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end of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful or the
Gargantuan monstrosity, neutral evil effect ends for it, the creature is immune to Dagon’s
Frightful Presence for the next 24 hours.
Armor Class 23 (natural armor)
Hit Points 555 (30d20 + 240)
Speed 40 ft., swim 40 ft.
Legendary Actions
STR DEX CON INT WIS CHA Dagon can take 3 legendary actions, choosing from the
28 (+9) 12 (+1) 27 (+8) 20 (+5) 20 (+5) 20 (+5) options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
Saving Throws Str+17, Dex +9, Con, +16, Int +13, Wis turn. Dagon regains spent legendary actions at the start
+13, Cha +13 of its turn.
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons Attack. Dagon makes one claw attack, or a bite attack if
Condition Immunities charmed, frightened, paralyzed, it has a creature grappled.
poisoned Move. Dagon moves up to half its speed.
Senses blindsight 120 ft., passive Perception 15 Roar (Costs 2 Actions). Every creature within 60 feet
Languages Deep Speech, telepathy (see below) must make a DC 17 Constitution saving throw or be
Challenge 25 (75,000 XP) deafened and stunned until the end of its next turn.
Amphibious. Dagon can breathe air and water.

Inscrutable. Dagon is immune to any effect that would


sense its emotions or read its thoughts, as well as any
Divination spell that it refuses. Any checks made to
discern Dagon’s intentions or to influence its behavior
have disadvantage.

Siege Monster. Dagon deals double damage to objects


and structures.

Telepathy. Dagon can communicate telepathically to a


range of 120 feet. While awake in its lair, it can subtly
touch the thoughts of those who have seen it anywhere
in the world regardless of distance.

Actions
Multiattack. Dagon can use its Frightful Presence. It
then makes two claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one


creature it has grappled. Hit: 27 (3d12 + 9) piercing
damage, and the target must make a DC 17 Constitution
saving throw, taking 33 (6d10) poison damage on a
failed save, or half as much on a successful one.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft.,


one target. Hit: 22 (3d8 + 9) slashing damage. If both of
Dagon’s claws hit the same target, that creature must
make a DC 17 Strength saving throw, taking 27 (6d8)
bludgeoning damage on a failed save, or half as much
damage on a successful one. If a Large or smaller
creature fails this save, it is also grappled (escape DC
17). Until this grapple ends, the target is restrained but
Dagon cannot make claw attacks.

Frightful Presence. Each creature of Dagon’s choice


that is within 120 feet and aware of it must succeed on a
DC 21 Charisma saving throw or become frightened for
1 minute. A creature can repeat the saving throw at the

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Alert. The elder thing can see in all directions. It can’t
be surprised.

Horror. When a creature that can see the elder thing


starts its turn within 120 feet of the elder thing, the
creature must make a DC 15 Charisma saving throw.
On a failed save, the creature gains a random short-
term madness (Dungeon Master’s Guide, p. 259), or a
random long-term madness (p. 260) if the save’s roll is
a 1. On a successful save, the creature is immune to
the elder thing’s Horror for the next 24 hours. If the
madness ends naturally (not cured), the victim must
repeat the saving throw, gaining a random indefinite
madness (p. 260) on a failed save.

Invisibility. The elder thing is invisible.

Outsider. The elder thing has disadvantage on saving


throws against spells that disrupt invisibility or send the
target to another dimension.

Siege Monster. The elder thing deals double damage


to objects and structures.

Actions
Multiattack. The elder thing makes up to twenty
tentacle attacks, but no more than five per target.

Tentacle. Melee Weapon Attack: +15 to hit, reach 30


ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Grab. As part of its multiattack, the elder thing may use


one tentacle attack per target to attempt to grab the
creature. The creature must make a DC 14 Dexterity
saving throw. On a failed save, it is grappled (escape
DC 16). Until this grapple ends, the target is restrained.

Reactions
Gargantuan aberration, neutral evil Endless Opportunity. Even after using its reaction to
make an opportunity attack, the elder thing can keep
Armor Class 19 (natural armor) making opportunity attacks as if it still had its reaction.
Hit Points 350 (20d20 + 140)
Speed 30 ft.
Legendary Actions
STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 25 (+7) 11 (+0) 13 (+1) 11 (+0) The elder thing can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Con +14, Cha +7
option can be used at a time and only at the end of
Skills Perception +15
another creature’s turn. The elder thing regains spent
Damage Immunities poison, psychic; bludgeoning,
legendary actions at the start of its turn.
piercing, and slashing from nonmagic weapons
Condition Immunities charmed, frightened, paralyzed,
Attack. The elder thing makes one tentacle attack.
poisoned
Move. The elder thing moves up to half its speed.
Senses darkvision 120 ft., tremorsense 30 ft., passive
Slam. A creature grappled and restrained by a tentacle
Perception 25
is slammed into the ground, taking 22 (4d6 + 8)
Languages Deep Speech, any language the victim
bludgeoning damage. The grapple ends, but the
sacrificed to bring it into the physical world knew in life
creature is left prone in a space up to 30 feet away.
Challenge 21 (33,000 XP)

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Large aberration, neutral evil
Armor Class 21 (natural armor)
Hit Points 207 (18d10 + 108)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 18 (+4) 14 (+2) 12 (+1)
Saving Throws Dex +9, Int +10, Wis +8
Skills Athletics +11, Perception +8, Survival +6
Damage Resistances bludgeoning, piercing, and
slashing from nonmagic weapons
Damage Immunities necrotic, psychic
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 18
Languages unique racial language, Deep Speech
Challenge 17 (18,000 XP)
Reintegration. As a bonus action, the Mi-Go can
undergo a transformation that results in its choice of: a)
regain 11 (1d10 + 6) hp; b) regenerate a severed body
part; c) remove one disease or condition from itself (as
lesser restoration); or d) gain resistance to one type of
damage (acid, cold, fire, lightning, poison, or thunder)
until the start of its next turn.

Actions
Multiattack. The Mi-Go makes two pincer attacks.

Maw. Melee Weapon Attack: +11 to hit, reach 5 ft., one


creature it has grappled. Hit: 18 (3d8 + 5) slashing
damage. If the target is a creature, it must succeed on a
DC 14 Constitution saving throw or contract a disease.
Until the disease is cured, the target can’t regain hit
points except by magical means. At the start of each of
its turns, the target takes 7 (2d6) necrotic damage.

Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft.,


one target. Hit: 21 (3d10 + 5) bludgeoning damage. If
the target is a Medium or smaller creature, it is grappled
(escape DC 17). The Mi-Go has two pincers, each of
which can grapple only one target.

Stasis Field (Recharges 5-6). Each creature in a 15-ft.


cone projected from the Mi-Go must make a DC 16
Wisdom saving throw or become paralyzed. A creature
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Reactions
Absorb Weapon. When the Mi-Go takes damage from
a melee weapon attack, it can absorb the weapon in its
fungoid mass. Freeing the weapon requires an action
and succeeding on a DC 19 Strength (Athletics) check.
Only one weapon can be absorbed at any time.

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Large plant, lawful evil
Armor Class 20 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 20 ft., fly 60 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 23 (+6) 22 (+5) 16 (+3) 12 (+1)
Saving Throws Con +12, Int +12, Wis +9
Skills Investigation +12, Perception +9, Survival +9
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagic weapons
Damage Immunities psychic
Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 19
Languages unique racial language, understands but
can’t speak Deep Speech
Challenge 18 (20,000 XP)
Alert. The Old One can see in all directions. It can’t be
surprised.

Amphibious. The Old One can breathe air and water.

Keen Senses. The Old One has advantage on Wisdom


(Perception) checks that rely on physical sensation.

Actions
Multiattack. The Old One makes five bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) piercing damage.

Molecular Disturbance (Recharges 5-6). The One


One projects a ray at one creature or object it can see
within 60 feet. A targeted creature must make a DC 17
Dexterity saving throw or take 75 (10d6 + 40) force
damage. If this damage reduces the target to 0 hit
points, it is disintegrated (as the disintegrate spell).

Reactions
Evade. When targeted by a melee attack or an area
effect that requires a Dexterity saving throw, the Old
One can use its reaction to fly or swim 10 feet without
provoking attacks of opportunity. The attack or effect is
avoided if the Old One moves out of reach or range.

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Mold Form. As a bonus action, the shoggoth can alter
its base form into one of the following forms, or shift
from one of these forms into another or base form.
Finned: gains swim 40 ft. and bite attack
Legged: gains speed 40 ft. and claw attack
Tentacled: gains climb 40 ft. and tentacle attack
Winged: gains fly 40 ft. and bite attack
Momentum. While in base form, if the shoggoth takes
the dash action it can dash again as a bonus action.
Plasticity. The shoggoth can move through a space as
narrow as 1 foot wide without squeezing. While in base
form, the shoggoth also can enter a Large or smaller
creature’s space if the shoggoth can make an engulf
attack against it.
Regeneration. While in base form, the shoggoth
regains 10 hit points at the start of its turn if it has at
least 1 hit point.

Actions
Multiattack. The shoggoth makes two claw attacks in
legged form, or four tentacle attacks in tentacled form.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage plus 18 (4d8)
acid damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 18 (3d8 + 5) slashing damage.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If
the target is a Large or smaller creature, it is grappled
(escape DC 18). The shoggoth can produce four
tentacles, each of which can grapple one creature.
Engulf. The shoggoth enters a Large or smaller
creature’s space, and that creature must make a DC 13
Huge ooze, unaligned Dexterity saving throw. On a successful save, the
creature can choose to be pushed 5 feet back or to the
Armor Class 15 (natural armor)
side of the shoggoth. A creature that cannot or chooses
Hit Points 184 (16d12 + 80)
not to be pushed automatically suffers a failed save.
Speed 20 ft. (special, see below)
On a failed save, the creature takes 18 (4d8) acid
STR DEX CON INT WIS CHA damage and is engulfed. The engulfed creature can’t
20 (+5) 10 (+0) 20 (+5) 7 (-2) 8 (-1) 6 (-2) breathe, is retrained, and takes 36 (8d8) acid damage
at the start of each of the shoggoth’s turns. When the
Saving Throws Dex +5 (while in finned and winged shoggoth moves, the engulfed creature moves with it.
form only), Int +3 An engulfed creature can try to escape by taking an
Skills Perception +4 (+9 in base form), Stealth +5 action to make a DC 18 Strength check. On a success,
Damage Resistances cold, force, necrotic; the creature escapes and enters a space of its choice
bludgeoning, piercing, and slashing from nonmagic within 5 feet. The shoggoth can engulf up to one Large
weapons creature, two Medium creatures, four Small creatures,
Damage Immunities acid or eight Tiny creatures at a time.
Condition Immunities exhaustion, frightened,
paralyzed, prone
Senses blindsight 60 ft., darkvision 120 ft., tremorsense
Reactions
30 ft., passive Perception 14 (19 in base form) Engulf. While in base form, the shoggoth can use its
Languages mimics the language of the Old Ones, reaction to engulf a Large or smaller creature when
Deep Speech they occupy the same space.
Challenge 16 (15,000 XP)

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Reintegration. As a bonus action, the Star-spawn can
undergo a transformation that results in its choice of: a)
regain 12 (1d10 + 7) hp; b) regenerate a severed body
part; c) remove one disease or condition from itself (as
lesser restoration); or d) gain resistance to one type of
damage (acid, cold, fire, force, lightning, necrotic,
poison, or thunder) until the start of its next turn.

Eldritch Spellcasting. The Star-spawn is a 15th-level


spellcaster. Its spellcasting ability is Charisma (spell
save DC 18, +10 to hit with spell attacks). It knows these
warlock spells (3 slots) and Mystic Arcana, requiring no
material components:

Cantrips (at-will): eldritch blast, friends, mage hand,


minor illusion
1st level: armor of Agathys, arms of Hadar,
hellish rebuke
2nd level: crown of madness, hold person, suggestion
3rd level: counterspell, fear, hunger of Hadar
4th level: banishment, dimension door
5th level: dream, scrying
6th level (1/day): mass suggestion
7th level (1/day): plane shift
8th level (1/day): feeblemind

Actions
Multiattack. The Star-spawn makes two claw attacks
and one attack with its tentacles if on the ground, or four
claw attacks if flying or hovering above the ground.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one


target. Hit: 15 (2d8 + 6) slashing damage.

Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft.,


one target. Hit: 16 (2d10 + 5) psychic damage. If the
target is Medium or smaller, it is grappled (escape DC
17) and must succeed on a DC 19 Intelligence saving
throw or be stunned until this grapple ends.

Devour. Melee Weapon Attack: +12 to hit, reach 5 ft.,


one incapacitated creature grappled by the Star-spawn.
Hit: The target takes 55 (10d10) piercing damage. If this
Large aberration, chaotic evil damage reduces the target to 0 hit points, the Star-
spawn kills the target by devouring its head.
Armor Class 22 (natural armor)
Hit Points 275 (22d10 + 154) Disgorge Cloud (1/Day). The Star-spawn expels a
Speed 30 ft., fly 50 ft. seething green cloud in a 60-foot radius. The cloud
STR DEX CON INT WIS CHA spreads around corners, and that area is heavily
22 (+6) 16 (+3) 24 (+7) 20 (+5) 16 (+3) 18 (+4) obscured to creatures other than the Star-spawn. Each
creature other than the Star-spawn that ends its turn
Saving Throws Dex +9, Con +13, Wis +9, Cha +10 there must succeed on a DC 20 Constitution saving
Skills Deception +10, Insight +9, Perception +9 throw, taking 16 (3d10) poison damage, or half as much
Damage Resistances bludgeoning, piercing, and on a successful one. On a failed save, the creature also
slashing from nonmagical weapons is blinded. Once the blinded creature is no longer in the
Damage Immunities psychic cloud, it may repeat the saving throw at the end of each
Senses blindsight 10 ft., darkvision 120ft., passive of its turns, ending the effect on itself on a success. A
Perception 19 strong wind disperses the cloud, which otherwise
Languages telepathy 120 ft., understands Deep Speech disappears at the end of the Star-spawn’s next turn.
Challenge 19 (22,000 XP)

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Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 9
Mudslide (Recharges 5-6). The Mud Thing moves 5
feet into an adjacent space, even if this space is
Huge elemental, chaotic evil occupied by another creature. Each creature in the Mud
Thing’s space must make a DC 15 Dexterity saving
Armor Class 17 (natural armor) throw. On a failure, the creature takes 10 (3d6) acid
Hit Points 243 (18d12 + 126) damage also is grappled (escape DC 15). Until this
Speed 30 ft., burrow 30 ft. grapple ends, the target is restrained and unable to
STR DEX CON INT WIS CHA breathe. If the saving throw is successful, the target is
pushed out of the Mud Thing’s space.
24 (+7) 11 (+0) 24 (+7) 7 (-2) 10 (+0) 9 (-1) The Mud Thing can grapple one Large creature or up
Saving Throws Int +3, Wis +5, Cha +4 to two Medium or smaller creatures at one time. At the
Damage Resistances bludgeoning, piercing, and start of each of the Mud Thing’s turns, each target
slashing from nonmagical weapons grappled takes 10 (3d6) acid damage. A creature within
Damage Immunities acid, poison 5 feet of the Mud Thing can pull a creature or object out
Condition Immunities exhaustion, paralyzed, petrified, of it by taking an action to make a DC 15 Strength check
poisoned, unconscious and succeeding.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10 Reactions
Languages Aquan, Terran
Challenge 15 (13,000 XP) Absorb Weapon. When the Mud Thing takes damage
Death Throes. When the Mud Thing dies, it explodes, from a melee weapon attack, it can absorb the weapon
and each creature within 30 feet of it must make a DC in its sludgy mass. Freeing the weapon requires an
15 Dexterity saving throw, taking 35 (10d6) acid damage action and succeeding on a DC 15 Strength check. Only
on a failed save, or half as much on a successful one. one weapon can be absorbed at any time.

Earth Glide. The Mud Thing can burrow through Legendary Actions
nonmagical, unworked earth and stone. While doing so,
it doesn’t disturb the material it moves through. The Mud Thing can take 3 legendary actions, choosing
from the options below. Only one legendary action
Noxious Aura. At the start of each of the Mud Thing’s
option can be used at a time and only at the end of
turns, each creature within 5 feet of the Mud Thing takes
another creature’s turn. The Mud Thing regains spent
5 (1d10) poison damage and, unless it is immune to
legendary actions at the start of its turn.
poison damage, must succeed on a DC 15 Constitution
saving throw or be poisoned until the start of its next
Attack. The Mud Thing makes one slam attack.
turn. On a successful saving throw, the creature is
Burrow. The Mud Thing burrows up to half its speed
immune to being poisoned by this feature (but not to the
without provoking attacks of opportunity.
damage) for 1 hour.
Swamp Gas (Costs 2 Actions). The Mud Thing exudes
Siege Monster. The Mud Thing deals double damage to noxious swamp gas. All creatures in a 20-foot radius
objects and structures. of the Mud Thing must make a DC 15 Constitution
saving throw, taking 11 (2d10) poison damage on a
Uncontrollable. The Mud Thing has advantage on failed saving throw, or half as much on a successful
saving throws to resist being charmed or otherwise one. A creature that fails this saving throw is poisoned
controlled by spells, magic items, and magical effects. If until the end of its next turn. A creature that succeeds
a saving throw isn’t normally allowed, the Mud Thing has on this saving throw is immune to being poisoned by
a 50% chance (1-10 on a d20 roll) to resist that use of this feature (but not to the damage) for 1 hour.
the spell, item, or effect.

Actions
Multiattack. The Mud Thing makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft.,


one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Mud Ball. Ranged Weapon Attack: +5 to hit, range


30/90 ft., one target. Hit: 16 (2d8 + 7) bludgeoning
damage plus 7 (2d6) acid damage. If the target is a
Large or smaller creature, it must succeed on a DC 15
Strength saving throw or be restrained until the end of its
next turn.

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Pyroclastic Flow (Recharges 5-6). The Lava Thing
moves 5 feet into an adjacent space, even if this space
Huge elemental, chaotic evil is occupied by another creature. Each creature in the
Lava Thing’s space must make a DC 15 Dexterity
Armor Class 17 (natural armor) saving throw. On a failure, the creature takes 14 (4d6)
Hit Points 243 (18d12 + 126) fire damage also is grappled (escape DC 15). Until this
Speed 30 ft., burrow 30 ft. grapple ends, the target is restrained and unable to
STR DEX CON INT WIS CHA breathe. If the saving throw is successful, the target is
pushed out of the Lava Thing’s space.
24 (+7) 12 (+1) 24 (+7) 7 (-2) 10 (+0) 8 (-1) The Lava Thing can grapple one Large creature or
Saving Throws Int +3, Wis +5, Cha +4 up to two Medium or smaller creatures at one time. At
Damage Resistances bludgeoning, piercing, and the start of each of the Mud Thing’s turns, each target
slashing from nonmagical weapons grappled takes 14 (4d6) fire damage. A creature within
Damage Immunities fire, poison 5 feet of the Mud Thing can pull a creature or object out
Condition Immunities exhaustion, paralyzed, petrified, of it by taking an action to make a DC 15 Strength
poisoned, unconscious check and succeeding. If a grappled creature dies, its
Senses darkvision 60 ft., tremorsense 60 ft., passive body is disintegrated by heat and no longer grappled.
Perception 10
Languages Ignan, Terran Reactions
Challenge 16 (15,000 XP)
Death Throes. When the Lava Thing dies, it explodes, Absorb Weapon. When the Lava Thing takes damage
and each creature within 30 feet of it must make a DC from a melee weapon attack, it can absorb the weapon
15 Dexterity saving throw, taking 42 (12d6) fire damage in its molten mass. If the weapon is nonmagical, it is
on a failed save, or half as much on a successful one. immediately disintegrated. Freeing a magical weapon
requires an action and succeeding on a DC 15 Strength
Earth Glide. The Lava Thing can burrow through check. Only one weapon can be absorbed at any time.
nonmagical, unworked earth and stone. While doing so,
it doesn’t disturb the material it moves through. Legendary Actions
Fire Aura. At the start of each of the Lava Thing’s The Lava Thing can take 3 legendary actions, choosing
turns, each creature within 5 feet of the Lava Thing from the options below. Only one legendary action
takes 7 (2d6) fire damage, and flammable objects in the option can be used at a time and only at the end of
aura that aren’t being worn or carried ignite. A creature another creature’s turn. The Lava Thing regains spent
that touches the Lava Thing or hits it with a melee legendary actions at the start of its turn.
attack while within 5 feet of it takes 7 (2d6) fire damage.
Attack. The Lava Thing makes one slam attack.
Siege Monster. The Lava Thing deals double damage Burrow. The Lava Thing burrows up to half its speed
to objects and structures. without provoking attacks of opportunity.
Eruption (Costs 2 Actions). The Lava Thing erupts
Uncontrollable. The Lava Thing has advantage on
molten spray. All creatures in a 30-foot radius of the
saving throws to resist being charmed or otherwise
Lava Thing must make a DC 15 Dexterity saving
controlled by spells, magic items, and magical effects. If
throw, taking 14 (4d6) fire damage on a failed saving
a saving throw isn’t normally allowed, the Lava Thing
throw, or half as much as a successful one. A
has a 50% chance (1-10 on a d20 roll) to resist that use
creature that fails this saving throw also catches on
of the spell, item, or effect.
fire; until someone takes an action to douse the fire,
the creature takes 7 (2d6) fire damage at the start of
Actions each of its turns.

Multiattack. The Lava Thing makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft.,


one target. Hit: 16 (2d8 + 7) bludgeoning damage plus
7 (2d6) fire damage.

Molten Ball. Ranged Weapon Attack: +6 to hit, range


30/90 ft., one target. Hit: 16 (2d8 + 7) bludgeoning
damage plus 7 (2d6) fire damage. If the target is a
creature, it catches fire; until someone takes an action
to douse the fire, the creature takes 7 (2d6) fire damage
at the start of each of its turns.

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successful, the creature takes half the damage. A Large
or smaller creature that fails the save also is restrained
Gargantuan elemental, chaotic devil in the vortex and pulled 10 feet higher inside it. When a
creature starts its turn restrained inside the vortex, the
Armor Class 16 (natural armor) creature takes 10 (3d6) lightning damage and is pulled
Hit Points 264 (16d20 + 96) 10 feet higher inside it, to a maximum height of 60 feet.
Speed 0 ft., fly 90 ft. (hover) A restrained creature moves with the Dust Devil. A
STR DEX CON INT WIS CHA restrained creature can use an action to repeat the
saving throw. If successful, the creature is no longer
23 (+6) 15 (+2) 23 (+6) 8 (-1) 10 (+0) 8 (-1) restrained by the vortex and is hurled 3d6 x 10 feet
Saving Throws Int +5, Wis +6, Cha +5 away from it in a random direction and knocked prone.
Damage Resistances bludgeoning, piercing, and If the Dust Devil flies and no longer is in contact with
slashing from nonmagical weapons the ground, all creatures inside it immediately are no
Damage Immunities lightning, poison longer restrained and fall to the ground, unless they
Condition Immunities exhaustion, grappled, paralyzed, have some means to stay aloft. Creatures no longer
petrified, poisoned, prone, restrained, unconscious restrained, either because the Dust Devil chooses to fly
Senses darkvision 60 ft., passive Perception 10 off the ground or because they succeed on a saving
Languages Auran, Terran throw, take falling damage based on how high they were
Challenge 17 (18,000 XP) pulled inside the vortex.

Death Throes. When the Dust Devil dies, it explodes, Static Discharge (Recharges 5-6). One creature within
and each creature within 30 feet of it must make a DC 100 feet of the Dust Devil must make a DC 16 Dexterity
16 Dexterity saving throw, taking 49 (14d6) lightning saving throw, taking 49 (14d6) lighting damage on a
damage on a failed save, or half as much on a failed saving throw, or half as much on a successful one.
successful one. A creature wearing metal armor has disadvantage on
this saving throw. All creatures within 10 feet of the
Nonsolid. The Dust Devil can enter a hostile creature’s target also make this saving throw, taking 24 (7d6)
space and stop there. lightning damage on a failed save, or half as much on a
successful one.
Blinding Cloud. At the start of each of the Dust Devil’s
turns, each creature within 5 feet of it takes 7 (2d6)
lightning damage and must make a DC 16 Constitution Reactions
saving throw. On a failed saving throw, the creature is
blinded until the end of its next turn. A creature may take Gust. When a creature within 5 feet tries to make an
an action to rub the grit out of its eyes, ending the attack against the Dust Devil, the Dust Devil can use its
blinded condition on itself. A creature that touches the reaction to blast the creature with a gust of air. The
Dust Devil or hits it with a melee attack while within 5 creature must make a DC 16 Strength saving throw. On
feet of it takes 7 (2d6) lightning damage. a failed saving throw, the creature is pushed 1d6 x 10
feet away from the Dust Devil and knocked prone. If the
Siege Monster. The Dust Devil deals double damage to save is successful, the creature isn’t pushed, and its
objects and structures. attack proceeds with disadvantage.
Uncontrollable. The Dust Devil has advantage on
saving throws to resist being charmed or otherwise Legendary Actions
controlled by spells, magic items, and magical effects. If
a saving throw isn’t normally allowed, the Dust Devil has The Dust Devil can take 3 legendary actions, choosing
a 50% chance (1-10 on a d20 roll) to resist that use of from the options below. Only one legendary action
the spell, item, or effect. option can be used at a time and only at the end of
another creature’s turn. The Dust Devil regains spent
legendary actions at the start of its turn.
Actions Attack. The Dust Devil makes one shear attack.
Shear. Melee Weapon Attack: +12 to hit, reach 20 ft., Fly. The Dust Devil flies up to half its speed.
one target. Hit: 19 (3d8 + 6) bludgeoning damage plus Fling (2 Actions). One creature restrained inside the
10 (3d6) lightning damage. If the target is a Large or Dust Devil is thrown up to 60 feet away from it and
smaller creature, it also must make a DC 16 Strength knocked prone. If a thrown target strikes a solid
saving throw or be pushed back 10 feet and knocked surface, the target takes 3 (1d6) bludgeoning damage
prone. for every 10 feet it was thrown. If the target is thrown
at another creature, that creature must succeed on a
Vortex. Each creature in the Dust Devil’s space must DC 16 Dexterity saving throw or take the same
make a DC 16 Strength saving throw. On a failure, the damage and be knocked prone.
creature takes 19 (3d8 + 6) bludgeoning damage plus
10 (3d6) lightning damage. If the saving throw is

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vortex and pulled 10 feet higher inside it. When a
creature starts its turn restrained inside the vortex, the
Gargantuan elemental, chaotic evil creature takes 10 (3d6) cold damage and is pulled 10
feet higher inside it, to a maximum height of 60 feet. A
Armor Class 16 (natural armor) restrained creature moves with the Snow Devil. A
Hit Points 280 (17d20 + 102) restrained creature can use an action to repeat the
Speed 0 ft., fly 90 ft. saving throw. If successful, the creature is no longer
STR DEX CON INT WIS CHA restrained by the vortex and is hurled 3d6 x 10 feet
away from it in a random direction and knocked prone.
22 (+6) 18 (+4) 22 (+6) 8 (-1) 10 (+0) 9 (-1) If the Snow Devil flies and no longer is in contact with
Saving Throws Int +5, Wis +6, Cha +5 the ground, all creatures inside it immediately are no
Damage Resistances acid, lightning, thunder; longer restrained and fall to the ground, unless they
bludgeoning, piercing, and slashing from nonmagical have some means to stay aloft. Creatures no longer
weapons restrained, either because the Snow Devil chooses to fly
Damage Immunities cold, poison off the ground or because they succeed on a saving
Condition Immunities exhaustion, grappled, paralyzed, throw, take falling damage based on how high they were
petrified, poisoned, prone, restrained, unconscious pulled inside the vortex.
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Auran Blizzard (Recharges 5-6). All creatures inside the
Challenge 18 (20,000 XP) Snow Devil’s space or within a 20-foot radius of it must
make a DC 17 Constitution saving throw, taking 56
Death Throes. When the Snow Devil dies, it explodes, (16d6) cold damage on a failed saving throw, or half as
and each creature within 30 feet of it must make a DC much on a successful one. A creature that fails this
17 Dexterity saving throw, taking 56 (16d6) cold damage saving throw, unless it is immune to cold damage, also
on a failed save, or half as much on a successful one. has its speed reduced by half until the end of its next
turn.
Nonsolid. The Snow Devil can enter a hostile creature’s
space and stop there.
Reactions
Freezing Aura. At the start of each of the Snow Devil’s
turns, each creature within 5 feet of it takes 7 (2d6) cold Gust. When a creature within 5 feet tries to make an
damage and, unless it is immune to cold damage, the attack against the Snow Devil, the Snow Devil can use
creature’s speed is reduced by 10 feet until the end of its reaction to blast the creature with a gust of air. The
its next turn. A creature that touches the Snow Devil or creature must make a DC 17 Strength saving throw. On
hits it with a melee attack while within 5 feet of it takes 7 a failed saving throw, the creature is pushed 1d6 x 10
(2d6) cold damage. feet away from the Snow Devil and knocked prone. If
the save is successful, the creature isn’t pushed, and its
Siege Monster. The Snow Devil deals double damage attack proceeds with disadvantage.
to objects and structures.

Uncontrollable. The Snow Devil has advantage on


Legendary Actions
saving throws to resist being charmed or otherwise
The Snow Devil can take 3 legendary actions, choosing
controlled by spells, magic items, and magical effects. If
from the options below. Only one legendary action
a saving throw isn’t normally allowed, the Snow Devil
option can be used at a time and only at the end of
has a 50% chance (1-10 on a d20 roll) to resist that use
another creature’s turn. The Snow Devil regains spent
of the spell, item, or effect.
legendary actions at the start of its turn.

Actions Attack. The Snow Devil makes one shear attack.


Fly. The Snow Devil flies up to half its speed.
Shear. Melee Weapon Attack: +12 to hit, reach 20 ft., Fling (2 Actions). One creature restrained inside the
one target. Hit: 19 (3d8 + 6) bludgeoning damage plus Snow Devil is thrown up to 60 feet away from it and
10 (3d6) cold damage. If the target is a Large or smaller knocked prone. If a thrown target strikes a solid
creature, it also must make a DC 17 Strength saving surface, the target takes 3 (1d6) bludgeoning damage
throw or be pushed back 10 feet and knocked prone. for every 10 feet it was thrown. If the target is thrown
at another creature, that creature must succeed on a
Vortex. Each creature in the Snow Devil’s space must DC 17 Dexterity saving throw or take the same
make a DC 17 Strength saving throw. On a failure, the damage and be knocked prone.
creature takes 19 (3d8 + 6) bludgeoning damage plus
10 (3d6) cold damage. If the saving throw is successful,
the creature takes half the damage. A Large or smaller
creature that fails the save also is restrained in the

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has disadvantage on its next attack roll or ability or skill
check before the end of its next turn.
Gargantuan elemental, chaotic evil
Armor Class 15 (natural armor)
Reactions
Hit Points 297 (18d20 + 108)
Billow. When a creature within 5 feet tries to make an
Speed 50 ft. (can move over water)
attack against the Steam Devil, the Steam Devil can use
STR DEX CON INT WIS CHA its reaction to blast the creature with billowing hot vapor.
20 (+5) 17 (+3) 23 (+6) 8 (-1) 10 (+0) 10 (+0) The creature must make a DC 18 Constitution saving
throw. On a failed saving throw, the creature takes 10
Saving Throws Int +5, Wis +6, Cha +5 (3d6) fire damage and is blinded until the end of its next
Damage Resistances bludgeoning, piercing, and turn. If the save is successful, the creature takes half the
slashing from nonmagical weapons damage, and its attack proceeds with disadvantage.
Damage Immunities acid, fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Legendary Actions
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, Ignan The Steam Devil can take 3 legendary actions, choosing
Challenge 19 (22,000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Death Throes. When the Steam Devil dies, it explodes, another creature’s turn. The Steam Devil regains spent
and each creature within 30 feet of it must make a DC legendary actions at the start of its turn.
18 Dexterity saving throw, taking 63 (18d6) fire damage
on a failed save, or half as much on a successful one. Attack. The Steam Devil makes one slam attack.
Leap. The Steam Devil moves up to half its speed
Nonsolid. The Steam Devil can enter a hostile without provoking attacks of opportunity.
creature’s space and stop there. Boiling Cloud (Costs 2 Actions). The Steam Devil
erupts boiling-hot vapor. All creatures inside the
Searing Aura. At the start of each of the Steam Devil’s Steam Devil’s space or within a 20-foot radius of it
turns, each creature within 5 feet of it takes 10 (3d6) fire must make a DC 18 Constitution saving throw, taking
damage and, unless it is immune to fire damage, has 21 (6d6) fire damage on a failed saving throw, or half
disadvantage on its next attack roll or ability or skill as much as a successful one. A creature that fails this
check before the end of its next turn. A creature that saving throw, unless it is immune to fire damage, also
touches the Steam Devil or hits it with a melee attack has disadvantage on its next attack roll or ability or
while within 5 feet of it takes 10 (3d6) fire damage. skill check before the end of its next turn.

Siege Monster. The Steam Devil deals double damage


to objects and structures.

Uncontrollable. The Steam Devil has advantage on


saving throws to resist being charmed or otherwise
controlled by spells, magic items, and magical effects. If
a saving throw isn’t normally allowed, the Steam Devil
has a 50% chance (1-10 on a d20 roll) to resist that use
of the spell, item, or effect.

Actions
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage plus
14 (4d6) fire damage. If the target is a creature, unless it
is immune to fire damage, it also has disadvantage on
its next attack roll or ability or skill check before the end
of its next turn.

Scalding Spray (Recharges 5-6). The Steam Devil


erupts scaling spray in 60-foot cone. Each creature in
that area must make a DC 18 Dexterity saving throw,
taking 63 (18d6) fire damage on a failed save, or half as
much on a successful one. A creature that fails this
saving throw, unless it is immune to fire damage, also

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a creature, it catches fire; until someone takes an action
to douse the fire, the creature takes 7 (2d6) fire damage
Gargantuan elemental, chaotic evil at the start of each of its turns.

Armor Class 15 Firefall (Recharges 5-6). The Firestorm rains down


Hit Points 310 (20d20 + 100) sheets of flame in a cylinder 30 feet wide and as much
Speed 0 ft., fly 90 ft. (hover) as 90 feet high that is centered directly underneath it.
STR DEX CON INT WIS CHA Each creature in that area must make a DC 19 Dexterity
saving throw, taking 70 (20d6) fire damage on a failed
18 (+4) 20 (+5) 21 (+5) 8 (-1) 10 (+0) 9 (-1) saving throw, or half as much on a successful one. A
Saving Throws Int +5, Wis +6, Cha +5 creature that fails this saving throw also catches on fire;
Damage Resistances lightning, thunder; bludgeoning, until someone takes an action to douse the fire, the
piercing, and slashing from nonmagical weapons creature takes 7 (2d6) fire damage at the start of each of
Damage Immunities fire, poison its turns.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Reactions
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Ignan Gust. When a creature within 5 feet tries to make an
Challenge 20 (25,000 XP) attack against the Firestorm, the Firestorm can use its
Death Throes. When the Firestorm dies, it explodes, reaction to blast the creature with a gust of air. The
and each creature within 30 feet of it must make a DC creature must make a DC 19 Strength saving throw. On
19 Dexterity saving throw, taking 70 (20d6) fire damage a failed saving throw, the creature is pushed 1d6 x 10
on a failed save, or half as much on a successful one. feet away from the Firestorm and knocked prone. If the
save is successful, the creature isn’t pushed, and its
Nonsolid. The Firestorm can enter a hostile creature’s attack proceeds with disadvantage.
space and stop there.
Legendary Actions
Scorching Aura. At the start of each of the Firestorm’s
turns, each creature within 5 feet of it takes 10 (3d6) fire The Firestorm can take 3 legendary actions, choosing
damage and, unless it is immune to fire damage, has from the options below. Only one legendary action
disadvantage on its next attack roll or ability or skill option can be used at a time and only at the end of
check before the end of its next turn. Also, flammable another creature’s turn. The Firestorm regains spent
objects in the aura that aren’t being worn or carried legendary actions at the start of its turn.
ignite. A creature that touches the Firestorm or hits it
with a melee attack while within 5 feet of it takes 10 Attack. The Firestorm makes one shear or stream
(3d6) fire damage. attack.
Fly. The Firestorm flies up to half its speed.
Siege Monster. The Firestorm deals double damage to Inferno (Costs 2 Actions). The Firestorm innately casts
objects and structures. the spell incendiary cloud. Its saving throw DC is 19.
This action cannot be use again until the spell ends.
Uncontrollable. The Firestorm has advantage on
saving throws to resist being charmed or otherwise
controlled by spells, magic items, and magical effects. If
a saving throw isn’t normally allowed, the Firestorm has
a 50% chance (1-10 on a d20 roll) to resist that use of
the spell, item, or effect.

Actions
Multiattack. The Firestorm makes one shear attack and
one stream attack.

Shear. Melee Weapon Attack: +10 to hit, reach 20 ft.,


one target. Hit: 17 (3d8 + 4) bludgeoning damage plus
14 (4d6) fire damage. If the target is a Large or smaller
creature, it also must make a DC 19 Strength saving
throw or be pushed back 10 feet and knocked prone.

Stream. Melee Weapon Attack: +11 to hit, reach 60 ft.,


one target. Hit: 19 (4d6 + 5) fire damage. If the target is

Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 15
Eternal Essence. The apocalypse horse’s hit point
maximum equals the maximum value of its Hit Dice +
Constitution bonus, not the Average HP per Die. When
the horse’s body dies, it fades back to Hades.

Freedom. The apocalypse horse’s movement is


unaffected by difficult terrain, and spells and other
magical effects can neither reduced its speed nor cause
it to be paralyzed or restrained. The horse can also
spend 5 feet of movement to automatically escape from
nonmagical restraints or a creature that has it grappled.

Regeneration. The apocalypse horse regains 20 hit


points at the start of its turn. If the horse takes radiant
damage, this trait doesn’t function at the start of the
horse’s next turn. The horse’s body is destroyed only if
it starts its turn with 0 hit points and doesn’t regenerate.

Actions
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage plus
18 (4d8) necrotic damage.

Plane Shift (Recharges 5-6). The horse and its rider


enter the Nine Hells, Gehenna, Hades, Carceri, or the
Abyss from the Material Plane, or vice versa.

Reactions
Avoidance. When the horse takes damage from an
attack or area effect, it can use its reaction to halve the
amount of damage taken.

Large fiend, neutral evil


Armor Class 19 (natural armor)
Hit Points 240 (16d10 + 80)
Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 13 (+1) 15 (+2) 17 (+3)
Damage Resistances cold, fire, poison, psychic 
Damage Immunities necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed, poisoned
Senses truesight 60 ft., passive Perception 12
Languages Abyssal, Infernal (can’t speak) 
Challenge 15 (13,000 XP)

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Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 17
Flame Spear (Recharges 4-6). A spear of magical
flame appears in the horseman’s hand. The horseman
Large fiend (titan), neutral evil makes a Charisma-based ranged spell attack (+15 to
hit, range 30/120 ft.) against one target it can see. The
Armor Class 21 (+3 plate armor) target takes 45 (10d8) fire damage on a hit. Whether
Hit Points 442 (26d10 + 182) the flame spear hits or misses, the target and each
Speed 30 ft. other creature within 10 feet of it must make a DC 21
STR DEX CON INT WIS CHA Dexterity saving throw, taking 28 (8d6) fire damage on
a failed save, or half as much damage on a successful
27 (+8) 15 (+2) 25 (+7) 21 (+5) 21 (+5) 25 (+7) one.
Saving Throws Int +13, Wis +13, Cha +15
Skills Insight +13, Perception +13 Reactions
Damage Resistances fire, necrotic
Damage Immunities poison; bludgeoning, piercing, Parry. The horseman adds 8 to its AC against one
and slashing from nonmagical weapons melee attack that would hit it. To do so, the horseman
Condition Immunities charmed, poisoned must see the attacker and be wielding a melee weapon.
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP) Legendary Actions
Eternal Essence. The apocalypse horseman’s hit point The horseman can take 3 legendary actions, choosing
maximum equals the maximum value of its Hit Dice + from the options below. Only one legendary action
Constitution bonus, not the Average HP per Die. When option can be used at a time and only at the end of
the horseman’s body dies, it fades back to Hades. another creature’s turn. The horseman regains spent
legendary actions at the start of its turn.
Apocalypse Weapons. The horseman’s weapon
attacks are magical. When the horseman hits with any Attack. The horseman makes one greatsword attack.
weapon, the weapon deals an extra 4d8 necrotic Charge (Costs 2 Actions). If the horseman is
damage (included in the attack). mounted, rider and mount move half the horse’s
speed on the ground without provoking opportunity
Aura of Dread. Each creature within 120 feet of the attacks. After moving, the horseman may make one
horseman that can see it is gripped with dread. At the greatsword attack with advantage.
start of its turn, the creature must make a DC 20 Bladestorm (Costs 3 Actions). The horseman’s
Wisdom saving throw or be paralyzed by fear. greatsword flies in a wide circular arc, striking every
Creatures immune to being frightened are immune to foe in its path. Each creature the horseman chooses
this effect. At the start of each of the creature’s turns, it within 30 feet of its space must make a DC 21
may repeat the saving throw, ending the paralyzed Dexterity saving throw. On a failed save, the creature
condition on itself on a success. If a creature’s saving takes 33 (6d10) slashing damage. On a successful
throw is successful, the creature is immune to the save, the creature takes half as much.
horseman’s Aura of Dread for the next 24 hours.

Legendary Resistance (3/Day). If the horseman fails a


saving throw, it can choose to succeed instead.

Regeneration. The horseman regains 30 hit points at


the start of its turn. If the horseman takes radiant
damage, this trait doesn’t function at the start of the
horseman’s next turn. The horseman’s body is
destroyed only if it starts its turn with 0 hit points and
doesn’t regenerate.

Actions
Multiattack. The horseman makes four attacks with its
greatsword.

Greatsword. Melee Weapon Attack: +16 to hit, reach 5


ft., one target. Hit: 15 (2d6 + 8) slashing damage plus
18 (4d8) necrotic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 18
Actions
Large fiend (titan), neutral evil Life Drain. Melee Weapon Attack: +15 to hit, reach 5
Armor Class 21 (+3 plate armor) ft., one target. Hit: 43 (8d8 + 7) necrotic damage. The
Hit Points 486 (27d10 + 216) target must succeed on a DC 21 Constitution saving
Speed 30 ft. throw or its hit point maximum is reduced by an amount
equal to the damage taken. This reduction lasts until
STR DEX CON INT WIS CHA the target finishes a long rest. The target dies if this
25 (+7) 15 (+2) 27 (+8) 25 (+7) 21 (+5) 21 (+5) effect reduces its hit point maximum to 0.
Saving Throws Int +15, Wis +13, Cha +13
Skills Insight +13, Perception +13 Reactions
Damage Resistances necrotic, psychic
Damage Immunities poison; bludgeoning, piercing, Shield. The horseman innately casts shield. No spell
and slashing from nonmagical weapons slot is required or used in casting this spell.
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 23 Legendary Actions
Languages all, telepathy 120 ft.
Challenge 27 (105,000 XP) The horseman can take 3 legendary actions, choosing
Eternal Essence. The apocalypse horseman’s hit point from the options below. Only one legendary action
maximum equals the maximum total of its Hit Dice + option can be used at a time and only at the end of
Constitution bonus, not the Average HP per Die. When another creature’s turn. The horseman regains spent
the horseman’s body dies, it fades back to Hades. legendary actions at the start of its turn.

Apocalypse Weapons. The horseman’s weapon Attack. The horseman makes one melee attack.
attacks are magical. When the horseman hits with any Flight (Costs 2 Actions). If the horseman is mounted,
weapon, the weapon deals an extra 4d8 necrotic rider and mount move half the horse’s fly speed
damage (included in the attack). without provoking opportunity attacks. Attack rolls
against horseman or mount have disadvantage until
Aura of Dread. Each creature within 120 feet of the the start of the horseman’s next turn.
horseman that can see it is gripped with dread. At the Hunger Pangs (Costs 3 Actions). The horseman grips
start of its turn, the creature must make a DC 20 living creatures with the pain of starvation. Each
Wisdom saving throw or be paralyzed by fear. creature the horseman chooses within 30 feet of its
Creatures immune to being frightened are immune to space must make a DC 21 Wisdom saving throw. On
this effect. At the start of each of the creature’s turns, it the failed save the target takes 22 (4d10) psychic
may repeat the saving throw, ending the paralyzed damage and is stunned until the end of its next turn.
condition on itself on a success. If a creature’s saving On a successful save, the target takes half as much
throw is successful, the creature is immune to the damage and isn’t stunned. Creatures that don’t need
horseman’s Aura of Dread for the next 24 hours. food or drink are immune to this feature.
Legendary Resistance (3/Day). If the horseman fails a
saving throw, it can choose to succeed instead.

Regeneration. The horseman regains 30 hit points at


the start of its turn. If the horseman takes radiant
damage, this trait doesn’t function at the start of the
horseman’s next turn. The horseman’s body is
destroyed only if it starts its turn with 0 hit points and
doesn’t regenerate.

Innate Spellcasting. The horseman’s innate


spellcasting ability is Charisma (spell save DC 21, +13
to hit with spell attacks). The horseman can innately
cast the following spells, requiring no material
components:

At will: bane, detect evil and good, ray of sickness,


detect thoughts, ray of enfeeblement
3/day each: counterspell, fear, confusion,
phantasmal killer, dominate person
1/day each: eyebite, circle of death, divine word,
power word stun, power word kill

Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 19
Plague Touch. Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 41 (8d8 + 5) necrotic damage. If
Large fiend (titan), neutral evil the target is a creature, it must succeed on a DC 21
Constitution saving throw or become diseased with
Armor Class 21 (+3 plate armor) plague. Until the disease is cured, the target can’t
Hit Points 504 (28d10 + 224) regain hit points by any means, and the target’s hit
Speed 30 ft. point maximum decreases by 4 (1d8) at the end of each
STR DEX CON INT WIS CHA of its turns. If the target’s hit point maximum drops to 0
as a result of this disease, the target dies. If this
20 (+5) 25 (+7) 27 (+8) 21 (+5) 25 (+7) 21 (+5) disease is magically cured, the creature is immune to
Saving Throws Int +13, Wis +15, Cha +13 being diseased by the horseman (though not to the
Skills Insight +15, Perception +15 necrotic damage) for the next 24 hours.
Damage Resistances cold, necrotic
Damage Immunities poison; bludgeoning, piercing, Reactions
and slashing from nonmagical weapons
Condition Immunities charmed, poisoned Uncanny Dodge. When an attacker that the horseman
Senses truesight 120 ft., passive Perception 25 can see hits it with an attack, the horseman can use its
Languages all, telepathy 120 ft. reaction to halve the attack’s damage against it.
Challenge 28 (120,000 XP)
Eternal Essence. The apocalypse horseman’s hit point Legendary Actions
maximum equals the maximum total of its Hit Dice +
Constitution bonus, not the Average HP per Die. When The horseman can take 3 legendary actions, choosing
the horseman’s body dies, it fades back to Hades. from the options below. Only one legendary action
option can be used at a time and only at the end of
Apocalypse Weapons. The horseman’s weapon another creature’s turn. The horseman regains spent
attacks are magical. When the horseman hits with any legendary actions at the start of its turn.
weapon, the weapon deals an extra 4d8 necrotic
damage (included in the attack). Attack. The horseman makes one melee attack.
Harry (Costs 2 Actions). If the horseman is mounted,
Aura of Dread. Each creature within 120 feet of the rider and mount move half the horse’s fly speed
horseman that can see it is gripped with dread. At the without provoking opportunity attacks. After moving,
start of its turn, the creature must make a DC 20 the horseman may make one greatbow attack with
Wisdom saving throw or be paralyzed by fear. advantage.
Creatures immune to being frightened are immune to Spread Plague (Costs 3 Actions). The horseman
this effect. At the start of each of the creature’s turns, it exudes plague. Each creature the horseman chooses
may repeat the saving throw, ending the paralyzed within 30 feet of its space must succeed on a DC 21
condition on itself on a success. If a creature’s saving Constitution saving throw or become diseased with
throw is successful, the creature is immune to the plague. Until the disease is cured, the target can’t
horseman’s Aura of Dread for the next 24 hours. regain hit points by any means, and the target’s hit
point maximum decreases by 4 (1d8) at the end of
Legendary Resistance (3/Day). If the horseman fails a each of its turns. If the target’s hit point maximum
saving throw, it can choose to succeed instead. drops to 0 as a result of this disease, the target dies.
If this disease is magically cured, the creature is
Regeneration. The horseman regains 30 hit points at immune to being diseased by the horseman for the
the start of its turn. If the horseman takes radiant next 24 hours.
damage, this trait doesn’t function at the start of the
horseman’s next turn. The horseman’s body is
destroyed only if it starts its turn with 0 hit points and
doesn’t regenerate.

Actions
Multiattack. The horseman makes four attacks with its
greatbow.

Greatbow. Ranged Weapon Attack: +15 to hit, range


150/600 ft., one target. Hit: 12 (1d10 + 7) piercing
damage plus 18 (4d8) necrotic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 20
Finger of Death (Recharges 4-6). The horseman
innately casts finger of death, with Charisma as its
Large fiend (titan), neutral evil spellcasting ability. One creature the horseman can see
within 60 feet must make a DC 22 Constitution saving
Armor Class 21 (natural armor) throw. It takes 61 (7d8 + 30) necrotic damage on a
Hit Points 551 (29d10 + 261) failed save, or half as much on a successful one.
Speed 30 ft. A humanoid killed by this spell rises at the start of the
STR DEX CON INT WIS CHA horseman’s next turn as a zombie permanently under
the horseman’s command, following its verbal orders to
29 (+9) 25 (+7) 29 (+9) 25 (+7) 25 (+7) 21 (+5) the best of its ability.
Saving Throws Int +16, Wis +16, Cha +14
Skills Insight +16, Perception +16 Reactions
Damage Resistances cold, fire, psychic
Damage Immunities necrotic, poison; bludgeoning, Parry. The horseman adds 9 to its AC against one
piercing, and slashing from nonmagical weapons melee attack that would hit it. To do so, the horseman
Condition Immunities charmed, poisoned must see the attacker and be wielding a melee weapon.
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft. Shield. The horseman innately casts shield. No spell
Challenge 29 (135,000 XP) slot is required or used in casting this spell.
Eternal Essence. The apocalypse horseman’s hit point
maximum equals the maximum total of its Hit Dice + Uncanny Dodge. When an attacker that the horseman
Constitution bonus, not the Average HP per Die. When can see hits it with an attack, the horseman can use its
the horseman’s body dies, it fades back to Hades. reaction to halve the attack’s damage against it.

Apocalypse Weapons. The horseman’s weapon Legendary Actions


attacks are magical. When the horseman hits with any
weapon, the weapon deals an extra 4d8 necrotic The horseman can take 3 legendary actions, choosing
damage (included in the attack). from the options below. Only one legendary action
option can be used at a time and only at the end of
Aura of Dread. Each creature within 120 feet of the another creature’s turn. The horseman regains spent
horseman that can see it is gripped with dread. At the legendary actions at the start of its turn.
start of its turn, the creature must make a DC 20
Wisdom saving throw or be paralyzed by fear. Attack. The horseman makes one scythe attack.
Creatures immune to being frightened are immune to Charge (Costs 2 Actions). If the horseman is
this effect. At the start of each of the creature’s turns, it mounted, rider and mount move half the horse’s
may repeat the saving throw, ending the paralyzed speed on the ground without provoking opportunity
condition on itself on a success. If a creature’s saving attacks. After moving, the horseman may make one
throw is successful, the creature is immune to the scythe attack with advantage.
horseman’s Aura of Dread for the next 24 hours. Reap Souls (Costs 3 Actions). The horseman
unleashes a wave of death-dealing energy. Each
Legendary Resistance (3/Day). If the horseman fails a creature the horseman chooses in a 30-foot cone
saving throw, it can choose to succeed instead. must make a DC 22 Dexterity saving throw, taking 33
(6d10) necrotic energy on a failed saving throw, or
Regeneration. The horseman regains 30 hit points at half as much on a successful one. The creature’s hit
the start of its turn. If the horseman takes radiant point maximum is reduced by an amount equal to half
damage, this trait doesn’t function at the start of the the damage taken. This reduction lasts until the
horseman’s next turn. The horseman’s body is target finishes a long rest. The target dies if this effect
destroyed only if it starts its turn with 0 hit points and reduces its hit point maximum to 0, and its soul is
doesn’t regenerate. sent to languish in Hades.

Actions
Multiattack. The horseman makes four attacks with its
scythe.

Scythe. Melee Weapon Attack: +18 to hit, reach 10 ft.,


one target. Hit: 15 (1d12 + 9) slashing damage plus 18
(4d8) necrotic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . EPIC MONSTER EXPANSION 21

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