That tome... finally... I have deciphered it... Its power, knowledge... so vast... too much for my mind... but I must read... what is happening... who is in my mind...?!
-Thurandir Daeria
Welcome to Apocrypha: The Bestiary of Gods and Legends. Thurandir Daeria, once a professor and mage of the academy of Candlekeep, was secretly researching forbidden knowledge, knowledge about and related to beings from beyond the stars and from ages before the world was born. In a small laboratory in his house, he performed dark rituals to decipher an eldritch, ancient tome with strange, incomprehensible symbols on its cover, which was supposed to contain exact information about the most powerful creatures of the multiverse and how to assume their powers. But something must have happened to him and his work with that tome... he suddenly just disappeared, and the tome disappeared together with him, leaving no traces behind besides some research notes containing valuable information about some fearsome monsters and other creatures.
Inspired by Unearthed Arcana and by posts like HomebrewMindFlayer's Candlekeep's Secret Scrolls, I decided to open my own homebrew thread, in which I will share some of my ideas and creations, in hope for some feedback and suggestions :-). As you probably already guessed, my specialication is the creation of monsters, especially truly terrifying ones for high level games. Some of them are completely new, others are indeed reworks of already existing official monsters.
Here is a list of all my monsters I have released so far:
That tome... finally... I have deciphered it... Its power, knowledge... so vast... too much for my mind... but I must read... what is happening... who is in my mind...?!
-Thurandir Daeria
Welcome to Apocrypha: The Bestiary of Gods and Legends. Thurandir Daeria, once a professor and mage of the academy of Candlekeep, was secretly researching forbidden knowledge, knowledge about and related to beings from beyond the stars and from ages before the world was born. In a small laboratory in his house, he performed dark rituals to decipher an eldritch, ancient tome with strange, incomprehensible symbols on its cover, which was supposed to contain exact information about the most powerful creatures of the multiverse and how to assume their powers. But something must have happened to him and his work with that tome... he suddenly just disappeared, and the tome disappeared together with him, leaving no traces behind besides some research notes containing valuable information about some fearsome monsters and other creatures.
Inspired by Unearthed Arcana and by posts like HomebrewMindFlayer's Candlekeep's Secret Scrolls, I decided to open my own homebrew thread, in which I will share some of my ideas and creations, in hope for some feedback and suggestions :-). As you probably already guessed, my specialication is the creation of monsters, especially truly terrifying ones for high level games. Some of them are completely new, others are indeed reworks of already existing official monsters.
Here is a list of all my monsters I have released so far:
Elusive Dancer. The Sword Dancer's movement on the battlefield is quick, fluid and graceful, representing a dance, granting the Sword Dancer the following benefits, unless her movement speed is reduced to 0, such as when she is grappled, restrained or incapacitated:
The Sword Dancer gains a bonus to her AC equal to her Charisma modifier.
If the Sword Dancer hits another creature with her singing sword, she does not provoke opportunity attacks from that creature until the end of the turn.
The Sword Dancer has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
Evasion. If the Sword Dancer is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, the Sword Dancer instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. The Sword Dancer can't use this trait if she is incapacitated.
Fey Ancestry. The Sword Dancer has advantage on saving throws against being charmed, and magic can’t put the Sword Dancer to sleep.
Magic Resistance. The Sword Dancer has advantage on saving throws against spells and other magical effects.
Singing Sword. The Sword Dancer wields a singing sword, a special magical sword gifted to her by Eilistraee. While she holds the sword in her hand, the Sword Dancer gains a bonus to attack rolls made with the sword equal to her Charisma modifier and is protected from all mind-altering effects as if she was under the effect of a mind blank spell. This protection does not work when a bard within 30 feet of her is using its Countercharm ability. If the Sword Dancer is not holding the sword, she can use a bonus action on her turn to summon the singing sword to her hand.
Spellcasting. The Sword Dancer is an 8th level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She knows the following spells:
Spellsong. Spells cast by the Sword Dancer do not require material components, but they always require verbal components even if they usually don't. The Sword Dancer has advantage on saving throws made to maintain concentration on a spell.
Actions
Multiattack. The Sword Dancer makes three attacks with her singing sword and casts one of her spells with a casting time of one action.
Singing Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage plus 18 (4d8) radiant damage.
Eilistraee's Flourish. Once on each of its turns, when the Sword Dancer hits with a melee weapon attack, she can, as part of that attack, cast magic missile using one of her spell slots. Instead of the spell's usual effects, the Sword Dancer can choose to create one of the following effects:
Smiting Flourish. The Sword Dancer targets her own singing sword with all missiles, causing it to erupt with blue-white flames. The attack deals additional damage equal to the spell's damage. The target must make a DC 19 Constitution saving throw or be pushed 10 feet away and knocked prone.
Radiant Flourish. The Sword Dancer shoots the missiles into the sky, causing them to combine into a pillar of moonlight centered on the Sword Dancer. All creatures of the Sword Dancer's choice within 10 feet of her must make a DC 19 Constitution saving throw, taking the spell's damage, or half as much on a success.
Shielding Flourish. The missiles start waving around and with the Sword Dancer, filling the area within 10 feet of the Sword Dancer with dim light until the start of her next turn. The Sword Dancer gains a bonus to their AC equal to the number of missiles created by the spell.
Bonus Actions
Inspiring Pirouette. The Sword Dancer chooses one creature within 60 feet. If that creature can see the Sword Dancer, it gains advantage on the first melee weapon attack it makes before the end of its next turn.
Reactions
Reflect Spell. When the Sword Dancer is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, and she is holding her singing sword, she can use her reaction to reflect the spell back to its caster, originating from the Sword Dancer and turning the caster into the spell's target.
If the spell is of 4th level or higher, the Sword Dancer must succeed on a Charisma check with a DC equal to 10 plus the spell's level, otherwise her attempt to reflect it fails.
Dancer's Escape. When a creature hits the Sword Dancer with a melee weapon attack, the Sword Dancer can make one attack with her singing sword against the attacker, provided the attacker is within 5 feet of her, and then move up to her speed without provoking opportunity attacks.
Description
Sword Dancers are special priests of Eilistraee, the Dark Maiden, blessed with innate magic and the ability to channel Eilistraee's power in an unique way - through the so-called Spellsong. They are exclusively female drow, elves or half-elves and are highly regarded amongst the followers of Eilistraee due to their great performances and honed skills. Becoming a Sword Dancer usually involves a lot of training in war and song and rigid performing of rituals, as they have to sing and dance for Eilistraee each night and have to be living on the surface for at least a month.
Sword Dancers are warriors of Eilistraee and skilled diplomats, trying to promote harmony between drow and other races and to generally improve the acceptance of surface drow. They also are known to aid the local population by supplying them with food, water and by curing curses and diseases to establish friendships and a place where drow can live on the surface world.
Eilistraee's Front. Sword Dancers usually lead and fight on the frontline of missions to free other drow from Lolth's web, to bring them out of the underdark, to the surface world. Song and dance aren't just their way to worship Eilistraee, they use their mastery of these arts to fight - gracefully dancing around their foe, using music to cast their magic in the midst of combat, inspiring their companions to give it all, and masterfully fighting with their blessed scimitars.
Moonlight Missiles. The magic missile spell has a special value for Sword Dancers, as they have learned to incorporate it into their performances in various ways, making it a highly efficient tool in combat. Cast on their own sword, it causes white and blue flames to erupt from the blade, empowering the strike, cast on their allies' swords it inspires them to strike immediately, and incorporated in their beautiful dance, with the missiles waving around them like little lights of moonfire, it shields them from attacks.
Spellsong.Sword Dancers are capable of using a special kind of magic known as the Spellsong. By singing, they can focus on their magic even in the midst of combat, being able to cast spells of up to 4th leven and incorporate them seamlessly into their dance-like fighting style, even though when cast in this way, all spells require verbal components, even those which usually can be cast silently.
However, what truly makes the Spellsong unique is the fact that multiple Sword Dancers can sing together as a choir to cast spells of much greater power. Combining their voices does not only result in a beautiful piece of music, it also results in great feats of healing and resurrection - or in devastation on the battlefield.
Spellsong Choir Spells
If at least three Sword Dancers are within 60 feet of each other, they all have access to the following additional spells and spell slots. These spells do not require material components, but they always require verbal components when cast by Sword Dancers, even if they usually don't. The Sword Dancers share these spell slots amongst themselves and can also use them to upcast their own spells:
If there are at least six Sword Dancers within 60 feet of each other, the number of spell slots shared between them is doubled.
The spell save DC for spells cast by a choir of spellsinging Sword Dancers increases by 1 for every three Sword Dancers that are part of the choir.
Lair and Lair Actions
If at least three Sword Dancers are fighting together, they can, at initiative order 20, losing initiative ties, take one of the following lair actions, provided they are within 60 feet of each other and are not deafened or otherwise unable to hear each other. They cannot take the same action two times in a row:
Choir of Valour. The Sword Dancers sing a song of war and victory and flourish their blades, intimidating their foes and bolstering their allies. All creatures of the Sword Dancers' choice within 30 feet of at least one Sword Dancer either are under the effect of a bless spell for the next minute if they are friendly, or must make a DC 19 Wisdom saving throw or be frightened for one minute if they are foes. A frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Once the effect ends or a creature saves against it, it cannot be affected again for 24 hours.
Song of Magic. The Sword Dancers cast one of their spells with a casting time of one action.
Ode of Moonlight. The Sword Dancers sing to the sky, calling down Eilistraee's moonlight. For the next minute, the area within 20 feet of each Sword Dancer is dimly lit, dispelling any magical darkness, the Sword Dancer gains 20 temporary hit points and a flying speed equal to their walking speed.
Symphony of Swords. Each Sword Dancer summons a spectral sword carved of moonlight within 60 feet of them and makes a melee spell attack, +11 to hit, with it. The sword deals radiant damage, its damage is a number of d8s equal to the number of Sword Dancers taking part in this lair action, plus the Sword Dancer's Charisma modifier.
Alignment Sense. The Silverhair Knight is aware of the alignment of all creatures she can see within 120 feet of her.
Battle Magic.When the Silverhair Knight casts a spell as an action, she can make an attack with her longsword as a bonus action.
Fey Ancestry. The Silverhair Knight has advantage on saving throws against being charmed, and magic can’t put the Silverhair Knight to sleep.
Magic Resistance. The Silverhair Knight has advantage on saving throws against spells and other magical effects.
Mission of Redemption. The Silverhair Knight is under the effect of a sanctuary spell until she deals damage with an attack or spell.
Spellcasting. The Silverhair Knight is a 10th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She knows the following spells:
Voice of Serenity. The Silverhair Knight has advantage on Charisma (Persuasion) checks. In addition, when the Silverhair Knight casts a spell from the enchantment school, she can force up to five creatures of her choice to make the saving throw with disadvantage.
Actions
Multiattack. The Silverhair Knight makes three attacks with her blade of mercy or two with her moon bolt. She can use her Awaken Sins in place of one of these attacks.
Blade of Mercy. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if used with one hand or 10 (1d10+5) slashing damage if used with both hands, plus 9 (2d8) radiant damage. The target cannot take reactions until the end of its next turn and must make a DC 18 Strength saving throw or be knocked prone.
Moon Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage and the target's strength score is reduced by 1d4. If the target's strength score is reduced to 0, the target falls unconscious until its strength score is restored by greater restoration or similar magic. If the target is undead, it must make a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.
Awaken Sins. The Silverhair Knight touches a creature within 5 feet of her. The target must make a DC 18 Charisma saving throw, with disadvantage if it is a drow of non-good alignment. On a failure, the target feels the weight of its sins, of the suffering and cruelty it has done to other creatures and is both frightened of and charmed by the Silverhair Knight at the same time for one minute. If a creature fails the saving throw by 5 or more, it instead is stunned for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, if an evil-aligned creature fails the saving throw, it takes 9 (2d8) psychic damage at the start of each of its turns until the effect ends on it, but this damage cannot cause the creature to drop below 1 HP.
Bonus Actions
Eilistraee's Grace (1/day). Until the end of her next turn, the Silverhair Knight's speed is doubled, she has advantage on Dexterity saving throws and Dexterity (Acrobatics) checks, gains a +2 bonus to her AC and can make an additional attack with her longsword as part of her action.
Nonlethal Arrest. The Silverhair Knight uses manacles or a piece of rope to tie up a creature that was knocked prone. To do so, she must make a grappling check against the target. On a success, the target is restrained by the manacles or the rope.
Reactions
Guardian of Mercy. When the Silverhair Knight sees another creature within 30 feet of her taking damage, she can use her reaction to take that damage instead. If she decides to do so, she gains resistance to that damage, effectively only taking half of the original damage.
Words of Peace. When the Silverhair Knight sees another creature within 30 feet of her making an attack, she can force that creature to make a DC 18 Wisdom saving throw. On a failure, the attack fails and the creature forfeits the remainder of its turn.
Description
Silverhair Knights are an order of priests of Eilistraee, the Dark Maiden, completely dedicated to the redemption and subsequent protection of drow from the underdark, to freeing drow from Lolth's web.
They are mostly female drow, elves or half-elves and are highly regarded amongst the followers of Eilistraee due to their nonlethal fighting techniques, their silver tongues and especially their special ability to "consume" someone's sins, freeing them from all evil and redeeming them in the process - thus they also are known as Sin Eaters.
Non-Lethal Combat. Silverhair Knights have vowed to never willingly kill any drow. They are specialiced in techniques for nonlethal combat with both their swords and spells, focusing on incapacitating their enemies, exhausting them or otherwise making them give up fighting. They know how to hit their enemies with a sword to neutralize them without using lethal force, how to bring them down to the ground, where they can be tied up, and to deter them of potentially dangerous reactions. However, despite generally fighting nonlethally, Silverhair Knights still are respectable and capable combatants, who can easily apply lethal force to kill powerful enemies if necessary.
Blessed Enchanters. The second important tool Silverhair Knights use for nonlethal combat are their spells. In addition to regular cleric spells they know a wide array of non-damaging enchantment spells specialiced for incapacitating and otherwise neutralizing combatants to prevent casualties. Their blessed voice of redemption makes these enchantment spells particularly effective tools, allowing them to overcome even the innate resistance to charming effects drow just like other elves are known for.
In addition, Silverhair Knights can use a special kind of enchantment magic, which is particularly effective against evil drow - they can make them feel the weight of all sins they committed, which not just makes them thinking about changing their way of life, it also distracts them in combat, makes them unwilling to contine and can even stun them or cause mental damage.
Sin Eating. A Silverhair Knight can perform a special ritual on another conscious creature with an evil alignment, whether that creature is willing or not, to consume its sins, redeeming it and taking the full weight of cruelty and suffering inflicted by it. The ritual lasts 10 minutes and the Silverhair Knight must be touching the target for the full duration. Once the ritual is completed, the target creature feels the weight of all their sins on their conscience, understanding the errors it made in its life and regrets its past actions. The target is then freed of all evil, causing its alignment to change to good.
With each sin eating ritual performed by the Silverhair Knight there is a cumulative 5% chance of it failing. In this case, the Silverhair Knight falls unconscious for 24 hours and the target is not freed of their evil. At the end of that period, the Silverhair Knight must make a DC 15 Charisma saving throw. On a success, the Silverhair Knight wakes up, on a failure however, the Silverhair Knight dies and rises as a ghost with the same evil alignment as the target of the failed ritual.
Battle Magic. When the Darksong Knight casts a spell as an action, it can make an attack with its blade of radiance as a bonus action.
Blessed Hunter. The Darksong Knight has advantage on Wisdom (Perception) and Wisdom (Survival) checks to track and to find fiends and undead. In addition, the Darksong Knight scores a critical hit on a roll of 19 or 20 on the d20 when making an attack with its blade of radiance against a fiend or undead.
Elusive Footwork. Opportunity attacks against the Darksong Knight are made with disadvantage.
Fey Ancestry. The Darksong Knight has advantage on saving throws against being charmed, and magic can’t put the Darksong Knight to sleep.
Magic Resistance. The Darksong Knight has advantage on saving throws against spells and other magical effects.
Spellcasting. The Darksong Knight is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Darksong Knight knows the following spells:
Multiattack. The Darksong Knight makes four attacks with its blade of radiance. It can use its Feint in place of one of these attacks.
Blade of Radiance. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if used with one hand or 10 (1d10+5) slashing damage if used with both hands, plus 13 (3d8) radiant damage.
Feint. The Darksong Knight targets a creature within 5 feet of it and performs a feint to deceive it. The Darksong Knight makes a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If the Darksong Knight succeeds, the Darksong Knight's next attack against that creature has advantage. If that attack hits, the creature takes an additional 13 (3d8) radiant damage and if it was concentrating, it has disadvantage on its Constitution saving throw to maintain concentration. In addition, the creature must make a DC 19 Dexterity saving throw or be knocked prone.
Crescent Moon Strike (Recharge 5–6). The Darksong Knight swings its sword, sending blades of silvery light in the shape of crescent moons forward within a 60-foot cone, dispelling any magical darkness in that area. Each creature of the Darksong Knight's choice within that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant damage on a failure or half as much on a success. In addition, on a failure, a creature is blinded until the end of its next turn and knocked prone.
Bonus Actions
Eilistraee's Branding Light.The Darksong Knight sings and calls for Eilistraee's light to mark its enemies in battle. Each fiend or undead within 30 feet of the Darksong Knight must make a DC 19 WIsdom saving throw or have its movement speed halved and become outlined by silvery light for one minute. Any attack roll against an affected creature has advantage, and affected creatures cannot benefit from being invisible. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for the duration.
Reactions
Swift Riposte. The Darksong Knight adds its Charisma modifier to its AC against one melee weapon attack that would hit it. To do so, the Darksong Knight must see the attacker and be wielding its blade of radiance. If this causes the attack to miss, the Darksong Knight can then make an attack with its blade of radiance against the attacker as part of its reaction.
Moonlight Flare. If the Darksong Knight can see another creature within 30 feet of it making an attack, it can use its reaction to force that creature to make a DC 19 Constitution saving throw. On a failure, it is blinded until the end of the turn.
Description
Darksong Knights are an order of elite crusaders and warrior-priests of Eilistraee.They are mostly female drow, elves and half-elves, although males are allowed to become Darksong Knights too. Generally, Darksong Knights are specialiced on hunting down and slaying the demonic servants of Lolth, such as yochlols.
Darksong Knights usually are fighting in small groups, supporting each other. Sometimes, a group of Darksong Knights is lead by some Sword Dancers who provide additional striking forces, inspire them to fight and back them up with their powerful spells. More often though they are accompanied by Silverhair Knights who take care of any drow they come across, saving and redeeming them using their special abilities to awaken and devour sins.
Battledancers. Darksong Knights practice a dance-like fighting style, similar to but not as artistic and perfected as the battledance performed by Sword Dancers; however, Darksong Knights on the other hand have perfected the art of feinting as part of their style to lure an enemy into exposing their weak spots. If a creature falls for a feint and thus is caught off-guard, it easily loses balance due to the force behind the attack and, which is particularly useful against spellcasters, such a surprise can easily lead to someone dropping their concentrating.
Light into the Dark.Darksong Knights bring the silvery light of the moon, the light of Eilistraee, with them to fight dark demons. They can use said light to mark and weaken their enemies - which also forces shapechanged yochlols to reveal their true forms. Another ability related to the light Darksong Knights have is their Crescent Moon Strike. This ability allows them to summon blades of light, which they can hurl across the battlefield, burning away the darkness and blinding their foes.
Then we have something rather unusual, which was a request from a fellow user on Reddit: Eclipse, the Profane Angel - a corrupted angel that is attuned to both body parts of Vecna and to the Wand of Orcus.
Corrupted Angelic Weapons. Eclipse's weapon attacks are magical. When Eclipse hits with any weapon, the weapon deals an extra 4d12 necrotic damage (included in the attack).
Divine Awareness. Eclipse knows if she hears a lie.
Innate Spellcasting. Eclipse's spellcasting ability is Charisma (spell save DC 27). she can innately cast the following spells, requiring no material components:
Legendary Resistance (5/day). If Eclipse fails a saving throw, she can choose to succeed instead.
Magic Resistance. Eclipse has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Eclipse is incapacitated, any undead of her choice within 120 feet of her has advantage on any saving throw against features that turn undead.
Actions
Multiattack. Eclipse makes three melee weapon attacks or two attacks with her Slaying Longbow and casts one spell. She can replace one of these attacks with her Draining Touch or Healing Touch.
Longsword. Melee Weapon Attack:+17 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 26 (4d12) necrotic damage + 9 (2d8) cold damage.
Slaying Longbow. Ranged Weapon Attack:+15 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 26 (4d12) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Wand of Orcus. Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit: 18 (2d6+11) bludgeoning damage plus 39 (6d12) necrotic damage plus 9 (2d8) cold damage.
Draining Touch (Recharge 5–6). Eclipse touches one creature within 5 feet of her. The target must succeed on a DC 27 Constitution saving throw or take 52 (8d12) necrotic damage and lose the highest-level spell slot it still has available. Eclipse regains hit points equal to the damage dealt and one of her artifacts regains charges equal to the spell slot's level.
Healing Touch (4/Day). Eclipse touches another creature within 5 feet of her. The target magically regains 52 (8d12) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Bonus Actions
Flying Sword. Eclipse releases her longsword to hover magically in an unoccupied space within 5 feet of her. On the turn she releases her sword and on each subsequent turn, If Eclipse can see the sword, she can mentally command it to fly up to 50 feet and either make one attack against a target or return to Eclipse's hands. If the hovering sword is targeted by any effect, Eclipse is considered to be holding it. The hovering sword falls if Eclipse dies.
Reactions
Consume Magic. When Eclipse is targeted by a spell or included in a spell's area of effect, she can use her reaction to consume the spell's magic. If the spell is of 5th level or lower, it fails automatically. If the spell is of a higher level, Eclipse must succeed on a Charisma check with a DC equal to 10 plus the spell's level to consume its magic. When she successfully consumes a spell's magic, Eclipse gains temporary hit points equal to ten times the spell's level.
Dominate Undead. When an undead creature that is not under Eclipse's command makes an attack against her or casts a spell that targets her or includes her in its area of effect, Eclipse can force that undead to make a DC 27 WIsdom saving throw. On a failure, the undead's attack or spell fails and it is under Eclipse's command for 1 hour.
Legendary Actions
Eclipse can take 5 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. Eclipse regains spent legendary actions at the start of her turn.
Teleport. Eclipse magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Moon's Guiding Darkness. Eclipse targets one creature she can see within 120 feet of her. That creature must make a DC 27 Dexterity saving throw. On a failure, it becomes outlined in silvery light at first, and then darkness overcomes it. Until the end of her next turn, Eclipse has advantage on attack rolls against that creature, and that creature cannot benefit from resistance to necrotic damage.
Artifacts of Necromancy (Costs 2 Actions). Eclipse casts a spell from the Hand or Eye of Vecna or from the Wand of Orcus.
Sweeping Attack. (Costs 2 Actions). Eclipse moves up to her speed without provoking opportunity attacks and makes one weapon attack.
Radiance of Corruption (Costs 3 Actions, Recharge 5–6). Eclipse emits magical, divine energy in the form of silvery moonlight infused with dark, corrupted essence from Vecna and Orcus. Each non-undead creature of her choice in a 30-foot radius must make a DC 27 Wisdom saving throw,. On a failure, it takes 26 (4d12) radiant damage and 52 (8d12) necrotic damage and is frightened of Eclipse until the end of its next turn. On a success, it takes half as much damage without any other effects. In addition, any undead creature of Eclipse's choice within the area regains up to 52 (8d12) hitpoints.
Description
An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Immortal Nature.An angel doesn't require food, drink, or sleep.
Solar. A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
The Profane Angel
Eclipse is, or rather was, one of the few known solars, serving Selune, the goddess of the moon - until, in a sacrificial attempt, she took the Eye of Vecna and Hand of Vecna with her, but was unable to resist the dark, corruptive magic of these artifacts. Attuned to them, Vecna started to gain more and more influence over Eclipse and attempted to corrupt her radiant, holy magic. A struggle ensued, with her sometimes appearing black-winged, surrounded by a necrotic aura, and sometimes with pure, white wings and an aura of purity and holiness.
Maybe she would have been able to shake off Vecna's influence eventually, if she hadn't found the Wand of Orcus soon later. Under the influence of Vecna, once an arch-lich, she of course could not resist the chance to gain the power to summon and control incredibly powerful undead.
And so, Eclipse fell further into darkness, corrupted and torn between Orcus and Vecna, between three mighty artifacts that all want her to commit to the darkness, to the undead, and her own angelic spark and duties as a powerful solar...
Lair and Lair Actions
Since she fell under the influence of Vecna and Orcus, Eclipse left Mount Celestia and searched out a lair on the material plane, as the struggle between light and darkness within her continued. While the darkness has control of her, she seeks to grow in power, performs dark rituals and attempts to localize other artifacts such as the Book of Vile Darkness. Maybe she even plans to bring Vecna or Orcus himself to the material plane?
On initiative count 20 (losing initiative ties), Eclipse can take one of the following lair actions; Eclipse can't take the same lair action two rounds in a row:
Rally Undead. Each undead creature of her choice within 60 feet of her gains 26 (4d12) temporary hit points and can use its reaction to either move up to its speed or to make one melee weapon attack.
Glyph of Darkness.On a solid surface within 120 feet of Eclipse a glowing glyph appears. That glyph works like a symbol spell (save DC 23), Eclipse chan choose the glyph's effect. Eclipse herself and any undead under her control are unaffected by this glyph.
Tether Essence. Eclipse targets one creature she can see within 60 feet o fher. A crackling cord of negative energy tethers Eclipse to the target. Whenever Eclipse takes damage, the target must make a DC 23 Constitution saving throw. On a failed save, Eclipse takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Eclipse or the target is no longer in Eclipse's lair. In addition, if the target dies while this tether persists, it rises as a wraith under Eclipse's control at the start of its next turn.
Shadow Flare. In a desperate attempt to shake off the evil influence, Eclipse fills her lair with bright, silvery divine light, only for the darkness to rebuke violently. Each creature in her lair, except for undead under her control, must make a DC 23 Constitution saving throw. On a failure, it takes 26 (4d12) radiant damage and is [¢ondition]blinded[/condition] until the end of its next turn. On a success, it takes half as much damage and is not blinded. Then, the light fades away and 4d4 shadows under Eclipse's control appear in random spaces throughout the lair.
And finally, there is the fabolous Decanter of Endless Champagne, an item that should be present at every New Year's Eve party! Happy new year to you all!
Oh... and regarding the next monster I am working on... a new star has appeared on the night sky. It emits a faint, distinctively yellow glow... and its magic already has reached our world... yellow is this magic, and when the runes start glowing, the King himself will appear... Now you can guess :D
Cosmic Magic. Hastur is unaffected by an antimagic field spell or other effects that would prevent it from casting spells and any ability check made to identify a spell Hastur casts automatically fails. In addition, when Hastur casts a spell that targets one creature, it can target a total of three creatures with that spell instead.
Eldritch Tentacles. The area within 30 feet of Hastur is covered with writhing, slimy tentacles and counts as difficult terrain. Each creature of Hastur's choice that starts its turn within that area or enters it the first time on a turn must make a DC 20 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained by the tentacles. A creature that starts its turn while already restrained by the tentacles takes 9 (2d8) acid damage and 9 (2d8) cold damage instead. When Hastur moves, creatures restrained by its tentacles move with it.
A restrained creature can use its action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, it frees itself.
When a creature drops to 0 hit points while restrained by the tentacles, it dies. Its soul is ripped from its body and travels to Carcosa, while its body melts away and is transformed into a gibbering mouther under Hastur's control. If a creature dies in this way, it cannot be brought back to life by any means except for a wish spell.
Fulvous Dreams.Hastur can cast the dream spell on a creature that has seen a Yellow Sign before and failed its saving throw, even if that creature is on a different plane of existence.
When it does so, that creature suffers horrible nightmares tinted with a nauseating yellow color and if it fails its saving throw against the spell, it suffers from a madness in addition to the spell's normal effects. While under the effect of this madness, it has disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to keep concentration on a spell, and it is compelled to seek out the next active Yellow Sign, devoting all its actions and ressources to this newfound endeavour.
Once the creature sees the next active Yellow Sign, the madness immediately ends and the sign's effects, if any, are applied.
Immortality. When Hastur is killed, its yellow robes drop to the ground, as if whatever shape supported them suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that comes into contact with them must make a DC 27 Wisdom saving throw. On a failure, it is overcome by an urge to put these robes on, which requires an action to do. Once it has donned the robes, it immediately ceases to exist, its soul is sent to Carcosa, and in its place, Hastur appears again with all its hit points restored.
If the robes are not donned within the next 24 hours, they fade away, leaving behind a yellow stain. In this case, Hastur cannot manifest a physical body again until the conditions are right or until it is called forth again by its cult.
Incomprehensible.Hastur is utterly incomprehensible and alien to mortals, there exists no such way to use mental effects or magic effectively against it. Hastur automatically succeeds on any Intelligence, Wisdom or Charisma saving throw. In addition, any creature that attempts to read Hastur's thoughts or attempts to deal psychic damage to Hastur must make a DC 27 Wisdom saving throw or develop a short-term madness.
Innate Spellcasting. Hastur's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no components:
Legendary Resistance (5/day).If Hastur fails a saving throw, it can choose to succeed instead.
Magic Resistance. Hastur has advantage on all saving throws against spells and magical effects.
Reality-Defying Existence.If Hastur is at a point where multiple planes of existence overlap, it exists in all of these planes at the same time, can target creatures in all of these planes and when it uses an ability that creates an area of effect, it affects the same area in all of these planes. This means, if Hastur is on the Material Plane, it can target creatures in the Ethereal Plane, such as those who have cast blink or etherealness, with its spells and attacks, and its Yellow Mist extends into the Ethereal Plane as well. In addition, Hastur is immune to any spell or effect that would alter its form or send it to another plane of existence.
Actions
Multiattack. Hastur can use its Unspeakable Presence. It then casts one of its spells or uses its Yellow Mist, and makes three attacks: two with its tattered robe and one with its cosmic orb.
Cosmic Orb. Hastur targets a point within 500 feet of it and hurls an orb of crushing cosmic energy at it. Each creature within 10 feet of that point must make a DC 27 Wisdom saving throw. On a failure, it takes 18 (4d8) force damage and 18 (4d8) psychic damage and is knocked prone, on a success it takes half as much damage without any other effect.
Tattered Robe. Melee Spell Attack: +19 to hit, reach 30 ft. one target. Hit: 19 (2d8+10) slashing damage plus 27 (6d8) psychic damage and the target must make a DC 27 Constitution saving throw or suffer an otherworldly wound which glows with faint yellow light and causes searing pain. A creature wounded in this way has its movement speed halved and has disadvantage on attack rolls and Constitution saving throws made to maintain concentration. The wound lasts until it is cured by greater restoration or similar magic.
Unspeakable Appearance.Any creature of Hastur's choice that is within 120 feet of Hastur and is aware of it must make a DC 27 Wisdom saving throw or develop a short-term madness. On a success it is immune to Hastur's Unspeakable Appearance for the next minute.
Yellow Mist (Recharge 5–6). The area within 120 feet of Hastur fills with cosmic fog of nauseating yellow color, causing it to be lightly obscured. The fog is filled with incomprehensible, terrible whispers and visions from Carcosa and lingers for one minute or until it is dispersed by strong winds. As the cosmic fog spreads out, each spell in the area ends and spells of 5th level or lower cannot be cast. Hastur itself and its spells are unaffected by the Yellow Mist.
In addition, any creature that starts its turn within the fog or enters it for the first time on a turn must make a DC 27 Wisdom saving throw. On a failure, it is charmed by Hastur and cannot willingly move more than 120 feet away from it. On a success, it takes 45 (12d8) psychic damage instead and suffers no other effects.
Yellow Sign (1/day).Hastur touches a solid surface and inscribes the Yellow Sign upon it. Once inscribed, the sign remains for one year, but only becomes active during certain nights when the baleful light of Carcosa shines in the night sky as a yellow star.
While the Yellow Sign is inactive, it is invisible, but a glimpse of its magic can be detected with a detect magic spell or similar ability. If a creature senses the Yellow Sign's magic in this way, it must make a DC 27 Wisdom saving throw or develop a long-term madness.
When the Yellow Sign becomes active, it glows with yellow light. Any creature that can see the Yellow Sign must make a DC 27 Wisdom saving throw or be charmed by Hastur for 24 hours. While charmed in this way, the creature obeys Hastur's will as per the dominate monster spell. Once the effect ends on a creature, it develops a long-term madness and becomes an eligible target for Hastur's Fulvous Dreams. If a charmed creature dies, Hastur can manifest physicially in the location of its corpse.
In addition, the Yellow Sign can bear one of the effects described in the symbol spell. The Yellow Sign is considered a 10th level spell for the purpose of removing it with dispel magic or similar abilities.
Bonus Actions
Reveal Visage. As a bonus action, Hastur reveals the true shape beneath its robes to one creature that can see it and is within 5 feet of him. That creature must make a DC 27 Charisma saving throw or be frightened for the next minute. While frightened in that way, it is paralyzed and its Wisdom score is reduced by 1d4 at the start of each of its turns, as the revelation is too incomprehensible, horrific and alien for its mortal mind. The creature dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until cured by greater restoration or similar magic.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the effect ends for it, the creature develops an indefinite madness. In addition, if a creature's saving throw is successful or the effect ends for it, it is immune to the effects of Reveal Visage for the next minute.
Reactions
Otherworldly Retribution.When a creature deals damage to Hastur, Hastur can use its reaction to force that creature to make a DC 27 Wisdom saving throw. On a failure, it must use its reaction to move into a random direction as far as its speed allows and until the end of its next turn, it has vulnerability to psychic damage.
Legendary Actions
Hastur can take 5 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. Hastur regains spent legendary actions at the start of its turn.
Attack. Hastur makes an attack with its cosmic orb or tattered robe.
Tentacle Lash. Hastur lashes out with its Eldritch Tentacles, targeting a creature within 60 feet of it. The target must make a DC 27 Dexterity saving throw. On a failure, it takes 18 (4d8) bludgeoning damage, is restrained by the tentacle and pulled up to 30 feet sttraight towards Hastur.
Cast a Spell (Costs 2 Actions). Hastur casts one of its at-will spells.
Whispers of the Stars (Costs 2 Actions). All creatures of Hastur's choice that are charmed by it start hearing eerie, unsettling whispers from distant worlds, as if the stars were talking to them - or is it Hastur itself who is speaking? Each of these creatures must use its reaction to move up to its speed and to make one weapon attack against a target of Hastur's choice. If this attack hits, it deals an additional 18 (4d8) psychic damage.
Devour (Costs 3 Actions). Hastur devours the essence of all creatures restrained by its Eldritch Tentacles. Each of these creatures must make a DC 27 Charisma saving throw. On a failure, a creature takes 54 (12d8) necrotic damage and gains a level of exhaustion, on a success, it takes half as much damage and is not exhausted. Hastur regains hit points equal to the total necrotic damage dealt.
Description
Hastur is the most mysterious of the Great Old Ones. Noone knows what he truly is, some think he might be an Outer God. The entity's physical manifestation is that of a tall, vaguely humanoid-shaped figure wearing a yellow cloak, with long writhing tentacles instead of feet. Due to the yellow cloak, this manifestation is known as the King in Yellow. While some think this manifestation actually is Hastur, many scholars believe that the King in Yellow is just an avatar used by the true Hastur to manifest itself in the physical world, to appear to people - but why he does that, what he actually wants from the denizens of the physical world, that is unknown.
Hastur is said to originate from a distant, yellow-tinted world called Carcosa, where he lives at the shores of the monstrous Lake of Hali. From time to time, Carcosa becomes visible on the night sky of other worlds as a distinctively yellow star. And it is said Hastur's influence and power in a specific world is the strongest when that yellow star shines the brightest. Carcosa, the yellow star, has another effect on any world it shines upon - Yellow Signs typically become active while it shines, acting as a conduit for the baleful magic of Hastur to seep into that world.
Hastur's Cult
Like many Great Old Ones, Hastur has cults of followers in most worlds. These cults primarely consist of nobles and aristrocats with a love for theater, opera and luxury, as well as of playwrights themselves. These people often grew bored with their life and started searching out increasingly deviant, bizarre methods to achieve satisfaction. Hastur's temples are opulent opera houses, theaters or manors - usually the cult's worshipping of Hastur, including otherworldly rituals and forbidden tomes, is largely restricted to secret chambers, while the buildings themselves are used for public entertainment. This allows Hastur's cultists to easily lure innocents into their fold, such as by giving performances or hosting large-scale parties and celebrations right when the Yellow Sign is about to become active - and once they are exposed to it, their bodies and minds can serve as gateways through which the King in Yellow itself might travel to the world.
Yellow Sign
The symbol of Hastur is the Yellow Sign, a rune or sigil typically scribed with yellow ink. There are some nonmagical, typically inaccurate, representations of it, but most of the time, when one sees a Yellow Sign, it already is too late - and its magic has already taken over their mind. While the King in Yellow has inscribed most Yellow Signs by itself, some more powerful cults got the power to recreate fully functional Yellow Signs bestowed upon them. Such a cult-created Yellow Sign can bear the same effects as one created by Hastur, although its effects are easier to resist with its saving throw DC being lower, depending on the power and influence of the cult that created it it typically is somewhere within the range of 15 to 20.
Yellow Signs are generally used to spread Hastur's influence around the world, they serve as conduits for Carcosa's terrible magic. People are lured towards these signs by Hastur's cultists, just happen to be in the vicinity of a sign inscribed in a public location, or Hastur itself appeared in their dreams to force them to seek out a Yellow Sign. Ths typically happens to those which already have seen an active Yellow Sign before.
While inactive, Yellow Signs are invisible, but their lingering magic can be detected by any ability that allows one to detect the presence of magic - but doing so is enough to drive one mad. Maybe having accidentially come across a yellow sign while under the effect of a detect magic spell could be an explanation for the prevalence of mad mages in many worlds, who knows?
Languages Auran, Celestial, Common, Draconic (telepathy, 300 feet)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Aura of Light. The area within a 120-foot radius around Bahamut is filled with bright celestial ight and causes the following effects:
Any darkness, whether magical or nonmagical, is dispelled.
Creatures of Bahamut's choice within that aura, including himself, cannot be frightened or charmed.
Creatures of Bahamut's choice within that aura have resistance to necrotic damage as well as advantage on all saving throws.
Brilliant Platinum Scales. Any time Bahamut is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Bahamut is unaffected. On a 6, Bahamut is unaffected, and the effect is reflected back at the caster as though it originated from Bahamut, turning the caster into the target.
If this happens, in addition to the spell's regular effect, the target must make a DC 27 Constitution saving throw or be blinded until the end of its next turn.
Colossal. Bahamut is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever Bahamut makes a weapon attack, regardless of whether the attack hits or misses, each creature within 20 feet of the attack's target other than the target or Bahamut himself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage.
Discorporation. When Bahamut dies, his body is destroyed but his essence travels back to his domain on Mount Celestia, and he is unable to take physical form for a time.
Divine Awareness. Bahamut knows if he hears a lie.
Empowered Attacks. Bahamut's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Immutable Form. Bahamut is immune to any spell or effect that would alter his form, except for his own Change Shape action.
Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead.
Regeneration. Bahamut regains 50 hit points at the start of his turn. If Bahamut takes necrotic damage, this trait does not function at the start of his next turn. Bahamut only dies if he starts his turn with 0 hit points and does not regenerate.
Spellcasting. Bahamut is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can cast the following spells, requiring no material components:
Treasure Sense.Bahamut knows the location of all magic items and of accumulations of mundane treasure within 5 miles of him.
Actions
Multiattack. Bahamut can use his Roar of Justice, and if he was flying at the start of his turn, he can use his Crushing Landing. He then makes two attacks with his claws, one with his tail and one with his bite.
Bite. Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage and Bahamut can grapple the target as part of that attack.
Claw. Melee Weapon Attack:+19 to hit, reach 40 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be flung up to 3d6 Ă— 10 feet away from Bahamut, landing prone.
Tail. Melee Weapon Attack:+19 to hit, reach 50 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage and the target must make a DC 27 Strength saving throw or be knocked prone.
Roar of Justice. Bahamut unleashes his mighty roar, causing the earth to shake and unholy creatures to shake in fear, as a wave of radiance and justice washes over the lands. Each creature of Bahamut's choice that is within 300 feet of him and can hear him must succeed on a DC 27 Wisdom saving throw. On a failure, if it is a fiend or undead of a CR of 20 or less, it is destroyed and slain instantly, otherwise it becomes deafened until cured by lesser restoration or similar magic and frightened for 1 minute. While frightened in this way, a creature is paralyzed. A frightened creature can repeat the saving throw, 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 Bahamut's Roar of Justice for the next 24 hours.
Crushing Landing. If Bahamut is flying, he can attempt to land forcefully in a space of his choice, even if that space is occupied by other creatures. When he does so, his movement speed is reduced to 0 until the end of the turn, and each creature in Bahamut's space or within 60 feet of hit, other than Bahamut himself, must make a DC 27 Dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.
Breath Weapon. Bahamut uses one of the following breath weapons; he cannot use the same breath weapon on two consecutive turns:
Exalting Winds of Celestia: Bahamut breathes the holy winds that howl around the peak of Mount Celestia in a 300-feet cone. Each creature in that area of Bahamut's choice regains 132 (24d10) hit points, and each creature in that area of Bahamut's choice that has been dead for no longer than 1 hour is restored to life with all its hit points. In addition, each creature in that area of Bahamut's choice is cured of any curse, disease, of poison, blindness, deafness and of exhaustion, and if a creature is prone, it can use its reaction to stand up.
Wrath of the North Wind. Bahamut breathes the freezing winds of the north in a 300-feet cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 132 (24d10) cold damage on a failed save, or half as much damage on a successful one. In addition, on a failed saving throw, a creature is encased in ice until the end of its next turn or until someone uses an action to break the ice off it. While encased in ice, a creature's movement speed is reduced to 0.
Vaporizing Storm. Bahamut unleashes mighty gusts of winds from the plane of elemental air in a 300-feet cone. Each creature in that area of Bahamut's choice must make a DC 27 Constitution saving throw. On a failure, it is flung up to 3d6 Ă— 10 feet away, takes 66 (12d10) bludgeoning damage and is transformed into vapor as per the gaseous form spell for 1 minute. On a success, the creature takes half as much damage without any other effects. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Bahamut's choice).
In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Bonus Actions
Quicken Spell (5/day). Bahamut casts one of his spells of 6th level or lower with a casting time of 1 action.
Radiant Ward.Bahamut calls upon the light of Mount Celestia to protect himself and his comrades. Each creature of Bahamut's choice within his Aura of Light, including himself, gains 55 (10d10) temporary hit points and can end one spell or magical effect of its choice on it.
Reactions
Divine Denial. When a creature within 300 feet of Bahamut that he can see casts a spell or targets Bahamut with an attack, he can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell or attack fails. Creatures immune to the charmed are immune to this effect. Clerics of evil-aligned deities can use their Divine Intervention to prevent Bahamut from using this feature for 24 hours.
Protective Wings. If Bahamut can see a creature within 60 feet of him taking damage from an attack or spell, he can spread out his wings to protect the creature. In this case, that creature takes no damage and Bahamut takes the damage instead.
Legendary Actions
Bahamut can take 5 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. Bahamut regains spent legendary actions at the start of his turn.
Detect. Bahamut makes a Wisdom (Perception) check.
Smite. Bahamut makes an attack with his claws.
Wing Attack. Bahamut beats his wings. Each creature within 60 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.
Cast a Spell (Costs 2 Actions). Bahamut casts one of his spells of 6th level or lower.
Grandfather's Desire (Costs 2 Actions). Bahamut commands up to seven metallic dragons he can see within 300 feet of him to attack. Each dragon can use its reaction to move up to its speed without provoking opportunity attacks and to make one attack with its bite or claws.
Sword of Judgment (Costs 3 Actions). Bahamut targets one creature of his choice that he can see within 60 feet of him, which must make a DC 27 Charisma saving throw. On a failure, a spectral sword of celestial light forms above that creature. If that creature makes an attack or casts a harmful spell, the sword strikes it, dropping the creature to 0 hit points. The sword disappears after 1 minute or after it stroke the creature.
Pillars of Light (Costs 3 Actions). Bahamut conjures seven enormous pillars of celestial light that strike the ground at seven different points he can see within 300 feet of him and then disappear. Each creature in a 20-foot-radius, 500-foot-high cylinder centered on each point must make a a DC 27 Constitution saving throw. On a failure it takes 54 (12d8) radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and is not blinded. A creature in the area of more than one lance is affected only once.
Description
Bahamut, also known as the Platinum Dragon, the Lord of the North Wind, the Grandfather of Dragons, the Draco-Paladin or under many other names is the lawful good deity of metallic dragons, of wisdom and of justice. He appears as a majestic dragon of unearthly size covered in scales of brilliant platinum - indeed, he towers even over metallic Great Wyrms - and he is always surrounded by strong winds and an aura of divine light. His cat-like eyes usually are colored deep blue, but tend to change depending on Bahamut's mood.
Bahamut's form incorporates elements of all five kinds of metallic dragons - and yet, his breath weapons are unique to him. He is said to have a breath weapon that can literally vaporize his enemies. Another breath weapon of his is a powerful blast of the freezing cold north winds. He also is able to breath the holy winds of Mount Celeistia to heal and purify those he supports and to bring his fallen comrades back to life. While not a real breath weapon, his roar is almost equally feared as one, considering it is powerful enough to disintegrate even rather powerful undead and fiends in an instant - and even those who survive it are deafened permanently and paralyzed in fear of the Platinum Dragon's wrath.
Sometimes, being curious like many other dragons, he chooses to wander the material plane, and when he does so, he takes on an alternate form, usually that of an eldery human or elven wizard, although sometimes he appears as a young monk, bearing the title "Grandmaster of Flowers". He also is known to have taken other forms such as that of a paladin in platinum armor, of a begger or an urchin. Some sages believe Bahamut used his humanoid guises to not frighten non-dragon beings, although his true intention is not known.
No matter what form Bahamut has taken, he almost always is accompanied by seven ancient gold dragons, which are his closest servants and friends. When Bahamut himself has taken a humanoid form, these dragons often take the forms of seven songbirds to disguise themselves.
Bahamut prefers using his legendary diplomatic skills, talking with his enemies, calming them down and finding non-violent solutions over combat. He is known for being one of the most compassionate creatures in existence, for his limitless empathy - and even if there is no way other than combat, he prefers to go for a non-lethal solution rather than slaying a wrongdoer. However, if Bahamut is angered and unleashes his full wrath, there is almost nothing that can stand a chance against the Draco-Paladin.
Godlike Nature.Bahamut does not require food, drink or sleep. He is unaffected by antimagic fields and other abilities or effects that cannot affect deities.
Lair and Lair Actions
The Lair of Bahamut, the Platinum Dragon
Bahamut's lair is a mighty palace built either entirely of crystal, or of Bahamut's enormous treasure hoard - depending on who tells of this wonderful location. According to many legends, this magnificient palace is located somewhere behind the north winds in the Elemental Plane of Air. The true location of Bahamut's lair though is somewhere on Mount Celestia. Bahamut is able to move his palace around at will within at least some of the layers of Mount Celestia - being a dragon, he of course prefers residing on the summit of a steep, harsh mountain, which provides natural fortification. Currently, his palace resides in the fifth layer, which coincidentially is known as the Platinum Heaven, atop one of the summits of Mount Mertion.
On initiative count 20 (losing initiative ties), Bahamut takes a lair action to cause one of the following effects; Bahamut can't use the same effect two rounds in a row:
Call of the North Wind. Strong winds rush through Bahamut's palace, which extinguish any open flames, impose disadvantage on ranged weapon attacks against any creature of Bahamut's choice within his lair and automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. In addition, the area within Bahamut's lair counts as difficult terrain for any creature of Bahamut's choice, and when such a creature starts its turn within the lair, it must make a DC 21 Strength saving throw or be knocked prone. The winds last for 1 minute or until Bahamut uses this action again.
Court of the Dragons. All metallic dragons of Bahamut's choice he can see within 300 feet of him recharge their breath weapons.
Echoes of Bahamut's Children. The voices of Bahamut's children, the metallic dragons, echo through the halls of his great palace. Bahamut chooses one of the following effects:
Weakening Blaze: The gold dragon's echoes engulf those Bahamut despises in flames. Each creature of Bahamut's choice within 300 feet of him must make a DC 21 Strength saving throw. On a failure, it takes 33 (6d10) fire damage and has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of its next turn. On a success, it takes half as much damage without any other effect.
Paralyzing Frost: The silver dragon's echoes cause bitter-cold ice to freeze Bahamut's enemies solid. Each creature of Bahamut's choice within 120 feet of him must make a DC 21 Constitution saving throw. On a failure, it takes 36 (8d8) cold damage and is paralyzed until the end of its next turn. On a success, it takes half as much damage without any other effect.
Repulsive Charge: The bronze dragon's echoes call forth the wrath of the storm. Each creature of Bahamut's choice within 60 feet of him must make a DC 21 Dexterity saving throw. On a failure, it takes 44 (8d10) lighting damage and is pushed up to 60 feet away from Bahamut. On a success, it takes half as much damage without any other effect.
Dazing Acid. The copper dragon's echoes let acid rain down on Bahamut's foes. The Each creature of Bahamut's choice within 300 feet of him must make a DC 21 Dexterity saving throw. On a failure, it takes 27 (6d8) acid damage and is under the effect of a slow spell until the end of its next turn. On a success, it takes half as much damage without any other effect.
Fiery Dreams. The brass dragon's echoes cause wrongdoers to suffer from fiery nightmares. Each creature of Bahamut's choice within 60 feet of him must make a DC 21 Constitution saving throw. On a failure, it takes 28 (8d6) fire damage and falls asleep until the end of its next turn or until it takes damage. While asleep, it is unconscious. On a success, it takes half as much damage without any other effect.
Well of Radiance. Celestial Radiance fills Bahamut's palace. Each creature of Bahamut's choice within his lair must make a DC 21 Constitution saving throw. On a failure, it takes 18 (4d8) radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage without any other effect. In addition, until initiative count 20 on the next round, whenever a creature of Bahamut's choice receives healing, it is healed by the maximum amount.
Regional Effects
The region around Bahamut's palace is warped by his magic, which results in the following effects, in addition to regional effects caused by the presence of other metallic dragons:
Within 5 miles of the lair, the presence immense power close by causes an unsettling feeling, preventing characters from sleeping. Characters attempting to do a long rest must succeed on a DC 21 constitution saving throw or gain no benefit from the rest.
The weather within 5 miles of the lair often is rough, dominated by cold northern winds; sometimes even blizzards occur, which some say are a sign of Bahamut being angry about something.
Bahamut and his seven ancient gold dragon servants are magically aware of all creatures within 1 mile of the lair. Divination magic cast within 1 mile of the lair or targeting something within 1 mile of the lair fails.
The area within 1 mile of the lair is warded by a permanent forbiddance spell, which deals radiant damage to any fiend or undead entering the area.
And finally, I have another item, this time an evolving artifact, following the model of the Arms of the Betrayers from EGW: Fornlang, the Blade of Winter.
Then there is the Beholdragon, an utterly horrifying abomination of a dragon and a beholder (CR 26). If you read it, I would like you to make a Sanity saving throw :-D https://www.dndbeyond.com/monsters/2303719-beholdragon
Would it be possible for you to rework the Kraken?
It is, yes. Indeed, I had considered doing that for quite some time already and I have even listed the Kraken in the planned reworks section :) I just wanted to get my other stuff I had in my works out, like the Beholdragon.
Would it be possible for you to rework the Kraken?
It is, yes. Indeed, I had considered doing that for quite some time already and I have even listed the Kraken in the planned reworks section :) I just wanted to get my other stuff I had in my works out, like the Beholdragon.
Do you like my homebrew stuff?
I love it! Your boss monsters have inspired me to make one of my own, a giant dryad of a metal tree!
Looking forward to Sardior. I'm curious, how do you determine a CR for those high-level monsters? I have a spreadsheet that I use to determine CRs based on the DMG, but at that level it's more art than science.
These all look great Semako. Just wondering, could I use them in my games? I'm not sure if my party will ever be high enough level for these, but they would definitely make a great challenge.
As a general feedback note, personally, I'd avoid using content from sources other than core three in your homebrew if you plan to share them or use them in CotFB. It restricts people who don't own the source from suing the monsters. (specifically, I see a lot of your monsters have spells from Tasha's.)
Finally, I have a few idea suggestions. Don't feel obligated to make them, just some ideas:
A rework of one (or all) of the demon lords (ie. Baphomet, Yeenoghu, ect). I feel like most of their statblocks are kinda dull.
A mind-flayer war-machine. What monstrosity of a weapon or construct would a mind flayer create?
These all look great Semako. Just wondering, could I use them in my games? I'm not sure if my party will ever be high enough level for these, but they would definitely make a great challenge.
As a general feedback note, personally, I'd avoid using content from sources other than core three in your homebrew if you plan to share them or use them in CotFB. It restricts people who don't own the source from suing the monsters. (specifically, I see a lot of your monsters have spells from Tasha's.)
Finally, I have a few idea suggestions. Don't feel obligated to make them, just some ideas:
A rework of one (or all) of the demon lords (ie. Baphomet, Yeenoghu, ect). I feel like most of their statblocks are kinda dull.
A mind-flayer war-machine. What monstrosity of a weapon or construct would a mind flayer create?
A statblock from one (or multiple) of the gods of the Forgotten realms pantheon.
Thank you for your feedback! Of course you can use all of them in your games and modify them to adapt them for your party, that is why I share them!
I will continue using content from the core-three books, because it adds so much flavor to my creations, and spells like Tasha's mind whip, mental prison, rime's binding ice are a lot more engaging than something like hold person due to not taking a player's turn away completely, and if I would restrict myself to PHB, DMG and MM, I would not be able to use thematically awesome monsters like star spawns as minions, summons or otherwise. Also I do not see how it restricts people - I do not own anything on Beyond, and I can still brew all these statblocks and publish them.
In addition, for those who do not use Beyond, there are enough ways to access the materials in question :)
Regarding your ideas:
Demon Lords: I will likely visit Baphomet and Juiblex once I have done the kraken; but I also have Sardior and Metallic great wyrms in my queue :)
The mind flayer war machine sounds very interesting too, that would likely be new territory for me as a homebrewer (although I also want to redo the Elder Brain Dragon)
The aboleth already is there, maybe you missed my statblock of the Eldest?
We have Tiamat, Bahamut and Primus already, but I can do eventually more :)
The release of the Vecna Dossier with the in my eyes lackluster statblock (seriously, this is the lich and it does not have full spellcasting nor legendary actions nor lair actions?) inspired me to do a quick overhaul of it: https://www.dndbeyond.com/monsters/2633865-archlich
The kraken is still in the works, I have not forgot about it :-)
Would it be possible for you to rework the Kraken?
The water turns murky, black storm clouds cover the sky, lightnings flash, waves grow taller and taller as the wind grows stronger and almost rips the sails off the mast... and what's that? Tentacles! that can only mean one thing: The kraken has woken up! https://www.dndbeyond.com/monsters/2610528-kraken-revised
Also, I crafted a magical sword for Eilistraee's most dedicated followers. In my homebrew setting, this sword is one of a couple of elvish weapons known by names such as the Ancestor Blades, each one being a symbol, a representation of one kind of elves. https://www.dndbeyond.com/magic-items/5474142-galadris
These are amazing!! I especially love the Eilistraee related stuff - she comes up quite a lot in my campaign alongside Kiaransalee so these would be great to incorporate if that's alright?
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Welcome to Apocrypha: The Bestiary of Gods and Legends. Thurandir Daeria, once a professor and mage of the academy of Candlekeep, was secretly researching forbidden knowledge, knowledge about and related to beings from beyond the stars and from ages before the world was born. In a small laboratory in his house, he performed dark rituals to decipher an eldritch, ancient tome with strange, incomprehensible symbols on its cover, which was supposed to contain exact information about the most powerful creatures of the multiverse and how to assume their powers. But something must have happened to him and his work with that tome... he suddenly just disappeared, and the tome disappeared together with him, leaving no traces behind besides some research notes containing valuable information about some fearsome monsters and other creatures.
Inspired by Unearthed Arcana and by posts like HomebrewMindFlayer's Candlekeep's Secret Scrolls, I decided to open my own homebrew thread, in which I will share some of my ideas and creations, in hope for some feedback and suggestions :-). As you probably already guessed, my specialication is the creation of monsters, especially truly terrifying ones for high level games. Some of them are completely new, others are indeed reworks of already existing official monsters.
Here is a list of all my monsters I have released so far:
Own Creations
Reworks of Official Monsters
GMBinder Stuff:
Planned Releases
I am either already working on these monsters or want to create them in the future:
Non-Monster Brews
These are the few homebrews I have shared that aren't monsters:
Cool
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
@Smokehorn_knight there is no need to quote the whole post ^^
...and here is the next monster, the Sword Dancer of Eilistraee:
Elusive Dancer. The Sword Dancer's movement on the battlefield is quick, fluid and graceful, representing a dance, granting the Sword Dancer the following benefits, unless her movement speed is reduced to 0, such as when she is grappled, restrained or incapacitated:
Evasion. If the Sword Dancer is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, the Sword Dancer instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. The Sword Dancer can't use this trait if she is incapacitated.
Fey Ancestry. The Sword Dancer has advantage on saving throws against being charmed, and magic can’t put the Sword Dancer to sleep.
Magic Resistance. The Sword Dancer has advantage on saving throws against spells and other magical effects.
Singing Sword. The Sword Dancer wields a singing sword, a special magical sword gifted to her by Eilistraee. While she holds the sword in her hand, the Sword Dancer gains a bonus to attack rolls made with the sword equal to her Charisma modifier and is protected from all mind-altering effects as if she was under the effect of a mind blank spell. This protection does not work when a bard within 30 feet of her is using its Countercharm ability.
If the Sword Dancer is not holding the sword, she can use a bonus action on her turn to summon the singing sword to her hand.
Spellcasting. The Sword Dancer is an 8th level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She knows the following spells:
Spellsong. Spells cast by the Sword Dancer do not require material components, but they always require verbal components even if they usually don't. The Sword Dancer has advantage on saving throws made to maintain concentration on a spell.
Multiattack. The Sword Dancer makes three attacks with her singing sword and casts one of her spells with a casting time of one action.
Singing Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage plus 18 (4d8) radiant damage.
Eilistraee's Flourish. Once on each of its turns, when the Sword Dancer hits with a melee weapon attack, she can, as part of that attack, cast magic missile using one of her spell slots. Instead of the spell's usual effects, the Sword Dancer can choose to create one of the following effects:
Inspiring Pirouette. The Sword Dancer chooses one creature within 60 feet. If that creature can see the Sword Dancer, it gains advantage on the first melee weapon attack it makes before the end of its next turn.
Reflect Spell. When the Sword Dancer is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, and she is holding her singing sword, she can use her reaction to reflect the spell back to its caster, originating from the Sword Dancer and turning the caster into the spell's target.
If the spell is of 4th level or higher, the Sword Dancer must succeed on a Charisma check with a DC equal to 10 plus the spell's level, otherwise her attempt to reflect it fails.
Dancer's Escape. When a creature hits the Sword Dancer with a melee weapon attack, the Sword Dancer can make one attack with her singing sword against the attacker, provided the attacker is within 5 feet of her, and then move up to her speed without provoking opportunity attacks.
Description
Sword Dancers are special priests of Eilistraee, the Dark Maiden, blessed with innate magic and the ability to channel Eilistraee's power in an unique way - through the so-called Spellsong.
They are exclusively female drow, elves or half-elves and are highly regarded amongst the followers of Eilistraee due to their great performances and honed skills. Becoming a Sword Dancer usually involves a lot of training in war and song and rigid performing of rituals, as they have to sing and dance for Eilistraee each night and have to be living on the surface for at least a month.
Sword Dancers are warriors of Eilistraee and skilled diplomats, trying to promote harmony between drow and other races and to generally improve the acceptance of surface drow. They also are known to aid the local population by supplying them with food, water and by curing curses and diseases to establish friendships and a place where drow can live on the surface world.
Eilistraee's Front. Sword Dancers usually lead and fight on the frontline of missions to free other drow from Lolth's web, to bring them out of the underdark, to the surface world. Song and dance aren't just their way to worship Eilistraee, they use their mastery of these arts to fight - gracefully dancing around their foe, using music to cast their magic in the midst of combat, inspiring their companions to give it all, and masterfully fighting with their blessed scimitars.
Moonlight Missiles. The magic missile spell has a special value for Sword Dancers, as they have learned to incorporate it into their performances in various ways, making it a highly efficient tool in combat. Cast on their own sword, it causes white and blue flames to erupt from the blade, empowering the strike, cast on their allies' swords it inspires them to strike immediately, and incorporated in their beautiful dance, with the missiles waving around them like little lights of moonfire, it shields them from attacks.
Spellsong. Sword Dancers are capable of using a special kind of magic known as the Spellsong. By singing, they can focus on their magic even in the midst of combat, being able to cast spells of up to 4th leven and incorporate them seamlessly into their dance-like fighting style, even though when cast in this way, all spells require verbal components, even those which usually can be cast silently.
However, what truly makes the Spellsong unique is the fact that multiple Sword Dancers can sing together as a choir to cast spells of much greater power. Combining their voices does not only result in a beautiful piece of music, it also results in great feats of healing and resurrection - or in devastation on the battlefield.
Spellsong Choir Spells
If at least three Sword Dancers are within 60 feet of each other, they all have access to the following additional spells and spell slots. These spells do not require material components, but they always require verbal components when cast by Sword Dancers, even if they usually don't. The Sword Dancers share these spell slots amongst themselves and can also use them to upcast their own spells:
If there are at least six Sword Dancers within 60 feet of each other, the number of spell slots shared between them is doubled.
The spell save DC for spells cast by a choir of spellsinging Sword Dancers increases by 1 for every three Sword Dancers that are part of the choir.
Lair and Lair Actions
If at least three Sword Dancers are fighting together, they can, at initiative order 20, losing initiative ties, take one of the following lair actions, provided they are within 60 feet of each other and are not deafened or otherwise unable to hear each other. They cannot take the same action two times in a row:
And the other important member of Eilistraee's clergy, the Silverhair Knight aka Sin Eater:
Alignment Sense. The Silverhair Knight is aware of the alignment of all creatures she can see within 120 feet of her.
Battle Magic. When the Silverhair Knight casts a spell as an action, she can make an attack with her longsword as a bonus action.
Fey Ancestry. The Silverhair Knight has advantage on saving throws against being charmed, and magic can’t put the Silverhair Knight to sleep.
Magic Resistance. The Silverhair Knight has advantage on saving throws against spells and other magical effects.
Mission of Redemption. The Silverhair Knight is under the effect of a sanctuary spell until she deals damage with an attack or spell.
Spellcasting. The Silverhair Knight is a 10th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She knows the following spells:
Voice of Serenity. The Silverhair Knight has advantage on Charisma (Persuasion) checks. In addition, when the Silverhair Knight casts a spell from the enchantment school, she can force up to five creatures of her choice to make the saving throw with disadvantage.
Multiattack. The Silverhair Knight makes three attacks with her blade of mercy or two with her moon bolt. She can use her Awaken Sins in place of one of these attacks.
Blade of Mercy. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if used with one hand or 10 (1d10+5) slashing damage if used with both hands, plus 9 (2d8) radiant damage. The target cannot take reactions until the end of its next turn and must make a DC 18 Strength saving throw or be knocked prone.
Moon Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage and the target's strength score is reduced by 1d4. If the target's strength score is reduced to 0, the target falls unconscious until its strength score is restored by greater restoration or similar magic.
If the target is undead, it must make a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.
Awaken Sins. The Silverhair Knight touches a creature within 5 feet of her. The target must make a DC 18 Charisma saving throw, with disadvantage if it is a drow of non-good alignment. On a failure, the target feels the weight of its sins, of the suffering and cruelty it has done to other creatures and is both frightened of and charmed by the Silverhair Knight at the same time for one minute. If a creature fails the saving throw by 5 or more, it instead is stunned for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, if an evil-aligned creature fails the saving throw, it takes 9 (2d8) psychic damage at the start of each of its turns until the effect ends on it, but this damage cannot cause the creature to drop below 1 HP.
Eilistraee's Grace (1/day). Until the end of her next turn, the Silverhair Knight's speed is doubled, she has advantage on Dexterity saving throws and Dexterity (Acrobatics) checks, gains a +2 bonus to her AC and can make an additional attack with her longsword as part of her action.
Nonlethal Arrest. The Silverhair Knight uses manacles or a piece of rope to tie up a creature that was knocked prone. To do so, she must make a grappling check against the target. On a success, the target is restrained by the manacles or the rope.
Guardian of Mercy. When the Silverhair Knight sees another creature within 30 feet of her taking damage, she can use her reaction to take that damage instead. If she decides to do so, she gains resistance to that damage, effectively only taking half of the original damage.
Words of Peace. When the Silverhair Knight sees another creature within 30 feet of her making an attack, she can force that creature to make a DC 18 Wisdom saving throw. On a failure, the attack fails and the creature forfeits the remainder of its turn.
Description
Silverhair Knights are an order of priests of Eilistraee, the Dark Maiden, completely dedicated to the redemption and subsequent protection of drow from the underdark, to freeing drow from Lolth's web.
They are mostly female drow, elves or half-elves and are highly regarded amongst the followers of Eilistraee due to their nonlethal fighting techniques, their silver tongues and especially their special ability to "consume" someone's sins, freeing them from all evil and redeeming them in the process - thus they also are known as Sin Eaters.
Non-Lethal Combat. Silverhair Knights have vowed to never willingly kill any drow. They are specialiced in techniques for nonlethal combat with both their swords and spells, focusing on incapacitating their enemies, exhausting them or otherwise making them give up fighting. They know how to hit their enemies with a sword to neutralize them without using lethal force, how to bring them down to the ground, where they can be tied up, and to deter them of potentially dangerous reactions.
However, despite generally fighting nonlethally, Silverhair Knights still are respectable and capable combatants, who can easily apply lethal force to kill powerful enemies if necessary.
Blessed Enchanters. The second important tool Silverhair Knights use for nonlethal combat are their spells. In addition to regular cleric spells they know a wide array of non-damaging enchantment spells specialiced for incapacitating and otherwise neutralizing combatants to prevent casualties. Their blessed voice of redemption makes these enchantment spells particularly effective tools, allowing them to overcome even the innate resistance to charming effects drow just like other elves are known for.
In addition, Silverhair Knights can use a special kind of enchantment magic, which is particularly effective against evil drow - they can make them feel the weight of all sins they committed, which not just makes them thinking about changing their way of life, it also distracts them in combat, makes them unwilling to contine and can even stun them or cause mental damage.
Sin Eating. A Silverhair Knight can perform a special ritual on another conscious creature with an evil alignment, whether that creature is willing or not, to consume its sins, redeeming it and taking the full weight of cruelty and suffering inflicted by it. The ritual lasts 10 minutes and the Silverhair Knight must be touching the target for the full duration. Once the ritual is completed, the target creature feels the weight of all their sins on their conscience, understanding the errors it made in its life and regrets its past actions. The target is then freed of all evil, causing its alignment to change to good.
With each sin eating ritual performed by the Silverhair Knight there is a cumulative 5% chance of it failing. In this case, the Silverhair Knight falls unconscious for 24 hours and the target is not freed of their evil. At the end of that period, the Silverhair Knight must make a DC 15 Charisma saving throw. On a success, the Silverhair Knight wakes up, on a failure however, the Silverhair Knight dies and rises as a ghost with the same evil alignment as the target of the failed ritual.
And here is another update for you!
First we have the Darksong Knight of Eilistraee, the third of the elite clergy of the good-aligned drow goddess.
Battle Magic. When the Darksong Knight casts a spell as an action, it can make an attack with its blade of radiance as a bonus action.
Blessed Hunter. The Darksong Knight has advantage on Wisdom (Perception) and Wisdom (Survival) checks to track and to find fiends and undead. In addition, the Darksong Knight scores a critical hit on a roll of 19 or 20 on the d20 when making an attack with its blade of radiance against a fiend or undead.
Elusive Footwork. Opportunity attacks against the Darksong Knight are made with disadvantage.
Fey Ancestry. The Darksong Knight has advantage on saving throws against being charmed, and magic can’t put the Darksong Knight to sleep.
Magic Resistance. The Darksong Knight has advantage on saving throws against spells and other magical effects.
Spellcasting. The Darksong Knight is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Darksong Knight knows the following spells:
Multiattack. The Darksong Knight makes four attacks with its blade of radiance. It can use its Feint in place of one of these attacks.
Blade of Radiance. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage if used with one hand or 10 (1d10+5) slashing damage if used with both hands, plus 13 (3d8) radiant damage.
Feint. The Darksong Knight targets a creature within 5 feet of it and performs a feint to deceive it. The Darksong Knight makes a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If the Darksong Knight succeeds, the Darksong Knight's next attack against that creature has advantage. If that attack hits, the creature takes an additional 13 (3d8) radiant damage and if it was concentrating, it has disadvantage on its Constitution saving throw to maintain concentration.
In addition, the creature must make a DC 19 Dexterity saving throw or be knocked prone.
Crescent Moon Strike (Recharge 5–6). The Darksong Knight swings its sword, sending blades of silvery light in the shape of crescent moons forward within a 60-foot cone, dispelling any magical darkness in that area. Each creature of the Darksong Knight's choice within that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant damage on a failure or half as much on a success. In addition, on a failure, a creature is blinded until the end of its next turn and knocked prone.
Eilistraee's Branding Light. The Darksong Knight sings and calls for Eilistraee's light to mark its enemies in battle. Each fiend or undead within 30 feet of the Darksong Knight must make a DC 19 WIsdom saving throw or have its movement speed halved and become outlined by silvery light for one minute. Any attack roll against an affected creature has advantage, and affected creatures cannot benefit from being invisible.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form for the duration.
Swift Riposte. The Darksong Knight adds its Charisma modifier to its AC against one melee weapon attack that would hit it. To do so, the Darksong Knight must see the attacker and be wielding its blade of radiance. If this causes the attack to miss, the Darksong Knight can then make an attack with its blade of radiance against the attacker as part of its reaction.
Moonlight Flare. If the Darksong Knight can see another creature within 30 feet of it making an attack, it can use its reaction to force that creature to make a DC 19 Constitution saving throw. On a failure, it is blinded until the end of the turn.
Description
Darksong Knights are an order of elite crusaders and warrior-priests of Eilistraee.They are mostly female drow, elves and half-elves, although males are allowed to become Darksong Knights too. Generally, Darksong Knights are specialiced on hunting down and slaying the demonic servants of Lolth, such as yochlols.
Darksong Knights usually are fighting in small groups, supporting each other. Sometimes, a group of Darksong Knights is lead by some Sword Dancers who provide additional striking forces, inspire them to fight and back them up with their powerful spells. More often though they are accompanied by Silverhair Knights who take care of any drow they come across, saving and redeeming them using their special abilities to awaken and devour sins.
Battledancers. Darksong Knights practice a dance-like fighting style, similar to but not as artistic and perfected as the battledance performed by Sword Dancers; however, Darksong Knights on the other hand have perfected the art of feinting as part of their style to lure an enemy into exposing their weak spots. If a creature falls for a feint and thus is caught off-guard, it easily loses balance due to the force behind the attack and, which is particularly useful against spellcasters, such a surprise can easily lead to someone dropping their concentrating.
Light into the Dark. Darksong Knights bring the silvery light of the moon, the light of Eilistraee, with them to fight dark demons. They can use said light to mark and weaken their enemies - which also forces shapechanged yochlols to reveal their true forms. Another ability related to the light Darksong Knights have is their Crescent Moon Strike. This ability allows them to summon blades of light, which they can hurl across the battlefield, burning away the darkness and blinding their foes.
Then we have something rather unusual, which was a request from a fellow user on Reddit: Eclipse, the Profane Angel - a corrupted angel that is attuned to both body parts of Vecna and to the Wand of Orcus.
Special Equipment. Eclipse is attuned to the Eye of Vecna and Hand of Vecna and wields the Wand of Orcus.
Corrupted Angelic Weapons. Eclipse's weapon attacks are magical. When Eclipse hits with any weapon, the weapon deals an extra 4d12 necrotic damage (included in the attack).
Divine Awareness. Eclipse knows if she hears a lie.
Innate Spellcasting. Eclipse's spellcasting ability is Charisma (spell save DC 27). she can innately cast the following spells, requiring no material components:
At will: animate dead, darkness, detect evil and good, dispel magic, invisibility (self only), moonbeam, shield
3/day each: blade barrier, circle of death, danse macabre, dispel evil and good, resurrection, spirit guardians
1/day each: Abi-Dalzim's horrid wilting, commune, control weather, mass heal, soul cage, sunburst
Legendary Resistance (5/day). If Eclipse fails a saving throw, she can choose to succeed instead.
Magic Resistance. Eclipse has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Eclipse is incapacitated, any undead of her choice within 120 feet of her has advantage on any saving throw against features that turn undead.
Multiattack. Eclipse makes three melee weapon attacks or two attacks with her Slaying Longbow and casts one spell. She can replace one of these attacks with her Draining Touch or Healing Touch.
Longsword. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 26 (4d12) necrotic damage + 9 (2d8) cold damage.
Slaying Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 26 (4d12) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Wand of Orcus. Melee Weapon Attack: +20 to hit, reach 5ft., one target. Hit: 18 (2d6+11) bludgeoning damage plus 39 (6d12) necrotic damage plus 9 (2d8) cold damage.
Draining Touch (Recharge 5–6). Eclipse touches one creature within 5 feet of her. The target must succeed on a DC 27 Constitution saving throw or take 52 (8d12) necrotic damage and lose the highest-level spell slot it still has available. Eclipse regains hit points equal to the damage dealt and one of her artifacts regains charges equal to the spell slot's level.
Healing Touch (4/Day). Eclipse touches another creature within 5 feet of her. The target magically regains 52 (8d12) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Flying Sword. Eclipse releases her longsword to hover magically in an unoccupied space within 5 feet of her. On the turn she releases her sword and on each subsequent turn, If Eclipse can see the sword, she can mentally command it to fly up to 50 feet and either make one attack against a target or return to Eclipse's hands. If the hovering sword is targeted by any effect, Eclipse is considered to be holding it. The hovering sword falls if Eclipse dies.
Consume Magic. When Eclipse is targeted by a spell or included in a spell's area of effect, she can use her reaction to consume the spell's magic. If the spell is of 5th level or lower, it fails automatically. If the spell is of a higher level, Eclipse must succeed on a Charisma check with a DC equal to 10 plus the spell's level to consume its magic. When she successfully consumes a spell's magic, Eclipse gains temporary hit points equal to ten times the spell's level.
Dominate Undead. When an undead creature that is not under Eclipse's command makes an attack against her or casts a spell that targets her or includes her in its area of effect, Eclipse can force that undead to make a DC 27 WIsdom saving throw. On a failure, the undead's attack or spell fails and it is under Eclipse's command for 1 hour.
Eclipse can take 5 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. Eclipse regains spent legendary actions at the start of her turn.
Teleport. Eclipse magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Moon's Guiding Darkness. Eclipse targets one creature she can see within 120 feet of her. That creature must make a DC 27 Dexterity saving throw. On a failure, it becomes outlined in silvery light at first, and then darkness overcomes it. Until the end of her next turn, Eclipse has advantage on attack rolls against that creature, and that creature cannot benefit from resistance to necrotic damage.
Artifacts of Necromancy (Costs 2 Actions). Eclipse casts a spell from the Hand or Eye of Vecna or from the Wand of Orcus.
Sweeping Attack. (Costs 2 Actions). Eclipse moves up to her speed without provoking opportunity attacks and makes one weapon attack.
Radiance of Corruption (Costs 3 Actions, Recharge 5–6). Eclipse emits magical, divine energy in the form of silvery moonlight infused with dark, corrupted essence from Vecna and Orcus. Each non-undead creature of her choice in a 30-foot radius must make a DC 27 Wisdom saving throw,. On a failure, it takes 26 (4d12) radiant damage and 52 (8d12) necrotic damage and is frightened of Eclipse until the end of its next turn. On a success, it takes half as much damage without any other effects.
In addition, any undead creature of Eclipse's choice within the area regains up to 52 (8d12) hitpoints.
Description
An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Immortal Nature. An angel doesn't require food, drink, or sleep.
Solar. A solar is godlike in its glory and power.
On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
The Profane Angel
Eclipse is, or rather was, one of the few known solars, serving Selune, the goddess of the moon - until, in a sacrificial attempt, she took the Eye of Vecna and Hand of Vecna with her, but was unable to resist the dark, corruptive magic of these artifacts. Attuned to them, Vecna started to gain more and more influence over Eclipse and attempted to corrupt her radiant, holy magic. A struggle ensued, with her sometimes appearing black-winged, surrounded by a necrotic aura, and sometimes with pure, white wings and an aura of purity and holiness.
Maybe she would have been able to shake off Vecna's influence eventually, if she hadn't found the Wand of Orcus soon later. Under the influence of Vecna, once an arch-lich, she of course could not resist the chance to gain the power to summon and control incredibly powerful undead.
And so, Eclipse fell further into darkness, corrupted and torn between Orcus and Vecna, between three mighty artifacts that all want her to commit to the darkness, to the undead, and her own angelic spark and duties as a powerful solar...
Lair and Lair Actions
Since she fell under the influence of Vecna and Orcus, Eclipse left Mount Celestia and searched out a lair on the material plane, as the struggle between light and darkness within her continued. While the darkness has control of her, she seeks to grow in power, performs dark rituals and attempts to localize other artifacts such as the Book of Vile Darkness. Maybe she even plans to bring Vecna or Orcus himself to the material plane?
On initiative count 20 (losing initiative ties), Eclipse can take one of the following lair actions; Eclipse can't take the same lair action two rounds in a row:
And finally, there is the fabolous Decanter of Endless Champagne, an item that should be present at every New Year's Eve party! Happy new year to you all!
Oh... and regarding the next monster I am working on... a new star has appeared on the night sky. It emits a faint, distinctively yellow glow... and its magic already has reached our world... yellow is this magic, and when the runes start glowing, the King himself will appear... Now you can guess :D
This time, it is a true Great Old One whose abilities and stats have been recorded: The King in Yellow!
Cosmic Magic. Hastur is unaffected by an antimagic field spell or other effects that would prevent it from casting spells and any ability check made to identify a spell Hastur casts automatically fails. In addition, when Hastur casts a spell that targets one creature, it can target a total of three creatures with that spell instead.
Eldritch Tentacles. The area within 30 feet of Hastur is covered with writhing, slimy tentacles and counts as difficult terrain. Each creature of Hastur's choice that starts its turn within that area or enters it the first time on a turn must make a DC 20 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained by the tentacles. A creature that starts its turn while already restrained by the tentacles takes 9 (2d8) acid damage and 9 (2d8) cold damage instead. When Hastur moves, creatures restrained by its tentacles move with it.
A restrained creature can use its action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, it frees itself.
When a creature drops to 0 hit points while restrained by the tentacles, it dies. Its soul is ripped from its body and travels to Carcosa, while its body melts away and is transformed into a gibbering mouther under Hastur's control. If a creature dies in this way, it cannot be brought back to life by any means except for a wish spell.
Fulvous Dreams. Hastur can cast the dream spell on a creature that has seen a Yellow Sign before and failed its saving throw, even if that creature is on a different plane of existence.
When it does so, that creature suffers horrible nightmares tinted with a nauseating yellow color and if it fails its saving throw against the spell, it suffers from a madness in addition to the spell's normal effects. While under the effect of this madness, it has disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to keep concentration on a spell, and it is compelled to seek out the next active Yellow Sign, devoting all its actions and ressources to this newfound endeavour.
Once the creature sees the next active Yellow Sign, the madness immediately ends and the sign's effects, if any, are applied.
Immortality. When Hastur is killed, its yellow robes drop to the ground, as if whatever shape supported them suddenly ceased to exist. The robes themselves remain inanimate on the ground, but any humanoid creature that comes into contact with them must make a DC 27 Wisdom saving throw. On a failure, it is overcome by an urge to put these robes on, which requires an action to do. Once it has donned the robes, it immediately ceases to exist, its soul is sent to Carcosa, and in its place, Hastur appears again with all its hit points restored.
If the robes are not donned within the next 24 hours, they fade away, leaving behind a yellow stain. In this case, Hastur cannot manifest a physical body again until the conditions are right or until it is called forth again by its cult.
Incomprehensible. Hastur is utterly incomprehensible and alien to mortals, there exists no such way to use mental effects or magic effectively against it. Hastur automatically succeeds on any Intelligence, Wisdom or Charisma saving throw.
In addition, any creature that attempts to read Hastur's thoughts or attempts to deal psychic damage to Hastur must make a DC 27 Wisdom saving throw or develop a short-term madness.
Innate Spellcasting. Hastur's spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no components:
Legendary Resistance (5/day). If Hastur fails a saving throw, it can choose to succeed instead.
Magic Resistance. Hastur has advantage on all saving throws against spells and magical effects.
Reality-Defying Existence. If Hastur is at a point where multiple planes of existence overlap, it exists in all of these planes at the same time, can target creatures in all of these planes and when it uses an ability that creates an area of effect, it affects the same area in all of these planes. This means, if Hastur is on the Material Plane, it can target creatures in the Ethereal Plane, such as those who have cast blink or etherealness, with its spells and attacks, and its Yellow Mist extends into the Ethereal Plane as well.
In addition, Hastur is immune to any spell or effect that would alter its form or send it to another plane of existence.
Multiattack. Hastur can use its Unspeakable Presence. It then casts one of its spells or uses its Yellow Mist, and makes three attacks: two with its tattered robe and one with its cosmic orb.
Cosmic Orb. Hastur targets a point within 500 feet of it and hurls an orb of crushing cosmic energy at it. Each creature within 10 feet of that point must make a DC 27 Wisdom saving throw. On a failure, it takes 18 (4d8) force damage and 18 (4d8) psychic damage and is knocked prone, on a success it takes half as much damage without any other effect.
Tattered Robe. Melee Spell Attack: +19 to hit, reach 30 ft. one target. Hit: 19 (2d8+10) slashing damage plus 27 (6d8) psychic damage and the target must make a DC 27 Constitution saving throw or suffer an otherworldly wound which glows with faint yellow light and causes searing pain.
A creature wounded in this way has its movement speed halved and has disadvantage on attack rolls and Constitution saving throws made to maintain concentration.
The wound lasts until it is cured by greater restoration or similar magic.
Unspeakable Appearance. Any creature of Hastur's choice that is within 120 feet of Hastur and is aware of it must make a DC 27 Wisdom saving throw or develop a short-term madness. On a success it is immune to Hastur's Unspeakable Appearance for the next minute.
Yellow Mist (Recharge 5–6). The area within 120 feet of Hastur fills with cosmic fog of nauseating yellow color, causing it to be lightly obscured. The fog is filled with incomprehensible, terrible whispers and visions from Carcosa and lingers for one minute or until it is dispersed by strong winds. As the cosmic fog spreads out, each spell in the area ends and spells of 5th level or lower cannot be cast. Hastur itself and its spells are unaffected by the Yellow Mist.
In addition, any creature that starts its turn within the fog or enters it for the first time on a turn must make a DC 27 Wisdom saving throw. On a failure, it is charmed by Hastur and cannot willingly move more than 120 feet away from it. On a success, it takes 45 (12d8) psychic damage instead and suffers no other effects.
Yellow Sign (1/day). Hastur touches a solid surface and inscribes the Yellow Sign upon it. Once inscribed, the sign remains for one year, but only becomes active during certain nights when the baleful light of Carcosa shines in the night sky as a yellow star.
While the Yellow Sign is inactive, it is invisible, but a glimpse of its magic can be detected with a detect magic spell or similar ability. If a creature senses the Yellow Sign's magic in this way, it must make a DC 27 Wisdom saving throw or develop a long-term madness.
When the Yellow Sign becomes active, it glows with yellow light. Any creature that can see the Yellow Sign must make a DC 27 Wisdom saving throw or be charmed by Hastur for 24 hours. While charmed in this way, the creature obeys Hastur's will as per the dominate monster spell. Once the effect ends on a creature, it develops a long-term madness and becomes an eligible target for Hastur's Fulvous Dreams. If a charmed creature dies, Hastur can manifest physicially in the location of its corpse.
In addition, the Yellow Sign can bear one of the effects described in the symbol spell. The Yellow Sign is considered a 10th level spell for the purpose of removing it with dispel magic or similar abilities.
Reveal Visage. As a bonus action, Hastur reveals the true shape beneath its robes to one creature that can see it and is within 5 feet of him. That creature must make a DC 27 Charisma saving throw or be frightened for the next minute. While frightened in that way, it is paralyzed and its Wisdom score is reduced by 1d4 at the start of each of its turns, as the revelation is too incomprehensible, horrific and alien for its mortal mind.
The creature dies if this reduces its Wisdom to 0. Otherwise, the reduction lasts until cured by greater restoration or similar magic.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the effect ends for it, the creature develops an indefinite madness. In addition, if a creature's saving throw is successful or the effect ends for it, it is immune to the effects of Reveal Visage for the next minute.
Otherworldly Retribution. When a creature deals damage to Hastur, Hastur can use its reaction to force that creature to make a DC 27 Wisdom saving throw. On a failure, it must use its reaction to move into a random direction as far as its speed allows and until the end of its next turn, it has vulnerability to psychic damage.
Hastur can take 5 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. Hastur regains spent legendary actions at the start of its turn.
Attack. Hastur makes an attack with its cosmic orb or tattered robe.
Tentacle Lash. Hastur lashes out with its Eldritch Tentacles, targeting a creature within 60 feet of it. The target must make a DC 27 Dexterity saving throw. On a failure, it takes 18 (4d8) bludgeoning damage, is restrained by the tentacle and pulled up to 30 feet sttraight towards Hastur.
Cast a Spell (Costs 2 Actions). Hastur casts one of its at-will spells.
Whispers of the Stars (Costs 2 Actions). All creatures of Hastur's choice that are charmed by it start hearing eerie, unsettling whispers from distant worlds, as if the stars were talking to them - or is it Hastur itself who is speaking? Each of these creatures must use its reaction to move up to its speed and to make one weapon attack against a target of Hastur's choice. If this attack hits, it deals an additional 18 (4d8) psychic damage.
Devour (Costs 3 Actions). Hastur devours the essence of all creatures restrained by its Eldritch Tentacles. Each of these creatures must make a DC 27 Charisma saving throw. On a failure, a creature takes 54 (12d8) necrotic damage and gains a level of exhaustion, on a success, it takes half as much damage and is not exhausted. Hastur regains hit points equal to the total necrotic damage dealt.
Description
Hastur is the most mysterious of the Great Old Ones. Noone knows what he truly is, some think he might be an Outer God. The entity's physical manifestation is that of a tall, vaguely humanoid-shaped figure wearing a yellow cloak, with long writhing tentacles instead of feet. Due to the yellow cloak, this manifestation is known as the King in Yellow. While some think this manifestation actually is Hastur, many scholars believe that the King in Yellow is just an avatar used by the true Hastur to manifest itself in the physical world, to appear to people - but why he does that, what he actually wants from the denizens of the physical world, that is unknown.
Hastur is said to originate from a distant, yellow-tinted world called Carcosa, where he lives at the shores of the monstrous Lake of Hali. From time to time, Carcosa becomes visible on the night sky of other worlds as a distinctively yellow star. And it is said Hastur's influence and power in a specific world is the strongest when that yellow star shines the brightest. Carcosa, the yellow star, has another effect on any world it shines upon - Yellow Signs typically become active while it shines, acting as a conduit for the baleful magic of Hastur to seep into that world.
Hastur's Cult
Like many Great Old Ones, Hastur has cults of followers in most worlds. These cults primarely consist of nobles and aristrocats with a love for theater, opera and luxury, as well as of playwrights themselves. These people often grew bored with their life and started searching out increasingly deviant, bizarre methods to achieve satisfaction. Hastur's temples are opulent opera houses, theaters or manors - usually the cult's worshipping of Hastur, including otherworldly rituals and forbidden tomes, is largely restricted to secret chambers, while the buildings themselves are used for public entertainment. This allows Hastur's cultists to easily lure innocents into their fold, such as by giving performances or hosting large-scale parties and celebrations right when the Yellow Sign is about to become active - and once they are exposed to it, their bodies and minds can serve as gateways through which the King in Yellow itself might travel to the world.
Yellow Sign
The symbol of Hastur is the Yellow Sign, a rune or sigil typically scribed with yellow ink. There are some nonmagical, typically inaccurate, representations of it, but most of the time, when one sees a Yellow Sign, it already is too late - and its magic has already taken over their mind. While the King in Yellow has inscribed most Yellow Signs by itself, some more powerful cults got the power to recreate fully functional Yellow Signs bestowed upon them. Such a cult-created Yellow Sign can bear the same effects as one created by Hastur, although its effects are easier to resist with its saving throw DC being lower, depending on the power and influence of the cult that created it it typically is somewhere within the range of 15 to 20.
Yellow Signs are generally used to spread Hastur's influence around the world, they serve as conduits for Carcosa's terrible magic. People are lured towards these signs by Hastur's cultists, just happen to be in the vicinity of a sign inscribed in a public location, or Hastur itself appeared in their dreams to force them to seek out a Yellow Sign. Ths typically happens to those which already have seen an active Yellow Sign before.
While inactive, Yellow Signs are invisible, but their lingering magic can be detected by any ability that allows one to detect the presence of magic - but doing so is enough to drive one mad. Maybe having accidentially come across a yellow sign while under the effect of a detect magic spell could be an explanation for the prevalence of mad mages in many worlds, who knows?
Also, here is Bahamut, the Platinum Dragon, in all his glory!
Aura of Light. The area within a 120-foot radius around Bahamut is filled with bright celestial ight and causes the following effects:
Brilliant Platinum Scales. Any time Bahamut is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Bahamut is unaffected. On a 6, Bahamut is unaffected, and the effect is reflected back at the caster as though it originated from Bahamut, turning the caster into the target.
If this happens, in addition to the spell's regular effect, the target must make a DC 27 Constitution saving throw or be blinded until the end of its next turn.
Colossal. Bahamut is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
In addition, whenever Bahamut makes a weapon attack, regardless of whether the attack hits or misses, each creature within 20 feet of the attack's target other than the target or Bahamut himself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage.
Discorporation. When Bahamut dies, his body is destroyed but his essence travels back to his domain on Mount Celestia, and he is unable to take physical form for a time.
Divine Awareness. Bahamut knows if he hears a lie.
Empowered Attacks. Bahamut's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Immutable Form. Bahamut is immune to any spell or effect that would alter his form, except for his own Change Shape action.
Legendary Resistance (5/Day). If Bahamut fails a saving throw, he can choose to succeed instead.
Regeneration. Bahamut regains 50 hit points at the start of his turn. If Bahamut takes necrotic damage, this trait does not function at the start of his next turn. Bahamut only dies if he starts his turn with 0 hit points and does not regenerate.
Spellcasting. Bahamut is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can cast the following spells, requiring no material components:
Treasure Sense. Bahamut knows the location of all magic items and of accumulations of mundane treasure within 5 miles of him.
Multiattack. Bahamut can use his Roar of Justice, and if he was flying at the start of his turn, he can use his Crushing Landing. He then makes two attacks with his claws, one with his tail and one with his bite.
Bite. Melee Weapon Attack: +19 to hit, reach 35 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage and Bahamut can grapple the target as part of that attack.
Claw. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be flung up to 3d6 Ă— 10 feet away from Bahamut, landing prone.
Tail. Melee Weapon Attack: +19 to hit, reach 50 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 27 (6d8) radiant damage plus 27 (6d8) cold damage and the target must make a DC 27 Strength saving throw or be knocked prone.
Roar of Justice. Bahamut unleashes his mighty roar, causing the earth to shake and unholy creatures to shake in fear, as a wave of radiance and justice washes over the lands. Each creature of Bahamut's choice that is within 300 feet of him and can hear him must succeed on a DC 27 Wisdom saving throw. On a failure, if it is a fiend or undead of a CR of 20 or less, it is destroyed and slain instantly, otherwise it becomes deafened until cured by lesser restoration or similar magic and frightened for 1 minute. While frightened in this way, a creature is paralyzed. A frightened creature can repeat the saving throw, 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 Bahamut's Roar of Justice for the next 24 hours.
Crushing Landing. If Bahamut is flying, he can attempt to land forcefully in a space of his choice, even if that space is occupied by other creatures. When he does so, his movement speed is reduced to 0 until the end of the turn, and each creature in Bahamut's space or within 60 feet of hit, other than Bahamut himself, must make a DC 27 Dexterity saving throw or take 39 (6d12) bludgeoning damage and be knocked prone.
Breath Weapon. Bahamut uses one of the following breath weapons; he cannot use the same breath weapon on two consecutive turns:
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Bahamut's choice).
In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Quicken Spell (5/day). Bahamut casts one of his spells of 6th level or lower with a casting time of 1 action.
Radiant Ward. Bahamut calls upon the light of Mount Celestia to protect himself and his comrades. Each creature of Bahamut's choice within his Aura of Light, including himself, gains 55 (10d10) temporary hit points and can end one spell or magical effect of its choice on it.
Divine Denial. When a creature within 300 feet of Bahamut that he can see casts a spell or targets Bahamut with an attack, he can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell or attack fails. Creatures immune to the charmed are immune to this effect. Clerics of evil-aligned deities can use their Divine Intervention to prevent Bahamut from using this feature for 24 hours.
Protective Wings. If Bahamut can see a creature within 60 feet of him taking damage from an attack or spell, he can spread out his wings to protect the creature. In this case, that creature takes no damage and Bahamut takes the damage instead.
Bahamut can take 5 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. Bahamut regains spent legendary actions at the start of his turn.
Detect. Bahamut makes a Wisdom (Perception) check.
Smite. Bahamut makes an attack with his claws.
Wing Attack. Bahamut beats his wings. Each creature within 60 feet of Bahamut must succeed on a DC 27 Dexterity saving throw or take 28 (4d8 + 10) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.
Cast a Spell (Costs 2 Actions). Bahamut casts one of his spells of 6th level or lower.
Grandfather's Desire (Costs 2 Actions). Bahamut commands up to seven metallic dragons he can see within 300 feet of him to attack. Each dragon can use its reaction to move up to its speed without provoking opportunity attacks and to make one attack with its bite or claws.
Sword of Judgment (Costs 3 Actions). Bahamut targets one creature of his choice that he can see within 60 feet of him, which must make a DC 27 Charisma saving throw. On a failure, a spectral sword of celestial light forms above that creature. If that creature makes an attack or casts a harmful spell, the sword strikes it, dropping the creature to 0 hit points. The sword disappears after 1 minute or after it stroke the creature.
Pillars of Light (Costs 3 Actions). Bahamut conjures seven enormous pillars of celestial light that strike the ground at seven different points he can see within 300 feet of him and then disappear. Each creature in a 20-foot-radius, 500-foot-high cylinder centered on each point must make a a DC 27 Constitution saving throw. On a failure it takes 54 (12d8) radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and is not blinded. A creature in the area of more than one lance is affected only once.
Description
Bahamut, also known as the Platinum Dragon, the Lord of the North Wind, the Grandfather of Dragons, the Draco-Paladin or under many other names is the lawful good deity of metallic dragons, of wisdom and of justice. He appears as a majestic dragon of unearthly size covered in scales of brilliant platinum - indeed, he towers even over metallic Great Wyrms - and he is always surrounded by strong winds and an aura of divine light. His cat-like eyes usually are colored deep blue, but tend to change depending on Bahamut's mood.
Bahamut's form incorporates elements of all five kinds of metallic dragons - and yet, his breath weapons are unique to him. He is said to have a breath weapon that can literally vaporize his enemies. Another breath weapon of his is a powerful blast of the freezing cold north winds. He also is able to breath the holy winds of Mount Celeistia to heal and purify those he supports and to bring his fallen comrades back to life.
While not a real breath weapon, his roar is almost equally feared as one, considering it is powerful enough to disintegrate even rather powerful undead and fiends in an instant - and even those who survive it are deafened permanently and paralyzed in fear of the Platinum Dragon's wrath.
Sometimes, being curious like many other dragons, he chooses to wander the material plane, and when he does so, he takes on an alternate form, usually that of an eldery human or elven wizard, although sometimes he appears as a young monk, bearing the title "Grandmaster of Flowers". He also is known to have taken other forms such as that of a paladin in platinum armor, of a begger or an urchin. Some sages believe Bahamut used his humanoid guises to not frighten non-dragon beings, although his true intention is not known.
No matter what form Bahamut has taken, he almost always is accompanied by seven ancient gold dragons, which are his closest servants and friends. When Bahamut himself has taken a humanoid form, these dragons often take the forms of seven songbirds to disguise themselves.
Bahamut prefers using his legendary diplomatic skills, talking with his enemies, calming them down and finding non-violent solutions over combat. He is known for being one of the most compassionate creatures in existence, for his limitless empathy - and even if there is no way other than combat, he prefers to go for a non-lethal solution rather than slaying a wrongdoer. However, if Bahamut is angered and unleashes his full wrath, there is almost nothing that can stand a chance against the Draco-Paladin.
Godlike Nature. Bahamut does not require food, drink or sleep. He is unaffected by antimagic fields and other abilities or effects that cannot affect deities.
Lair and Lair Actions
The Lair of Bahamut, the Platinum Dragon
Bahamut's lair is a mighty palace built either entirely of crystal, or of Bahamut's enormous treasure hoard - depending on who tells of this wonderful location. According to many legends, this magnificient palace is located somewhere behind the north winds in the Elemental Plane of Air. The true location of Bahamut's lair though is somewhere on Mount Celestia. Bahamut is able to move his palace around at will within at least some of the layers of Mount Celestia - being a dragon, he of course prefers residing on the summit of a steep, harsh mountain, which provides natural fortification. Currently, his palace resides in the fifth layer, which coincidentially is known as the Platinum Heaven, atop one of the summits of Mount Mertion.
On initiative count 20 (losing initiative ties), Bahamut takes a lair action to cause one of the following effects; Bahamut can't use the same effect two rounds in a row:
Regional Effects
The region around Bahamut's palace is warped by his magic, which results in the following effects, in addition to regional effects caused by the presence of other metallic dragons:
And finally, I have another item, this time an evolving artifact, following the model of the Arms of the Betrayers from EGW: Fornlang, the Blade of Winter.
It has been quite some time since I have last posted, but I have made quite a few creatures in the meantime.
First, finally the specifics of the most ancient of all races have been finally revealed: the Aboleths.
And then there are a couple other new monsters:
And a dangerous magical artifacts has surfaced as well, the Staff of the Necromancer: https://www.dndbeyond.com/magic-items/4561639-staff-of-the-necromancer
Hope you like them :)
And I have another update :)
First, there is the epic multi-stage boss fight against Galdera, the Fallen, the BBEG of Octopath Traveler: https://www.gmbinder.com/share/-N-GtjehfGLQUnGRtnB6
If you are a warrior in heavy armor, you should fear nothing more than the Rust Monster Hive Lord (CR 12): https://www.dndbeyond.com/monsters/2543945-rust-monster-hive-lord
Then there is the Beholdragon, an utterly horrifying abomination of a dragon and a beholder (CR 26). If you read it, I would like you to make a Sanity saving throw :-D https://www.dndbeyond.com/monsters/2303719-beholdragon
Hastur, the King in Yellow received an update and now has lair actions and regional effects: https://www.dndbeyond.com/monsters/2571354-hastur-the-king-in-yellow
And finally, there is something very useful for any artificer out there: the Hammer of Maintenance, the only tool you need to fix your malfunctioning inventions: https://www.dndbeyond.com/magic-items/4795343-hammer-of-maintenance
You are free to give any feedback if you like, so that I can improve my creations :)
Semako, do you take requests?
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Yes, I do :) What do you request?
Would it be possible for you to rework the Kraken?
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
It is, yes. Indeed, I had considered doing that for quite some time already and I have even listed the Kraken in the planned reworks section :) I just wanted to get my other stuff I had in my works out, like the Beholdragon.
Do you like my homebrew stuff?
I love it! Your boss monsters have inspired me to make one of my own, a giant dryad of a metal tree!
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Looking forward to Sardior. I'm curious, how do you determine a CR for those high-level monsters? I have a spreadsheet that I use to determine CRs based on the DMG, but at that level it's more art than science.
These all look great Semako. Just wondering, could I use them in my games? I'm not sure if my party will ever be high enough level for these, but they would definitely make a great challenge.
As a general feedback note, personally, I'd avoid using content from sources other than core three in your homebrew if you plan to share them or use them in CotFB. It restricts people who don't own the source from suing the monsters. (specifically, I see a lot of your monsters have spells from Tasha's.)
Finally, I have a few idea suggestions. Don't feel obligated to make them, just some ideas:
Forest of Wonders DMless campaign
>Recruitment Thread< >Game Thread<
I am an average mathematics enjoyer.
>Extended Signature<
Thank you for your feedback! Of course you can use all of them in your games and modify them to adapt them for your party, that is why I share them!
I will continue using content from the core-three books, because it adds so much flavor to my creations, and spells like Tasha's mind whip, mental prison, rime's binding ice are a lot more engaging than something like hold person due to not taking a player's turn away completely, and if I would restrict myself to PHB, DMG and MM, I would not be able to use thematically awesome monsters like star spawns as minions, summons or otherwise. Also I do not see how it restricts people - I do not own anything on Beyond, and I can still brew all these statblocks and publish them.
In addition, for those who do not use Beyond, there are enough ways to access the materials in question :)
Regarding your ideas:
The release of the Vecna Dossier with the in my eyes lackluster statblock (seriously, this is the lich and it does not have full spellcasting nor legendary actions nor lair actions?) inspired me to do a quick overhaul of it: https://www.dndbeyond.com/monsters/2633865-archlich
The kraken is still in the works, I have not forgot about it :-)
The water turns murky, black storm clouds cover the sky, lightnings flash, waves grow taller and taller as the wind grows stronger and almost rips the sails off the mast... and what's that? Tentacles! that can only mean one thing: The kraken has woken up! https://www.dndbeyond.com/monsters/2610528-kraken-revised
It has been quite some time since I last posted here, but I have a few more monsters to add to this collection:
First, Sardior, the Ruby Dragon, master of Psionics and lord of the night sky, is finally here (CR 30). https://www.dndbeyond.com/monsters/3084336-ruby-dragon
Then, Juiblex as the fist of my revised demon lords oozes into our world, hungering and ready to consume everyone and everything (CR 28). https://www.dndbeyond.com/monsters/3040273-the-faceless-lord
With the (now hopefully resolved) OGL controversy, I created a personification of the company behind our beloved game (CR 30): https://www.dndbeyond.com/monsters/3200416-the-wizard-of-the-coast
Also, I crafted a magical sword for Eilistraee's most dedicated followers. In my homebrew setting, this sword is one of a couple of elvish weapons known by names such as the Ancestor Blades, each one being a symbol, a representation of one kind of elves. https://www.dndbeyond.com/magic-items/5474142-galadris
Finally, both Zephyros the Storm Herald (https://www.dndbeyond.com/monsters/3225022-zephyros-the-storm-herald) and Vecna (https://www.dndbeyond.com/monsters/3050450-archlich) received updates.
My next monsters might be Tharizdun, an Elder Treant, something related to Beholders and maybe Baphomet.
These are amazing!! I especially love the Eilistraee related stuff - she comes up quite a lot in my campaign alongside Kiaransalee so these would be great to incorporate if that's alright?