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Install the app. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Thread starter dave Start date Sep 16, I didn't give it much thought initially because this was really just a personal project for myself and perhaps a few others. I had a similar thread at the old WotC forums for 4e epic monsters and it got very little attention,I assumed this would be more of the same.

Well, maybe it's 5e or the move to EnWorld or both , but this thread has gotten a lot more attention, so it is time to get a little more serious. This update to the OP is my attempt to introduce this little project of mine to the broader community. From the beginning I wanted to be Demogorgon or Tiamat or Thor, etc. It is sickness really. Though I appreciated WotC efforts, I want more epic goodies and, frankly, I like my epic threats a little more threatening. Also, as it looks like WotC as no intention of providing 5e stats for the greater gods, I started to make my own.

This started with 4e and I quickly made the switch to 5e. The reason for these changes, as hinted above, is that I feel the WotC epic monsters are a little lacking. In 4e it could be rather trivial to defeat epic threats, so much so WotC even revised the guidelines 2x and still didn't get it right IMO. I had hoped this wouldn't be the case with 5e, but all evidence points to the fact that some bit of optimizing can make the big bad look a bit sad.

And, oddly the CR feels about right, but the challenge of that CR does not. Here is my revised epic monster design table, with the notes below explain why I changed the things I changed. However, there is one difference between using the table in the DMG and this table.

The "Effective Hit Points I revised that row to be and adding a row 26 or more which indicates no hit point modifier for creatures above CR Any creature above CR 25 or anyone fighting a creature above CR 25 should expect it to have multiple resistances and immunities.

Also, I'm not sure this is mention in the DMG, but as currently designed you do not add regeneration that is part of a legendary action this is assumed to be equal in CR value to the damage of a legendary action which should be included in the CR. One thing to consider regarding regeneration is that it is very easy to neutralize chill touch cantrip if your monster doesn't have immunity to cantrips or somethign similar. If your monster doesn't have a good method to counter chill touch then don't calculate the regeneration in the effectie HP PS.

I need to make that revision to some of the monsters posted here. My thought is there is a limit to how proficient one can be at a task, but you can still get better through having higher ability scores.

It was also an attempt to maintain some degree of BA. Epic Bonus: This a new column on the table and indicates the overall inherent magic of epic creatures. The bonus is added to the attack, AC, damage, and save DC of a monster included in the numbers on the chart.

The epic bonus also determines how "magical" a monster's attacks and defenses are. However, this bonus does not stack with magic weapons or armor. The monster gets the higher of the two. The Epic bonus was added to give epic monsters a bit of a bump over the "official" monsters as the WotC monster AC, saves, and damage tend to be to low to provide a real threat to high level PCs.

When calculating from scratch you add the epic bonus along with appropriate armor and Dex bonus. In addition this table has higher AC values than the WotC table which tops out at The reason for this change is that optimized PCs can easily hit such a low CR.

We can't have PCs just whacking away at our epic baddies. So, by raising the expected AC we increase their durability, and it allows the HP to be higher for the same CR without having to adjust the HP portion of the table. When calculating from scratch you add the epic bonus along with proficiency and ability and weapon bonuses.

Similar to AC, I raised the rate of increase for attack bonus. The reason for this was primarily to allow an epic monster to do more damage per round for a given CR. However, there is also the added benefit that the higher attack bonus dampens optimized PCs ability to avoid damage to some extent.

High level characters have many options to buff themselves and increased attack bonus helps overcome some of these. In addition, as a guideline I recommend keeping at-will single attack damage capped at 4xCR with special attacks recharge or daily capped at xCR. This is the BIG change in my table.

These monsters hit a lot harder than their WotC counterparts. This was my primary method of providing a challenge to optimized PCs. High level PCs have lots of hit points and lots of methods to recover HP or avoid taking damage. I believe the best way to make them feel challenged is to hit them harder. This method allows the PCs to feel the danger without drastically increasing the length of the battle like increasing HP would.

When calculating from scratch you add the epic bonus along with proficiency and ability. XP: Same, just extended out to CR Last edited: Sep 1, These abilities and traits are assumed to be a part of the following stat blocks. 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.

Divine Might. A greater god's attacks and effects ignore the resistances and immunities of creatures CR 25 and below. A greater god's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity. Divine Reflexes. If a greater god succeeds on a saving throw against an area of effect, it may spend its reaction and move outside the area, suffering no damage, conditions, etc.

The god must have enough move distance to get out side the area of effect. It may also spend legendary move actions in addition to the reaction to gain the distance required to move outside the area of effect.

Innate Spellcasting. 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. Greater gods regain 50 hit points at the start of their turn. Last edited: Aug 13, 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. An intermediate god's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An intermediate god's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity.

If an intermediate god fails a saving throw, it can choose to succeed instead. 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. Intermediate gods regain 40 hit points at the start of their turn. Last edited: Aug 18, A lesser god's attacks and effects ignore the resistances and immunities of creatures CR 15 and below. A lesser god's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity.

If an lesser god fails a saving throw, it can choose to succeed instead. 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.

Spoiler View attachment Laogzed-Update2. Spoiler The Hebdomad generally all have the abilities and traits in the list below. The first time an enemy comes within 60 feet of a hebdomad or starts its turn in that radius, it must make a Wisdom check see individual hebdomad for DC or become frightened of the hebdomad for 1 minute. The enemy may make an additional saving throw whenever it takes damage, ending the effect on a success. Attack roles against a frightened enemy have advantage Banishment.

When an hebdomad 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. In addition, when a hebdomad hits with any weapon attack, the weapon does an extra 6d6 radiant damage, included in the attack. If a hebdomad fails a saving throw, it can choose to succeed instead. Unless a hebdomad wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.

Turn Undead. Unless the undead is CR21 or greater, the hebdomad has advantage on the attempt. The hebdomad casts a spell and lightning arcs from it to a target within feet. The bolt continues to jump to additional targets within 80 feet of each previous target, making up to 4 four jumps a total of 5 targets or until there is no target within range. Spoiler The Court of Stars generally all have the abilities and traits in the list below. When a member of the Court 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.

If a Court member fails a saving throw, it can choose to succeed instead. Unless a Court member wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects. Song of Rest. The Court member can use the bard song of rest ability as though a 17th level bard. Turn the Faithless. A Court member can use its action to turn fiends and fey like the paladin oath of the ancients subclass feature, affecting all fiends and any fey within feet of the Court member who the member choses to affect.

Unless a target is CR21 or greater, the Court member has advantage on the attempt. Spoiler Prince Talisid and his Companions generally have the abilities and traits in the list below. The Companion can speak to and understand beasts as though it always had speak with animals cast upon it. The Companion can usually get a small favor from any nonevil beast, although the companion is reluctant to request anything that will put them in danger. Beasts, even if charmed, make attacks against guardinals with disadvantage.

When a member of the Companions 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. If a Companion fails a saving throw, it can choose to succeed instead. Unless a Companion wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects.

Turn the Unholy. A Companion can use its action to turn fiends and undead like the paladin oath of the devotion subclass feature, affecting all fiends and undead within feet of the Court member who the member choses to affect. Each Companion has a different touch it can use in place of the healing touch. Spoiler Aire is the celestial companion and steed of the Intermediate God Avandra. Last edited: Aug 17, Because of this, mechanically they are described by breaking them in to various parts with a stat block for each part.

Each part has its own CR and is treated as unique creature, as described below in colossal parts, and the individual parts range in power from lesser gods, to greater gods and beyond. The CR value listed in the heading for each primordial is the average CR value of all the primordial's parts. However, the XP listed in the general stat block for each primordial is the total XP of all parts and this should be used for encounter building.

Though each primordial is a unique entity 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. The exact space of the primordial and size of creature that can enter its space will be provided in the individual stat block.

Colossal Attacks optional rule : Some primordials are so large that their physical attacks are best described as areas of effect with the target s getting a saving throw. These areas are so large that the attack can't truly "miss" under the normal parameters of the standard attack and defense resolution system.

Thus the target takes half damage on a miss. If this movement takes the target outside of the area of effect of the attack, it takes no damage on a successful save. Colossal Parts. 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. If a specific number of parts are disabled, see individual stat block, a primordial is forced into its Primordial Slumber. If a primordial fails a saving throw, it can choose to succeed instead. 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.

Primordial Might. A primordial's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. A primordial's attacks and effects targeting creatures of a CR lower than its own ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity. 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.

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. These abilities and traits are assumed to be a part of all demon prince stat blocks. 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. If a demon prince fails a saving throw, it can choose to succeed instead.

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. Demogorgon CR 35 : by dave Spoiler. Spoiler Olrox's original stat block for Pazuzu can be found here: Homebrew - Stats for the demon lord Pazuzu. Spoiler Demon Lords range in power from demigods to lesser gods and, generally, have the abilities and traits in the list below. 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.

If a demon lord fails a saving throw, it can use a reaction to succeed instead. 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. Arendagrost CR 30 : by dave Spoiler Arendagrost is not a true demon lord note he does not have the "demon lord" type he is simply an enormously powerful demon. The child of Demogorgon and Malcanthet. He does not rule or control a portion of the Abyss and he lacks the attributes and traits of demon lords listed at the top of this post.

All of Arendagrost's attributes and traits are listed on the stat block below. Spoiler Bjornganal is not a true demon lord note he does not have the "demon lord" type it is simply an enormous goristro type demon. It does not rule or control a portion of the Abyss and it lacks the attributes and traits of demon lords listed at the top of this post. All of Bjornganal's attributes and traits are listed on the stat block below.

Spoiler Belaphoss is not a true demon lord note he does not have the "demon lord" type but an advanced type of balor known as a balor lord. He is the general of Demogorgon's armies, but he does not rule or control a portion of the Abyss and lacks the attributes and traits of demon lords listed at the top of this post. All of Belaphoss' attributes and traits are listed on the stat block below.

Spoiler The balor is not a demon lord note it does not have the "demon lord" type , it does not rule or control a portion of the Abyss and lacks the attributes and traits of demon lords listed at the top of this post. All of Balor's attributes and traits are listed on the stat block below. Morrus Well, that was fun Staff member. Last edited: Jan 3, These abilities and traits are assumed to be a part of all arch-devil stat blocks.

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. If an arch-devil fails a saving throw, it can use a reaction to succeed instead. 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. Asmodeus CR 34 : by dave Spoiler. This Baalzebul has regained his original infernal form.

Spoiler Note: Geryon is no longer the ruler of Stygia so, though he is still an Arch-Devil, he does not have domain powers. He would still have lair actions, but I have chosen not to define those in the first series of drafts. Spoiler Note: Belial is no longer the ruler of Phlegethos so, though he is still an Arch-Devil, he does not have domain powers.

Spoiler Note: Moloch is no longer the ruler of Malbolge so, though he is still an Arch-Devil, he does not have domain powers. Spoiler 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. 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 days. This process can be reduced to days if the Arch-devil ruler of its plane so wishes. If a Duke-of-Hell fails a saving throw it can spend its reaction and 20 feet of movement to succeed instead. Infernal Step. A Duke-of-Hell can use a bonus action to teleport to an unoccupied space it can see within feet of it.

The duke-of-hell has advantage saving throws against spells and other magical effects. Hutijin CR 24 : by dave Spoiler. Spoiler Elminster CR 21 by dave Spoiler. Spoiler There are two versions of Iggwilv: one as 20th level spell caster and the 2nd with several epic boons and additional epic ASIs. Both versions have the same equipment. Spoiler This draft of Merlin was inspired by statblock Rubies sent me. His original stat block is here: Spoiler. Spoiler This draft of Arthur was inspired by a statblock Rubies sent me.

These Elder Gods of the Far Realm are as varied as they are grotesque; however, they do posses some basic abilities and traits that are common to their kind.

Eldritch Titans generally have the abilities and traits in the list below. When an Eldritch Titan 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. An Eldritch Titan commands more area than the typical gargantuan creature. The exact space is defined in the individual stat block. An Eldritch Titan's melee attacks can cover a vast area, which requires targets adjacent to a primary target that is Large or smaller to make a Dexterity saving throw or take equal damage.

The DC for this collateral attack is listed in the individual stat block. An Eldritch Titan can innately cast the following spells at 9th level or higher, requiring no components.

Old Ones. An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 20 and below. An Eldritch Titan's attacks and effects targeting creatures of CR ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity.

Elder Evil Replaces Old Ones. An Eldritch Titan's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. Check Price. Buy now and Check Price. Check Price and Buy Now. Also, without having a Dungeon Master DM , it is not possible to play the game. There are various roles that the Dungeon Master can play during the game. They are as follows:. It really drills into the mechanics and small stuff of the game. It describes what players can do between adventures, lays out a number of treasure options, and allows you to create your own adventures.

Well, specifically the Sword Coast. For players, it also gives extra backgrounds, a couple of spells, and a couple of extra class options. It seems there are a lot of rules for playing make-believe in a structured way. The major role in your character represents the game. By using your 5e character, you can make use of the game in many ways you desire. The basic limitation in this game is how high you can roll the dice as well as your imagination.

This game can be played with multiple people or characters to go on an adventure and face the challenges that were designed by the Dungeon Master DM. You have to imagine or think about your character and how it should be.



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