 | DEMIGODS, CELESTIALS, ELEMENTALS, ETC.:
Archangle (CR 28): Show More to come |
| #6dave2008Sep 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 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. 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): Show
AHAT-HIR Armor Class see colossal parts below STR DEX CON INT WIS CHA Saving Throws Str +30, Dex +10, Con +30, Int +20, Wis +25, Cha +30 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.
Superior Critical. Ahat-Hir scores a critical hit on a roll of 18-20. ----- HEAD & NECK Armor Class 30
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. ----- BODY Armor Class 30 ----- LIMBS (6) Armor Class 25
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
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| #7dave2008Sep 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): Show 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. |
| #8dave2008Sep 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): Show More to come |
| #9dave2008Sep 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 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.
Asmodeus (CR 35): Show ASMODEUS Armor Class 22 (natural armor), 30 with ruby rod & robe of nessus STR DEX CON INT WIS CHA Savings Throws Str +20, Dex +17, Int +20. Wis +18, Cha +22 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.
Attack. Asmodeus can cast a spell or use the ruby rod to cast a spell or use one of its charges. Recharge (Costs 3 Actions, 1/Day). Asmodeus recharges hellfire pillar.
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| #10dave2008Sep 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 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.
Bell (CR 25): Show More to come |
| #11dave2008Sep 15, 2015 11:23:59 |
EPIC MONSTERS:
Cthulhu (CR 34): Show CTHULHU Armor Class 22 (natural armor) STR DEX CON INT WIS CHA Savings Throws Str +21, Con +20, Int +19, Wis +19, Cha +23 Amphibious. Cthulhu can breathe air and water.
Actions
Claw. Melee Weapon Attack: +21 to hit, reach 30 ft., one target.
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.
Move. Cthulhu can move half her speed. |
| #12shintashiAug 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. |
| #13EthanSentalAug 24, 2015 15:52:03 | Great stuff Dave, gets the ball rolling on creativity...thanks for sharing. |
| (Reply to #12)dave2008 | i
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| #16dave2008Aug 24, 2015 21:14:36 | Added the Ancient Red Dragon and Avatar of Tiamat |
| #17MechatarrasqueAug 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
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| #19Dara_KananAug 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. |
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| #21dave2008Aug 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? |
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| #42Dara_KananAug 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. |
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| #45shintashiAug 29, 2015 18:12:28 |
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| http://www.enworld.org/forum/content.php?2877-So-What-s-The-Challenge-Rating-Of-All-Those-Demon-Lords#.VeminflVikq#ixzz3kmKsZ1idMechatarrasqueSep 04, 2015 7:05:48 | Enworld has the CRs for the demon lords in Out of the Abyss:
Baphomet CR 23
I wonder if they are saving the CR 25 spot for Pazuzu (who probably wouldn't be interested in hanging out in the Underdark). |
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| #84dave2008Sep 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. |
| #85dave2008Sep 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. |
| #86dave2008Sep 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. |
| #87dave2008Sep 07, 2015 5:10:36 | I've added an updated Graz'zt. |
| #88moonbeastSep 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?
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| #91dave2008Sep 07, 2015 18:27:21 | I have added the Baphomet update. |
| #92CrazyMcNinjaSep 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. |
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| #94CrazyMcNinjaSep 09, 2015 23:10:28 |
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| (Reply to #95)Mechatarrasque | [quote="dave2008"]
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| #98CrazyMcNinjaSep 10, 2015 11:08:55 |
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| #100Dara_KananSep 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. |
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| #102Dara_KananSep 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. |
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| #104dave2008Sep 12, 2015 8:22:29 | I just added the demon lord Juiblex update. Let me know what you think. |
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| #107dave2008Sep 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? |
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| #112dave2008Sep 15, 2015 14:27:48 | I have the Yeenoghu update. Let me know what you think. |
| #113CrazyMcNinjaSep 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. |
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| #115dave2008Sep 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. |
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| #117dave2008Sep 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! |