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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 3:34 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
Advodaza, Nemesis Devil
Huge fiend, lawful evil
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Armor Class 20 (idol armor)
Hit Points 290 (20d12 + 160)
Speed 40 ft., fly 80 ft.
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STR 25 (+7) DEX 10 (+0) CON 26 (+8) INT 23 (+6) WIS 22 (+6) CHA 24 (+7)
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Saving Throws Dex +6, Con +14, Wis +12
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 16
Languages Infernal, telepathy 120 ft.
Challenge 19 (22,000 XP)
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Idol Armor. The nemesis devil is adorned in idols and ornaments of devotion, providing it an AC of 20 and resistance to all damage. If destroyed, it has a natural armor of 16, and its listed resistances and immunities. The dismissal effect of dispel good and evil or divine word destroys a nemesis devil's armor instead of banishing it.

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

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

Innate Spellcasting. The devil's spellcasting ability is Charisma (spell save DC 21). The devil can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, greater invisibility
3/day each: divine word, harm, heal, hold monster, wall of stone

ACTIONS
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Multiattack. The devil makes four attacks: one with its bite, two with its claws, and one with its tail. If it moves, it can also trample.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 22 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 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Trample The devil moves up to its speed. Any creature in its path must make a DC 21 Dexterity saving throw or take 28 (6d6 + 7) damage and be knocked prone. A successful saving throw deals half damage and avoids being knocked prone.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 4:51 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
Ayngavhaul, Heresy Devil
Huge fiend (devil), lawful evil
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Armor Class 16 (natural)
Hit Points 172 (15d12 + 75)
Speed 10 ft., fly 40 ft.
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STR 20 (+5) DEX 8 (-1) CON 20 (+5) INT 20 (+5) WIS 19 (+4) CHA 19 (+4)
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Saving Throws Dex +3, Con +9, Wis +8
Skills Arcana +13, Deception +8, History +13, Insight +8, Religion +13
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 14
Languages Infernal, telepathy 120 ft.
Treasure -
Challenge 10 (5,900 XP)
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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
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Multiattack. The devil makes two attacks, one with its slam and one with its bite. It can replace either with a searing word.

Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is Large or smaller, it must make a DC 17 Dexterity saving throw or be restrained by the devil's throne. The creature takes automatic slam damage each round, and can make a Dexterity save at the end of its turn each round to free itself. If the devil moves or uses its slam on another creature, this effect ends.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Searing Word: Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage and 14 (4d6) thunder damage.

Blasphemous Bile (Recharge 6): The devil expels putrid bile in a 30-foot line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. A divine spellcaster that fails their save suffers disadvantage on all spell attacks and the targets of its spell effects have advantage on any saving throws made against them. This effect lasts for 1 hour or until a creature uses its action and a gallon of liquid (or any amount of holy water) to wash the putrescence off.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sat Apr 08, 2017 6:03 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
The Monkey King
Medium celestial, chaotic neutral
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Armor Class 29
Hit Points 528 (33d8 + 264)
Speed 120 ft. (can walk on water or clouds)
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STR 26 (+8) DEX 30 (+10) CON 26 (+8) INT 18 (+4) WIS 28 (+9) CHA 25 (+7)
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Saves Dex +15, Con +13, Wis +13
Skills Acrobatics +26, Athletics +24, Stealth +26
Damage Resistance fire, bludgeoning, piercing and slashing from non-magical weapons
Damage Immunities poison
Condition Immunities charmed, disease, frightened, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Bestial, Common; Tongue of Sun and Moon
Treasure Ruyi Jingu Bang
Challenge 29 (135,000 XP)

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Evasion. If the Monkey King is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Monkey King instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Legendary Diamond Soul. The Monkey King can reroll a save that he has failed. Three times per day, he can simply succeed on a failed save.

Magic Weapons. The Monkey King's weapon attacks are magical.

Master Monk The Monkey King can use Dash, Dodge or Disengage as a bonus action.

Shapechanger. The Monkey King can use a bonus action to polymorph into any humanoid or beast, or back into his true form. Other than his size and movement speeds, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Innate Spellcasting. The Monkey King's spellcasting ability is Wisdom (spell save DC 25). He can innately cast the following spells, requiring no material components:
3/day each: control water, hold monster, magic circle
1/day each: control weather

ACTIONS
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Multiattack The Monkey King makes five melee attacks.

Ruyi Jingu Bang. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage and 18 (4d8) radiant damage.

Unarmed Strike.Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage. The creature must make a DC 25 save, the type and effect of which are determined by the Monkey King.
Strength – the creature is pushed 15 feet away from the Monkey King on a failed save.
Dexterity – the creature is knocked prone on a failed save.
Constitution – the creature is stunned for 1 round on a failed save.

Quivering Palm (1/long rest) A creature on the same plane as the Monkey King that has been struck by an unarmed strike in the past month must make a Constitution saving throw (DC 25) or be reduced to 0 hit points. On a successful save, they take 10d10 necrotic damage.

Leap of the Clouds. The Monkey King jumps to a location he is aware of. This is functionally identical to the teleport spell.


REACTIONS
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Deflect Missiles The Monkey King reduces the damage from a successful ranged attack by 1d10+33. If this reduces the damage to 0, the Monkey King catches the missile and can throw it back immediately as part of the reaction.


LEGENDARY ACTIONS
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The Monkey King 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 Monkey King regains spent legendary actions at the start of his turn.

Attack. The Monkey King makes an attack.

Jump. The Monkey King uses his Leap of the Clouds action or moves up to his speed without drawing opportunity attacks.

Clone (Costs 3 actions) The Monkey King takes a hair and turns it into a clone of himself. The clone has all of the same statistics as the Monkey King, but no legendary actions.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Fri Apr 14, 2017 5:22 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
Dire Elephant (Palaeoloxodon)
Gargantuan beast, unaligned
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Armor Class 13 (natural armor)
Hit Points 174 (12d20 + 48)
Speed 50 ft.
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STR 24 (+7) DEX 9 (-1) CON 19 (+4) INT 3 (-4) WIS 11 (+0) CHA 8 (-1)
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Senses passive Perception 10
Languages Bestial
Challenge 7 (2,900 XP)
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Trampling Charge: If the 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 18 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: +10 to hit, reach 10 ft., one target. Hit: 34 (6d8 + 7) piercing damage.

Stomp: Melee Weapon Attack: +10 to hit, reach 10 ft., one Prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.


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 Post subject: Re: Kain's 5e Monstrous Manual
PostPosted: Sun Apr 23, 2017 1:53 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4428
Nephen
Medium elemental, neutral evil
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Armor Class 17
Hit Points 170 (20d8 + 80)
Speed 30 ft., fly 60 ft.
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STR 18 (+4) DEX 18 (+4) CON 18 (+4) INT 26 (+8) WIS 24 (+7) CHA 26 (+8)
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Saving Throws Con +10, Int +14, Wis +13
Skills Arcana +20
Damage Resistances damage from spells
Damage Immunities force, poison; non magical bludgeoning, piercing, and slashing
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, telepathy 120 ft.
Challenge 18 (20,000 xp)
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Magic Resistance. The nephen has advantage on saving throws against spells and other magical effects.

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

Innate Spellcasting. The nephen's spellcasting ability is Intelligence (spell save DC 22). The nephen can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, dispel magic, invisibility, mage armor, shield
3/day each: cone of cold, fireball, hold monster, lightning bolt, telekinesis

Vulnerability to Spells A nephen suffers disadvantage on saves against effects that would banish or imprison it. A nephen that begins it turn in or moves into the presence of an antimagic field takes 10d8 points of damage. Dispel magic can be used offensively against a nephen, requiring a spell attack roll (with advantage) and dealing 8d6 points of damage if successful. (Plus 1d6 per level if used at higher levels.)

ACTIONS
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Multiattack. The nephen makes two attacks with its fists. It can substitute a force blast for any melee attack.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) energy damage. The nephen determines the damage type, whether it is acid, cold, fire, force, lightning or thunder.

Force Blast. Ranged Spell Attack: +14 to hit, range 100 ft., one target. Hit: 22 (5d8) force damage.

Major Magic (Recharge: 6) The nephen casts a spell off the wizard list. If the spell is lesser magic (1st - 3rd circle), the nephen recharges on a roll of 5-6 and rolls two d6 taking the higher result. If the spell is greater magic (7th -9th circle), the nephen recharges on a roll of 6, and rolls two d6 taking the lower result.


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