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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jun 06, 2016 12:16 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
RAKANISHU
Small fiend (demon), chaotic evil
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Armor Class 15 (scrap armor)
Hit Points 44 (10d6 + 10)
Speed 40 ft.
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STR 8(-1) DEX 18(+4) CON 12(+1) INT 6(-2) WIS 8(-1) CHA 4(-3)
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Damage Resistance Lightning
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal
Challenge 3 (700 XP)
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Haste. Rakanishu can attack or dash as a bonus action.

Lightning Enchanted. When damaged, Rakanishu releases electrical bolts in a 15 ft. radius around itself. All hostile creatures must make a DC 15 Dexterity save or take 3 (1d6) lightning damage. Additionally, Rakanishu's attacks deal an additional 3 (1d6) lightning damage (included in attack).

ACTIONS
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Scrap Weapon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage and 3 (1d6) lightning damage.

REACTIONS
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Flee. When a non-hostile monster that Rakanishu can see is slain or knocked unconscious Rakanishu can move up to its speed away from the attacker.


Last edited by KingCrazyGenius on Mon Jun 06, 2016 5:36 pm, edited 1 time in total.

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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jun 06, 2016 12:41 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
FALLEN SHAMAN
Small fiend (demon), chaotic evil
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Armor Class 12 (scrap armor)
Hit Points 9 (2d6 + 2)
Speed 25 ft.
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STR 8(-1) DEX 12(+1) CON 12(+1) INT 8(-1) WIS 10(+0) CHA 8(-1)
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Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 1/4 (50 XP)
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ACTIONS
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Scrap Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Firebolt. Ranged Attack: +2 to hit, range 50 ft., one target. Hit: 4 (1d8) fire damage.

Raise Fallen Ones. The shaman raises a dead fallen one within 60 feet. The fallen one returns to full hit points and recovers from any negative conditions it had before dying.

Variants
Carver Shaman 18 hp, raises carvers, Challenge 1/2 (100 XP)
Devilkin Shaman 32 hp, raises devilkin, Challenge 1 (200 XP)

DARK SHAMAN
Small fiend (demon), chaotic evil
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Armor Class 13 (scrap armor)
Hit Points 44 (8d6 + 16)
Speed 25 ft.
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STR 8(-1) DEX 14(+2) CON 14(+2) INT 10(+0) WIS 12(+1) CHA 10(+0)
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Senses darkvision 60 ft., passive Perception 11
Languages Abyssal
Challenge 2 (450 XP)
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ACTIONS
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Scrap Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) slashing damage.

Firebolt. Ranged Attack: +3 to hit, range 50 ft., one target. Hit: 14 (3d8 +1) fire damage.

Raise Dark Ones. The shaman raises a dead dark one within 60 feet. The dark one returns to full hit points and recovers from any negative conditions it had before dying.

WARPED SHAMAN
Small fiend (demon), chaotic evil
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Armor Class 17 (improved scrap armor)
Hit Points 142 (16d6 + 86)
Speed 25 ft.
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STR 14(+2) DEX 20(+5) CON 22(+6) INT 12(+1) WIS 16(+3) CHA 12(+1)
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Damage Resistances fire
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal
Challenge 13 (10,000 XP)
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Magic Resistance. The warped one has advantage on saving throws against spells and other magical effects.

ACTIONS
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Multiattack. The warped one makes three scrap weapon attacks.

Scrap Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage and 10 (3d6) force damage.

Firebolt. Ranged Attack: +8 to hit, range 50 ft., one target. Hit: 38 (10d8 +3) fire damage.

Raise Warped Ones. The shaman raises a dead warped one within 60 feet. The warped one returns to full hit points and recovers from any negative conditions it had before dying.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jun 06, 2016 7:17 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
COUNCIL MEMBER
Medium fiend (demon), chaotic evil
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Armor Class 18 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 40 ft.
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STR 18(+4) DEX 17(+3) CON 20(+5) INT 16(+3) WIS 19(+4) CHA 13(+1)
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Saving Throws Con +8, Int +6, Wis +7, Cha +4
Skills Deception +4, History +6, Religion +6
Damage Immunities fire
Senses darkvision 60 ft, passive Perception 14
Languages Abyssal, Common
Challenge 8 (3,900 XP)
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ACTIONS
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Multiattack. The Council Member makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hydra. The Council Member conjures a three headed beast of flame that lasts for up to 5 rounds. The hydra occupies a 5-foot square and cannot be attacked. At the end of the council members turn the hydra makes up to three firebolt attacks Ranged Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) fire damage. A Council Member can have only one hydra active at a time.

Heal. The Council Member heals itself for 11 (2d6 + 4) damage.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Thu Jun 16, 2016 9:05 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
EBLIS (WIP)
Huge celestial (fallen), lawful evil
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Armor Class 21 (plate)
Hit Points 310 (20d12 + 180)
Speed 50 ft., fly 150 ft.
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STR 30 (+10) DEX 22 (+6) CON 28 (+9) INT 25 (+7) WIS 23 (+6) CHA 30 (+10)
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Saves Int +14, Wis +13, Cha +17
Skills Intimidate +17, Religion +17
Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 16
Languages all, telepathy 120 ft.
Treasure greatsword, Falchion of Gian ben Gian, longbow, +3 plate armor
Challenge 23 (50,000 XP)
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Fallen Weapons. Eblis' weapon attacks are magical. When Eblis hits with any weapon, the weapon deals an extra 3d8 radiant damage and 3d10 fire damage (included in the attack).

Divine Awareness. Eblis knows if he hears a lie.

Innate Spellcasting. Eblis' spell casting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, fire storm
1/day each: commune, control weather

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

ACTIONS
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Multiattack. The solar makes two greatsword attacks or two Falchion of Gian ben Gian attacks.

Greatsword. Melee Weapon Attack: +17 to hit, reaah 5 ft., one. target. Hit: 31 (6d6 + 10) slashing damage plus 13 (3d8) radiant damage and 16 (3d10) fire damage.

Falchion of Gian ben Gian. Melee Weapon Attack: +18 to hit, reaah 5 ft., one. target. Hit: 32 (6d6 + 11) slashing damage plus 13 (3d8) radiant damage and 22 (4d10) fire damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 13 (3d8) radiant damage and 16 (3d10) fire damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Eblis releases his greatsword to hover magically in an unoccupied space within 5 feet of him. If Eblis can see the sword, Eblis can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hand. If the hovering sword is targeted by any effect, Eblis is considered to be holding it. The hovering sword falls if the Eblis dies.

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

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

Searing Burst (Costs 2 Actions). Eblis emits magical, infernal energy. Each creature of his choice in a 10-foot radius must make a DC 24 Dexterity saving throw, taking 18 (4d8) fire damage plus 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Eblis targets one creature it can see within 30 feet of it. If the target can see him, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

TREASURE
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Eblis wields the Falchion of Gian ben Gian as a huge greatsword. This magic weapon has a +1 bonus to attack and damage rolls and additionally deals 1d10 fire damage. Eblis also wears +3 plate armor.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jul 11, 2016 10:40 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
EARTH ELEPHANT
Huge monstrosity, neutral evil
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Armor Class 12 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft, burrow 10 ft.
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STR 22(+6) DEX 9(-1) CON 17(+3) INT 5(-3) WIS 11(+0) CHA 8(-1)
________________________________________________________________________________
Senses tremorsense 60 ft., passive Perception 10
Languages Elephant, Terran
Challenge 5 (1,800 XP)
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Trampling Charge. If the earth elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

ACTIONS
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Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit 21 (3d10 + 6) bludgeoning damage.

Earthrage (Recharges after a Short or Long rest). As a bonus action the earth elephant can enter an earthrage for one minute. For the duration, the elephant gains resistance to bludgeoning, piercing, and slashing damage made from non-magical weapons, its Armor Class increases to 16, and it can make stomp attacks against targets that are not prone. Additionally, it gains 10 temporary hit points and advantage on Constitution checks and saves.

Earthquake (1/day). While in an earthrage, the earth elephant can cast earthquake as an innate spell, requiring no verbal or material components. It cannot concentrate on it, however, so it only takes effect on the earth elephant's turn. The earth elephant's spellcasting ability is Strength (spell save DC 17).


Last edited by KingCrazyGenius on Thu Jul 14, 2016 9:43 am, edited 1 time in total.

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 Post subject: Re: 5e Monsters by KCG
PostPosted: Mon Jul 11, 2016 10:51 am 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
FIRE LION
Large monstrosity, neutral evil
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Armor Class 12
Hit Points 78 (12d10 + 12)
Speed 50 ft.
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STR 17(+3) DEX 15(+2) CON 13(+1) INT 5(-3) WIS 12(+1) CHA 8(-1)
________________________________________________________________________________
Skills Perception +3, Stealth +6
Damage Immunities fire
Senses passive Perception 13
Languages Ingan, Lion
Challenge 4 (1,100 XP)
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Fiery Body. The fire lion adds 1d6 fire damage to all weapon attacks (included below). Additionally, A creature that touches the fire lion or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

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

Pounce. If the fire lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the fire lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the fire lion can long jump up to 25 feet.

ACTIONS
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) piercing damage and 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone target. Hit 6 (1d6 + 3) slashing damage and 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The fire lion exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Jul 19, 2016 1:51 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Prophet
Medium humanoid, any alignment
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Armor Class 17
Hit Points 150 (20d8 + 60)
Speed 30 ft.
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STR 12 (+1) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 20 (+5) CHA 18 (+4)
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Saving Throws Con +8, Wis +10, Cha +9
Skills Medicine +10, Insight +10, Perception +10, Persuasion +9, Religion +12
Damage Immunities poison
Condition Immunities diseased, poisoned
Senses truesight 120 ft., passive Perception 20
Languages all
Treasure quarterstaff
Challenge 14 (11,500 XP)

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Divine Defense. While the prophet is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Divine Offence. The prophet adds its Wisdom modifier to cantrip and spell damage.

Spellcasting. The prophet is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The prophet has the following cleric and druid spells prepared:
Cantrips (at will): guidance, light, sacred flame, shillelagh thaumaturgy
1st level (4 slots): bless, command, healing word, spiritual weapon
2nd level (3 slots): enhance ability, hold person, moonbeam
3rd level (3 slots): call lightning, dispel magic, protection from energy
4th level (3 slots): death ward, freedom of movement, guardian of faith
5th level (3 slots): contagion, flame strike, insect plague
6th level (2 slots): blade barrier, harm
7th level (2 slots): firestorm, regenerate
8th level (1 slots): sunburst
9th level (1 slots): storm of vengeance

ACTIONS
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Shillelagh. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and 10 (3d6 radiant damage).


Last edited by KingCrazyGenius on Tue Jul 19, 2016 2:53 pm, edited 1 time in total.

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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Jul 19, 2016 2:19 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
He will have a difficult time harming parties. At this point I don't think he is more threatening than the archmage.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Jul 19, 2016 2:53 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1247
Beefed up a bit.


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 Post subject: Re: 5e Monsters by KCG
PostPosted: Tue Jul 19, 2016 3:36 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4739
Ok, looking at the archmage. It has three defensive spells already locked into its defense block. (Stoneskin, mage armor, mind blank) It takes half damage from spells and has advantage on saves vs spells. And it can cast two lower level spells, one utility, one combat/utility at will.

The beefed prophet does not have anything commensurate with that. I see the radiant damage is inherent now, but the defense and offense are fairly tame.


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