Legendary Resistance (5/Day). If the abyssal dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons. The abyssal dragon's weapon attacks are magical.
Multiattack. The abyssal dragon makes two claw attacks and a bite attack.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage.
Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage.
Thunderous Roar. The abyssal dragon lets out an earthshaking roar. Each creature in a 90-foot cone must make a DC 25 Constitution saving throw, taking 91 (26d6) thunder damage on a failed save, or half as much damage on a successful one.
Retaliate. When hit by an attack, the abyssal dragon can use its reaction to make a bite attack.
The abyssal dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal dragon regains spent legendary actions at the start of its turn.
Roar (Costs 2 Actions). The abyssal dragon makes a thunderous roar attack.
Tail. The abyssal dragon makes a tail attack.
Description
The abyssal dragon is a massive dragon-like creature with dark purple and black scales. Its eyes glow like red hot coals, and its fangs drip with venom. Its voice can shake the earth, and all abyssal creatures tremble in fear when the abyssal dragon is near. It rules as King over its layer of the Abyss, which appears to mirror the Material Plane, but everything is more distorted and dark.
Thousands of years ago, when the First World still existed, the abyssal dragon was nothing but a normal dragon. It was significantly stronger than most other dragons, but nothing close to the Dragon Queen Tiamat. It hated the Dragon Queen, but could do nothing against her. Until one day, the First World was invaded. Many gods and their races came for the First World, claiming it as their own. Tiamat fought fiercely, but was outnumbered. She was defeated and banished to Avernus, the first layer of the Nine Hells. The abyssal dragon had little time to rejoice before it was targeted next. It fought as hard as it could, but then a god came out of nowhere and banished the abyssal dragon to the Abyss. It plummeted down through the infinite layers, colliding with many demons on the way. The demons were absorbed into the abyssal dragon as it fell, and when it finally landed it had greatly changed.
The abyssal dragon was sure that with its new power it could finally take down the Dragon Queen, but though it tried as hard as it could, it wasn't able to escape the Abyss. It now rules over the layer it landed on, and lives in a massive cave that was created from the impact of the abyssal dragon hitting the ground.
Lair and Lair Actions
The abyssal dragon lives in a massive cave, with many huge caverns and ravines. Lava flows through many parts of the cave, providing it with eerie red light. The shadows seem to be alive as they dance in the flickering light of the lava. Earthquakes are common around the lair
Lair Actions
On initiative count 20 (losing initiative ties), the abyssal dragon takes a lair action to cause one of the following effects; the abyssal dragon can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the abyssal dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the abyssal dragon. Each creature other than the abyssal dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the abyssal dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary abyssal dragon’s lair is warped by its power, which creates one or more of the following effects:
- Earthquakes are very common within 6 miles of the lair.
- Cracks form in the ground, allowing lava to slowly pour out within 1 mile of the lair.
If the abyssal dragon dies, these effects fade over the course of 1d4 years.
Impressive job, this likely would work better as a Final boss for a campaign, than mine.
SIKE
but then a god came out of nowhere and banished the abyssal dragon to the Abyss. Might make a homebrew celestial to represent this god.
https://www.dndbeyond.com/monsters/2267017-ethereal-warden Meet the Ethereal Warden, the god that imprisoned the Abyssal Dragon.
https://www.dndbeyond.com/monsters/2267151-ethereal-warden fixed version, had forgotten to do spell save, and spell modifier to hit.
Mind doing a battle Between the Ethereal Warden, and Tiamat?
I'm busy with school right now but I can do ethereal warden and Tiamat tomorrow
Nvr mind I'm bored go look at your monster for the results
Also just wondering, Is the Ethereal Warden well made, and balanced, or is it somewhat unbalanced in positive or negative ways.
https://www.dndbeyond.com/monsters/2272895-flying-pig
Updated version
https://www.dndbeyond.com/monsters/2273911-flying-pig
I'm bored so I'm making a monster for the battle too
https://www.dndbeyond.com/monsters/2274314-grim-reaper
Also, communicating by commenting at the bottom of our homebrewed monsters is getting a little confusing
If you want an easier way, my email is draconicgamer97@gmail.com
There is not going to be one battle today. Instead we will be having three battles. The first one will be between the Ethereal Form Talmond and the Flying Pig. The second will be the Flying Pig against the Grim Reaper, and the final will be between the Grim Reaper and the Ethereal Form Talmond. Btw all of this is going to take too long to type, so the Flying Pig is going to be called Pig, the Grim Reaper is going to be called Reaper, and Ethereal Form Talmond is just going to be called Talmond.
Talmond's Dexterity is higher than the Pig, as Talmond has a 30, and the Pig only has 28. Talmond acts first in the battle, and makes 2 Earth Spike attacks and 3 Sky Spike attacks. With a +19 to hit, Talmond's average attack roll is 29 and he is able to hit the Pig, dealing a total of 100 piercing damage and 120 slashing damage. The Pig is immune to slashing damage though, and even though Talmond deals magic damage, he is still unable to hurt the Pig with his Sky Spikes because the Pig is immune to all slashing damage, and not just the nonmagical variant. This is a feature you don't typically want to put on a monster, but it wasn't against the rules, and because the Pig isn't also immune to bludgeoning and piercing damage, I guess its a little balanced. Anyway, the piercing damage from the Earth Spikes is still able to hurt the Pig because the Pig is only resistant to piercing damage. Once again, the Pig is resistant to all piercing damage and not just the nonmagical variant, so Talmond's magical attacks still have no effect. The Pig takes 50 total damage from the attacks, and is down to 1450 hit points. After Talmond finishes his turn, the Pig uses a legendary action to ..... cut the cheese. Twice. And then uses Power Surge. The Pig is really gaseous and farts 4 times at Talmond. 4 massive clouds of gas erupt from the behind of this enormous creature. Talmond is forced to make 4 DC 28 Con saves, and with only a +5 bonus, he fails them all. Talmond takes 512 necrotic damage and 192 psychic damage. Talmond is immune to psychic damage, and manages not to go crazy from the pure stench. Talmond isn't immune to necrotic damage, but he has a resistance that says he is resistant to all damage except force, radiant, and psychic damage. This isn't allowed however, because Talmond is only allowed to have 5 damage resistances in order to be in this battle. I said that bludgeoning, piercing, and slashing can count as one, but having resistance to all damage except 3 types is too overpowered. Talmond is either going to have to be disqualified or modified. I'm going to change it from resistance to all damage except force, radiant, or psychic to resistance to force, radiant, and psychic damage. Because he is already immune to psychic damage, I'm also going to change resistance to psychic damage to resistance to necrotic damage, as necrotic goes with force and radiant damage. So Talmond takes a total of 256 damage and is reduced to 1244 hit points. It is now actually the Pig's turn, and it regains 30 hit points, bringing it back up to 1480 hit points. It squeals and charges at Talmond, making a headbutt attack, a powerful legs attack, and then farts again. With a +15 to hit, the Pig has an average attack roll of 25, and is barely able to hit Talmond. Talmond takes 41 bludgeoning damage from the headbutt, along with an additional 13 damage from the charge, another 41 bludgeoning damage from the powerful legs, and fails the save on the fart cloud, taking no psychic damage and half necrotic damage for another 64 damage. Talmond is immune to nonmagical attacks, but the Pig has magical attack allowing it to bypass the immunity. However, Talmond also has resistance to all magical attacks, and takes half damage from the headbutt and the legs. Talmond takes a total of 79 damage and is down to 1165 hit points. Btw, I just realized that the Cloud of Gas attack is basically a nuclear bomb. 300 ft. sphere dealing massive damage. This Pig has some real intestinal issues. Anyway, the Pig then uses a bonus action to .....fart again. Talmond fails the save, has resistance to necrotic, and takes 64 more damage. Talmond is at 1101 hit points. Talmond then uses a legendary action and I just saw that he uses legendary actions at the start of creature's turn and not at the end like most monsters. So before getting massive fart damage, Talmond makes 10 Spike attacks. He saw how his Sky Spike attacks had no effect on the Pig and goes full out on Earth Spike attacks. 10 Earth Spikes hit the Pig, dealing 500 damage, but the Pig takes half damage from being resistant to bludgeoning damage is down to 1230 hit points. Then the Pig takes its turn, which I already had it do, and then it's now Talmond's turn again.
Talmond attacks again with his Earth Spikes, dealing 250 damage to the Pig, halved down to 125. The Pig is down to 1105 hit points, and at the start of its turn, Talmond uses his legendary actions to attack 10 more times, dealing a total of 250 more damage to the Pig, knocking to down to 855, but the Pig regains 30 and is back up to 885. The Pig then deals 104 more damage to Talmond with all its attacks, and another 64 as a bonus action to fart. Also I forgot to have the Pig use its legendary actions to fart when Talmond's turn ended, and so farts two more times for another 128 damage, bringing its total damage this round up to 296 damage. Talmond is knocked down to 805 hit points.
Next round Talmond deals another 125 damage to the Pig, which is now at 760 hit points, and then uses legendary actions again to deal another 250 damage. The Pig is reduced to 510 hit points, which activates its Blessing of the Pig. Blessing of the Pig heals it back to maximum hit points, grants it +10 damage to all its damage, and a 10 damage reduction whenever attacked. This is basically a mythic ability without being a mythic ability. I did say no mythic abilities allowed when I made the rules for these battles, but as this doesn't function exactly like a mythic ability, I guess its allowed. But in the future, no doing this. So the Pig is now back up to 1500 hit points and then farts twice as a legendary action, dealing 138 more damage to Talmond. The Pig then makes all its attacks with +10 damage, and deals 119 more damage to Talmond, and then farts as a bonus action for 69 more damage. Total damage is 326, and Talmond is reduced to 479 hit points. Talmond can only last two more rounds this way, and with the Pig back at full hit points, Talmond is unable to win.
The Flying Pig wins the first battle.
Second on the list is the Reaper against the Pig. The Pig has higher Dexterity and acts first in the combat. It charges at the Reaper and makes three attacks, a headbutt attack, a powerful legs attack, and then farts. The Pig's average attack roll of 29 is able to hit the Reaper, and it deals 54 damage with it's headbutt and 41 damage with its powerful legs. Magical bludgeoning damage to be specific. The Reaper isn't to magical damage, but it uses its reaction when hit by the headbutt attack to fade into shadows, and takes half damage from all attacks after the headbutt until the start of its next turn. It takes 54 damage from the headbutt, and 20 damage from the legs attack. The Reaper has an average Con save of 27, which isn't enough to succeed against the fart. It is immune to necrotic damage though, and only takes 48 psychic damage. The same thing happens when the Pig farts as a bonus action, and the Reaper takes another 48 damage. The Reaper takes half damage from all attacks from its reaction, but the Cloud of Gas isn't an attack, and the Reaper doesn't take half damage from it. The Reaper takes a total of 170 damage and is down to 1180 hit points. The Reaper uses a legendary action at the end of the Pig's turn to summon 1d6 lost souls. The average of a d6 is 3, and so the Reaper summons 3 lost souls. The lost souls use the statistics of wraiths, and they roll initiative when they are summoned. They will act after the Reaper from their low Dexterity. The Reaper then makes two Reaping Scythe attacks, easily hitting the Pig with an average attack roll of 29, and deals 92 total damage. The Reaper then shoots a Weakening Ray at the Pig, which must succeed on a DC 27 Con save. The Pig has an average Con save of 29 and is able to succeed. The Reaper then uses a bonus action to absorb one of the lost souls into itself and regains 10 hit points. The Reaper is at 1190 hit points and the Pig is at 1408. The Pig then uses a legendary action to fart twice, and uses Power Surge to make it fart 4 times instead. The Reaper fails all the saves, uses up all 3 legendary resistances to succeed on 3, taking half damage. The Reaper takes 24 psychic damage from three of the farts, and 48 damage from the fourth. The Reaper is down to 1070 hit points. The lost souls then attack the Pig, but with their low attack bonus they are unable to hit it. The Reaper uses a legendary action at the end of the first lost soul's turn to attempt and grab the Pig's soul. The Pig has to make a DC 27 Wis save, and with only a +4 bonus, it fails and is paralyzed until the end of its next turn. The Reaper also uses another legendary action at the end of the second lost soul's turn to summon 3 more lost souls. There are now 5 lost souls with the Reaper. The Pig regains 30 hit points at the start of its turn, bringing it up to 1438 hit points, but can't do anything else. It is now the Reaper's turn, who attacks the Pig twice with its Reaping Scythe. The Pig is no longer paralyzed, meaning the Reaper doesn't get advantage, but the Reaper still gets advantage anyway from the lost souls flanking the Pig. The Reaper has an average attack roll of 34, and is easily able to hit the Pig, dealing another 92 necrotic damage. The Pig then makes two fart attacks as a bonus action, dealing 96 psychic damage to the Reaper.
Basically this combat is going to go on for a very long time so instead of running it one round at a time, I'm giving up and just going to calculate the results. The Reaper is going to deal 92 damage to the Pig every round from its Reaping Scythe, and is also going to absorb a lost soul to regain 10 hit points. It will also summon 3 more lost souls to replace the one it killed. The lost souls aren't able to hit the Pig, but they flank it and give the Reaper advantage on all its attacks. The Reaper is going to use a legendary action to paralyze the Pig every round before its turn, meaning the Pig won't be able to act on its turn, and will only be able to use legendary actions at the end of the Reaper's turn. The Pig deals 96 damage to the Reaper every time its uses it's legendary action. Because of regeneration, the Pig is only taking 62 damage every round, and the Reaper is taking 86. The Pig will win this battle, but it will take a long time.
The Flying Pig wins this battle.
At this point I have given up on running the actual battle because I have been sitting in front of a computer for an hour and a half now and I'm just going to calculate results instead of actually fighting. Talmond deals an average of 360 damage per round to the Reaper, because the Reaper can use its reaction to take half damage from all attacks every round. The Reaper only deals an average of 92 damage every round to Talmond, because the lost souls that it summons are unable to hit Talmond. Talmond is immune to being paralyzed, which stops the Reaper from using its most powerful ability. Talmond will win this battle.
So this was fun, but if you want to do it again I have some things I need to point out about this. First things first, Ethereal Form Talmond is a little overpowered. Resistance to all damage except force, radiant, and psychic damage is too powerful, because very few monsters deal force, radiant, or psychic damage. In addition, Talmond is also immune to psychic damage, meaning the only way to effectively fight Talmond is with force or radiant damage. Second, I said no massive damage. And technically, Talmond's attacks only deal 40-50 damage. But the amount of attacks he can make is overpowered. 5 attacks from his action, and 10 attacks as a legendary action gives you an average of 670 damage per round. Which can instantly kill the tarrasque. That's what I meant by no massive damage.
And then the Flying Pig. The Flying Pig is definitely overpowered. It has mythic abilities without having mythic abilities, which is smart, and would be fine for most monsters, but for this competition I said no mythic abilities because a monster fully resetting its health while also becoming more powerful is just too much. Also the Flying Pig farts out nuclear bombs. It uses Cloud of Gas once with its action, again with its bonus action, and twice more with its legendary action, dealing an average of 704 damage per round, not including the headbutt and powerful legs attacks. And that is even more than Talmond. The Regeneration trait is also a little powerful. Not too much, considering the fact that Tiamat also has it and uses it to regain the same amount of health every round. But combined with the Flying Pig's 1500 hit points, it's just too strong.
Also if you want to communicate with me, I can't keep every homebrewed monster we have created open so I can look at the comments. Either comment on this monster or you can email me, but its too confusing to have 8 dndbeyond tabs open at a time.
With a +15 to hit, the Pig has an average attack roll of 25 False, ties go to defender.
Btw TiamatsWarrior, Ethereal Form Talmond was kinda finished in a rush, and has a lot of faults in him, so i will likely polish him off.
It says in the Player's Handbook: If the total of the roll plus modifiers equals or exceeds the target's Armor Class, the attack hits.
Also I tried to do the battles round by round at first, but it would take way too long to go through every round of the battles so I gave up and calculated everything. If you actually want me to make a story out of the battles, I could probably do that but it would take longer and I would be less likely to do it as often. And if you have a certain monster that you really like, send me the link or tell me what monster you like, and I can help you make it balanced and fix the faults.