Dicefreaks

Where Flavor Meets Mechanics
It is currently Sun Apr 30, 2017 12:53 pm

All times are UTC - 5 hours [ DST ]



Welcome
Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!


Post new topic Reply to topic  [ 301 posts ]  Go to page Previous  1 ... 25, 26, 27, 28, 29, 30, 31  Next
Author Message
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:23 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Fallen Planetar
Large celestial, lawful evil
________________________________________________________________________________
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
________________________________________________________________________________
STR 24 (+7) DEX 20 (+5) CON 24 (+7) INT 19 (+4) WIS 22 (+6) CHA 25 (+7)
________________________________________________________________________________

Saves Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Treasure greatsword
Challenge 16 (15,000 XP)
________________________________________________________________________________

Cursed The fallen suffers disadvantage on any Charisma based skill check against good creatures except Intimidation, which it gains advantage on.

Fallen Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 necrotic damage (included in the attack).

Innate Spellcasting. The planetar's spell casting ability is Charisma (spell save DC 20). It 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, Flame Strike, Harm
1/day each: Commune, Control Weather, Insect Plague

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

ACTIONS
________________________________________________________________________________

Multiattack. The planetar makes two attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.

Cursed Touch (4/Day). The planetar touches another creature. The target takes 30 (6d8 + 3) radiant damage and must make a Constitution saving throw (DC 20) or suffer one level of exhaustion.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:23 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Ultrezekira
Huge fiend, lawful evil
________________________________________________________________________________
Armor Class 16 (natural)
Hit Points 210 (20d12 + 80)
Speed 40 ft.
________________________________________________________________________________
STR 20 (+5) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
________________________________________________________________________________
Saves Dex +8, Con +8, Wis +6
Skills Perception +6, Stealth +12, Survival +6
Damage Resistances cold, bludgeoning, piercing and slashing from non-magical weapons that are not silvered.
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Infernal; telepathy 120 ft.
Challenge 10 (5,900 XP)
________________________________________________________________________________

Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Keen Smell: The hellcat has advantage on Wisdom (Perception) checks that rely on smell.

Pounce: If the hellcat 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 17 Strength saving throw or be knocked prone. If the target is prone, the hellcat can make a bite and claw attack against it as a bonus action.

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

Natural Invisibility. In bright light, the hellcat is invisible even when it attacks. It is clearly visible in dim light and non-magical darkness.

ACTIONS
________________________________________________________________________________

Multiattack The ultrezekira makes two claw attacks and one bite attack.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.

Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:23 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Pit Lord (Nessian Pit Fiend)
Huge fiend, lawful evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 456 (24d12 + 168)
Speed 30 ft., fly 60 ft.
________________________________________________________________________________
STR 26 (+8) DEX 14 (+2) CON 24 (+7) INT 22 (+6) WIS 18 (+4) CHA 24 (+7)
________________________________________________________________________________
Saving Throws Dex +9, Con +14, Wis +11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure mace
Challenge 22 (41,000 XP)
________________________________________________________________________________

Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 23 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons. The pit fiend's weapon attacks are magical.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 23). The pit fiend can innately cast the following spells as 9th level spells, requiring no material components:
At will: darkness, detect magic, fireball
3/day each: dispel magic, hold monster, wall of fire

ACTIONS
________________________________________________________________________________

Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 23 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:24 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Malebranche (Nessian Cornugon)
Huge fiend, lawful evil
________________________________________________________________________________
Armor Class 18 (natural)
Hit Points 289 (17d12 + 85)
Speed 30 ft., fly 60 ft.
________________________________________________________________________________
STR 22 (+6) DEX 17 (+3) CON 21 (+5) INT 12 (+1) WIS 16 (+3) CHA 17 (+3)
________________________________________________________________________________
Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Treasure fork
Challenge 12 (8,400 XP)
________________________________________________________________________________

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

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

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 21 (6d6) fire damage. If the target it a flammable object that isn't being worn or carried, it also catches fire.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:24 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Hierrmagon (Hellsmith)
Large fiend, lawful evil
________________________________________________________________________________
Armor Class 15 (natural)
Hit Points 102 (12d10 + 36)
Speed 30 ft.
________________________________________________________________________________
STR 17 (+3) DEX 10 (+0) CON 17 (+3) INT 14 (+2) WIS 12 (+1) CHA 10 (+0)
________________________________________________________________________________
Saving Throws Str +6, Con +6, Wis +4
Tools Smith's tools +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Treasure warhammer x4
Challenge 5 (1,800 XP)
________________________________________________________________________________

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Hellsmith All allied devils within 60 ft. of the hierrmagon (including itself) gain magic weapons with a +1 enhancement while they are in range. Natural weapons are not affected.

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

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes four melee attacks with its hammers. As a bonus action, it uses Hellforge if able.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hellforge (Recharge 5-6) The hierrmagon infuses the power of Hell into a nearby ally's arms. Their manufactured weapons deal an additional 2d6 fire damage for 1 minute.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:24 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Lemure X
Medium fiend, lawful evil
________________________________________________________________________________
Armor Class 10
Hit Points 26 (6d8)
Speed 15 ft.
________________________________________________________________________________
STR 10 (+0) DEX 10 (+0) CON 11 (+0) INT 1 (-5) WIS 11 (+0) CHA 3 (-4)
________________________________________________________________________________
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Infernal
Challenge 0 (10 XP)
________________________________________________________________________________

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Hellish Rejuvenation: A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a Bless spell cast on that creature or its remains are sprinkled with holy water.

ACTIONS
________________________________________________________________________________

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:24 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Malefircarim (Infernal)
Large fiend, lawful evil
________________________________________________________________________________
Armor Class 20 (natural)
Hit Points 504 (28d10 + 224)
Speed 50 ft., fly 100 ft.
________________________________________________________________________________
STR 28 (+9) DEX 20 (+5) CON 26 (+8) INT 24 (+7) WIS 22 (+6) CHA 28 (+9)
________________________________________________________________________________
Saving Throws Str +17, Dex +13, Con +16, Wis +14, Cha +17
Skills Deception +25
Damage Resistances acid, cold, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 16
Languages Abyssal, Draconic, Infernal, telepathy 500 ft.
Challenge 26 (100,000 XP)
________________________________________________________________________________

Legendary Resistance (3/day). If the infernal fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The infernal's weapon attacks are magical.

Spell Reflection If both of an infernal's saving throws against magic (due to its resistance) are successful, the spell is reflected upon the caster.

Innate Spellcasting. The infernal's spellcasting ability is Charisma (spell save DC 25). The infernal can innately cast the following spells, requiring no material components:
Constant – nondetection
At will: detect magic, disguise self, dispel magic, fireball, power word stun, telekinesis, teleport
3/day each: animate dead, dominate monster, hold monster, implosion, wall of fire

ACTIONS
________________________________________________________________________________

Multiattack. The infernal makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) piercing damage. The target must succeed on a DC 25 Intelligence saving throw or lose its highest available spell slot and the infernal recharges an expended innate spell of that level or lower.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage and 22 (4d10) necrotic damage.

Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.

Hellball (Recharge: 6) The infernal hurls a magical ball of black flames that explodes at a point it can see within 300 feet of it. Each creature in a 40-foot radius sphere centered on that point must make a DC 25 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) acid damage, 35 (10d6) fire damage, 35 (10d6) poison damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS
________________________________________________________________________________

An infernal 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. The infernal regains spent legendary actions at the start of its turn.

Call Fiends. The infernal summons two pit fiends. If it uses this ability multiple times, the previous fiends return from whence they came.

Constrict. The infernal makes a tail attack against one foe in reach. If successful, the creature must succeed on a Strength saving throw DC 25 or become restrained. The infernal's tail attack can only target the restrained creature, but it can end the effect at any time.

Blasphemy. (Costs 3 actions) The infernal speaks a word of black power. All good aligned creatures within 60 ft. must succeed on a Wisdom saving throw DC 25 or take 35 (10d6) thunder damage and be stunned for one round. They take half damage on a successful save.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:25 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Marquis Cambion
Medium fiend, any evil
________________________________________________________________________________
Armor Class 20
Hit Points 171 (18d8 + 90)
Speed 30 ft., fly 60 ft.
________________________________________________________________________________
STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 14 (+2) WIS 16 (+3) CHA 21 (+5)
________________________________________________________________________________
Saving Throws Str +9, Con +9, Int +6, Cha +9
Skills Deception +13, Intimidation +13, Perception +7, Stealth +13
Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from non-magical weapons.
Damage Immunities poison
Senses Darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 9 (5,0000 XP)

________________________________________________________________________________

Acidic Blood Whenever the marquis cambion takes piercing or slashing damage, it deals 7 (2d6) acid damage to the attacker if they are within 5 ft.

Fiendish Blessing. The AC of the marquis cambion includes its Charisma bonus.

Magic Resistance. The marquis cambion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 17). The cambion can innately cast the following spells, requiring no material components:
At will: alter self, command, darkness, detect magic
3/day: plane shift (self only), wrathful smite
1/day: staggering smite

ACTIONS
________________________________________________________________________________

Multiattack. The cambion makes three melee attacks, two with its weapon and one with its claw or uses Fire Ray twice.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) poison damage and the target must make a Constitution saving throw DC 17 or be poisoned for 1 round.

Fire Ray Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:25 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Narzugon
Medium fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 20 (plate, shield)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
________________________________________________________________________________
STR 18 (+4) DEX 13 (+1) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
________________________________________________________________________________

Saving Throws Dex +4, Con +7, Wis +4, Cha +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Treasure plate, shield, lance, battleaxe
Challenge 5 (1800 XP)
________________________________________________________________________________

Charge: If the narzugon moves at least 30 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 13 (2d12) piercing damage.

Mounted Combatant A narzugon has advantage on attacks against any unmounted foe smaller than its mount while mounted. It can force an attack targeted at its mount to target the narzugon instead and vice versa. If its mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mount instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS
________________________________________________________________________________

Multiattack. The narzugon makes two battleaxe attacks.

Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. A mounted combatant must make a Dexterity save (DC 15) or be knocked off its mount. A creature larger than the narzugon gains advantage on this save.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

REACTIONS
________________________________________________________________________________

Baleful Gaze: When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 13 Wisdom saving throw or be Frightened until the end of its turn.


Top
 Profile  
 
 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Mar 18, 2017 8:25 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4437
Zadiax, Barbed Devil
Large fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 17 (natural)
Hit Points 247 (26d10 + 104)
Speed 60 ft.
________________________________________________________________________________
STR 20 (+5) DEX 17 (+3) CON 18 (+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)
________________________________________________________________________________
Saving Throws Str +10, Con +9, Wis +7, Cha +7
Skills Acrobatics +13, Deception +7, Insight +7, Perception +12
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 22
Languages Infernal, telepathy 120 ft.
Treasure -
Challenge 14 (11,500 XP)
________________________________________________________________________________

Barbed Hide. At the start of each of its turns, the barbed devil deals 11 (2d10) piercing damage to any creature grappling it. Any creature attacking the barbed devil from 5 ft. away or closer takes this damage as well.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The barbed devil has advantage on saving throws against spells and other magical effects.

ACTIONS
________________________________________________________________________________

Multiattack. The devil makes three attacks: one with its tail and two with its claws. It can make two more attacks with its claws as a bonus action. Alternatively, it can use Hurl Flame twice.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Tail: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

Hurl Flame: Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 21 (6d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

REACTIONS
________________________________________________________________________________

Bodyguard Zadiax can interpose himself between an adjacent ally and an incoming attack. The attack targets Zadiax instead of the original target.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 301 posts ]  Go to page Previous  1 ... 25, 26, 27, 28, 29, 30, 31  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

suspicion-preferred