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Divok’s Pamphlet of Epic Mini-Boss

Monsters
Aren’t you tired of using that same old Gnoll?

Epic Monsters are a variety that fall just short of Legendary status. They aren’t quite as powerful, but use
similar mechanics to keep combat interesting even outside of your BBEG. These mostly take the form of
monsters that you will see out in your campaign, that have become stronger than normal, allowing you to
slot these beasts into almost any campaign.

by Divok

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Includes Artwork from the following Artists - Nathanaël Roux; Brian Vander Veen;
How They Work
down to make use of the Epic Mini-Boss regardless of your
PC’s level.

“Mankind are the most legendary monsters I’ve ever


Always Outnumbered
encountered. I guess I’ll have to demote these powerful Giving your players a challenging single creature to fight is
beasts to epic status.” never easy. This is due to the way the action economy
—Koisk, Personal Journal works. For each player, they get an Action, Bonus Action,
Movement, Special Actions and Reaction. A singular monster
that is not Epic or Legendary only gets one set of these.
Epic Actions This is not a big problem against small groups of players,
These are weaker legendary actions that are designed to but in larger groups you are forced to give your monster
keep combat interesting and flowing despite the Epic Mini- devastating one-hit-kill potential attacks just to balance the
Boss usually being outnumbered. fight.
Epic actions let you have at least two attacks throughout
the round, and you can choose when one of those happens.
Stronger With Time As a result you can give your players an engaging, fun, and
Epic actions can be used once per round, after an enemy’s challenging fight, without always being in danger of a TPK.
turn, much like Legendary actions. The key differences being
Epic actions are in a locked order as they start of weaker and
typically grow to scale the battle and raise tensions.
On To The Monsters!
This was largely inspired by the work of Matt Colville and I have shared each of my monsters on dndbeyond too. Click
his Action Oriented Combat, only it has been developed so the Monster's title and it will take you to their stats on the
as to allow you to use these monsters on a more regular site.
basis.
Just remember you can always edit my monsters slightly to
best fit your setting. They were developed in a Forgotten
Example: The Banshee of Belnatow Realms campaign, but have been designed so as to be easily
Lady Belnatow was beautiful… before. moulded into anything!

Epic Action 1: Draining Touch The monsters included in this pamphlet are:
Once during the first round of combat the Banshee of  CR3 Dream Eater
Belnatow can perform a regular melee attack, but heals for
half of the damage done  CR8 Corrupted Knight
 CR9 Goblin-Mounted Treant
Epic Action 2: Draining Reach
Once during the second round of combat the Banshee of  CR7 Epic Summoner
Belnatow can make a melee attack against 2 simultaneous  CR5 Dominated Lamia
targets, within 10 feet of her, and heals for half of the
damage done  CR9 The Great Kappa
 CR4 Epic Jumping Spider
Epic Action 3: Consuming Touch
Once during the third round of combat the Banshee of  CR12 Epic Kitty Cat
Belnatow forces one melee target to make a constitution
 CR14 Petrampine
saving throw. On a failure they drop to 0 hit points and the
Banshee heals for 2d6 points. On a success the target takes
3d6 poison damage and the Banshee heals for half of the
damage done.

I omitted much of the actual figures from the example as the This is the point where you flip to the next page…
numbers are not the focus here. In fact with many of the
monsters in this pamphlet you can scale their numbers up or
Epic Action 1: Terrorize. The Dream Eater
Dream Eater emits nightmarish visions on any number of
Medium aberration, any evil alignment
targets within 20 ft. Each target must succeed
on a DC 14 wisdom saving throw or submit to
Armor Class 15 their nightmares. If the target fails they are now
Hit Points 50 (8d10 + 10) considered frightened.
Speed 30ft
Epic Action 2: Dream Feast. The dream eater
STR DEX CON INT WIS CHA can wake any target affected by Terrorize
12 (+1) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 6 (-2) removing the frightened condition from them.
At the same time, restore 1d8 hit points for each
terrorized target freed and deal 1d8 psychic
Saving Throws CON +5, WIS +6 damage to each of those targets.
Damage Resistances Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks Epic Action 3: Dream Reader. The dream eater,
Condition Immunities Charmed, Frightened, having feasted on yet more dreams, becomes
Restrained better at reading them. All damage it deals is
Senses Passive Perception 16 increased by 1, and any wisdom saves against it
Languages All will now be made at disadvantage. You may
Challenge 3 (700 XP) start the Epic Actions again next round

Actions
Multiattack. The Dream Eater can make 2 claw
attacks

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


one target. Hit: 6 (1d12) psychic damage.

Dream Walk (Recharge 5-6). The dream eater


magically teleports up to 40 feet to an
unoccupied space it can see, and then make a
Claw attack.

Epic Actions
You may take one epic action per round of
combat at the end of an enemy's turn. They
must be used in the order given.
Corrupted Knight Epic Actions
Medium Humanoid, lawful evil
Swap Balor. As a bonus action flip the
Armor Class 18 (Plate) greatsword activating the other set of runes.
Hit Points 91 (14d8 + 28) This changes the blade from Cold Damage,
Speed 30ft Balor's left hand, to Fire damage, Balor's right
hand, or visa-versa.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2)
Epic Actions
You may take one epic action per round of
Saving Throws CON +5, INT +5, WIS +5 combat at the end of an enemy's turn. They
Senses Passive Perception 12 must be used in the order given.
Languages Common, Infernal
Challenge 8 (3900 XP) Epic Action 1: Perthro. A spikey Capital E
without middle dash. Any blood on the blade
seeps into this rune and into the blade creating
a red glow from the hole. Set one ally on fire,
granting them 1d6 fire damage to anyone
Spells ending their turn next to them, and restoring
2d6 health at the start of their turn.
Innate Spellcasting (Infernal). The knight’s
innate spellcasting ability is Intelligence (spell Epic Action 2: Raido. A Capital R using straight
save DC 14, +6 to hit with spell attacks). It can lines only. Any blood on the blade seeps into
innately cast the following spells, requiring no this rune and into the blade creating a blue glow
components: from the hole. Imbue every ally's weapon within
30 feet with an extra 1d6 cold damage as all
weapons begin to glow a frosty blue.
3/day each: jump, misty step, nondetection (self
only), tongues
Epic Action 3: Xye. An X with 3 vertical lines,
1/day each: plane shift, telekinesis one at either end, one in the middle. Any blood
on the blade seeps into this rune and into the
blade creating a dark purple glow from the hole.
The sword gains sentience, the will of Balor
Actions overtakes the blade. It gets its own initiative,
30ft movement, AC 16, and the saving throws
for a Balor. The Knight is now left with spells
Multiattack. The knight makes two greatsword
alone.
attacks with his flaming blade, 3 runes carved
out of it glow intermittently.

Balor's Greatsword. Melee Weapon Attack: +9 to


hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
slashing damage plus 10 (3d6) fire damage if
you are in fire mode or 10 (3d6) cold damage if
you are in ice mode. This is a magic weapon
attack.
Bonus Actions
Goblin-Mounted Treant
Huge Plant (goblinoid), Chaotic Evil Goblin Shot. Ranged Weapon Attack: +10 to hit,
range 60/180 ft., one target. Hit: 4 (1d6 + 1)
Armor Class 14 (Treant Natural Armor) piercing damage.
Hit Points 138 (12d12 + 60)
Speed 40ft Epic Actions
You may take one epic action per round of
STR DEX CON INT WIS CHA
combat at the end of an enemy's turn. They
23 (+6) 8 (-1) 21 (+5) 8 (-1) 14 (+2) 12 (+1)
must be used in the order given.

Damage Vulnerabilities Fire Epic Action 1: Entangle. The Treant punches


Damage Resistances Bludgeoning, Piercing the ground, sending out vines and breaking the
Senses Passive Perception 13 earth between it and its target. The target makes
Languages Druidic, Sylvan, Goblin a DEX 15. On a success there is no effect, on a
fail they are grappled.
Challenge 9 (5000 XP)
Epic Action 2: Mass Entangle. During round 2
repeat Epic Action 1, only target up to 5
creatures.
False Appearance. While the treant and goblin
remain motionless, it is indistinguishable from Epic Action 3: Enraged Leap. During round 3,
a normal tree. the goblin riding the Treant becomes desperate
and pokes the Treant with fire. This enrages it,
and it leaps up to 60ft punching one target near
Siege Monster. The treant deals double damage its landing spot into the ground.
to objects and structures. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 6) bludgeoning damage.
Under Control. While the Goblin is mounted, The target makes a STR 15 saving throw. On a
the Treant does as it wishes. Without the Goblin, success there is no further effect. On a failure
the Treant goes into a wild rage, acting they are knocked prone.
randomly. If the party try to hit the Goblin only,
its an AC20, anything between 14-20 hits the
Treant instead.

Actions

Multiattack. The treant makes two bludgeon


attacks with its makeshift metal and wood
weapon.

Bludgeon. Melee Weapon Attack: +10 to hit,


reach 5 ft., one target. Hit: 16 (3d6 + 6)
bludgeoning damage.
Epic Summoner Epic Actions
Medium Humanoid, any evil alignment
You may take one epic action per round of
Armor Class 15 (Leather) combat at the end of an enemy's turn. They
Hit Points 56 (9d8 + 7) must be used in the order given.
Speed 30ft
Epic Action 1: Daggaz Rune. Mark on a surface
the Daggaz Rune. It looks like two parallel lines
STR DEX CON INT WIS CHA with a cross connecting them. The rune burns
9 (-1) 12 (+1) 14 (+2) 11 (+0) 12 (+1) 17 (+3) red when finished, and makes a duplicate
underneath one target within 60ft. DEX Save 12
dealing 3d6 fire damage. On a successful save
Saving Throws CON +5, INT +3, CHA +6 take half damage. As a gout of flame bursts up
Skills Arcana +6, History +6 from the copy of the rune.
Senses Passive Perception 12
Languages Common + Any 3 Languages Epic Action 2: Algiz Rune. Mark on a surface
Challenge 7 (2900 XP) the Algiz Rune. It looks like a Y but with the
central line continuing upwards. The rune burns
white when finished, and makes a duplicate
underneath one target within 60ft. DEX Save 12
Spells dealing 3d6 cold damage. On a successful save
take half damage. As a geyser of icy wind bursts
up from the copy of the rune.
Innate Spellcasting (Infernal). The summoner is
a 9th-level spellcaster. Its spellcasting ability is Epic Action 3: Uruz Rune. Mark on a surface
Charisma (spell save DC 13, +5 to hit with spell the Uruz Rune. It looks like a strange lower-case
attacks). The summoner has the following N. The rune bubbles purple when finished, and
wizard spells prepared: makes a duplicate underneath one target within
60ft. DEX Save 12 dealing 2d6 necrotic
Cantrips (at will): eldritch blast, light, mage damage. On a successful save take half damage.
hand, message As a funnel of dark energy bursts up from
underneath.
1st level (4 slots): detect magic, mage armor,
magic missile, shield Epic Action 4: The Summoning. The Epic
Summoner begins chanting, and floats high into
2nd level (3 slots): misty step, enthrall the air, to the central point between the runes.
They slice open their hand and digs a finger
3rd level (3 slots): counterspell, fireball, into midair. They then begin pulling open the
vampiric touch very fabric of reality, revealing a dark, burning
red visage awaiting just behind it. As each
4th level (3 slots): blight, dimension door player ends their turn, the Epic Summoner will
pull it open further, revealing more of the Balor
5th level (1 slot): scrying (CR 19) they are summoning. After 5 turns
including the Epic Summoner's own turn,
which they cannot use, the Balor is summoned
Actions through the rift.

Dagger. Melee or Ranged Weapon Attack: +5 to


hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Dagger. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 4)
Dominated Lamia piercing damage.
Medium Humanoid, alignment
Epic Actions
Armor Class 13 (Natural Armor)
Hit Points 97 (13d10 + 26)
You may take one epic action per round of
Speed 30ft
combat at the end of an enemy's turn. They
must be used in the order given.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 12 (+1) 8 (-1) 18 (+4) Epic Action 1: Intoxicating Curse. Melee
Spell Attack: +5 to hit, reach 5 ft., one
creature. Hit: The target is magically cursed
Skills Stealth +3 for 1 hour. Until the curse ends, the target
Damage Resistances Psychic has disadvantage on Wisdom saving throws
Senses Darkvision 60ft., Passive Perception and all ability checks.
12
Languages Abyssal, Common Epic Action 2: Mirage Curse. Melee Spell
Challenge 5 (1800 XP) Attack: +5 to hit, reach 5 ft., one creature.
Hit: The target is magically cursed for 1
hour. Until the curse ends, the target has
disadvantage on any targeted ability and
anything considering them as a target is at
advantage, as they see a mirage double of
Spells everything.

Innate Spellcasting. The Dominated Lamia's Epic Action 3: Sacrificial Curse. The
innate spellcasting ability is Charisma (spell Dominated Lamia claws out both of its eyes,
save DC 14). It can innately cast the dealing 9 (1d10 + 4) slashing damage to
following spells, requiring no material itself and making it blinded. All target
components. creatures within 60ft must make a Wisdom
save against it's new DC of 18. On a
At will: major image success, they is no effect. On a failure they
must strike themselves with the strongest
3/day each: dissonant whispers, fear, melee weapon they have, guaranteeing a
hunter's mark hit.

1/day: telepathic bond

Actions

Multiattack. The lamia makes two attacks:


one with its claws and one with its dagger.

Claws. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 14 (2d10 + 4)
slashing damage.
Epic Actions
The Great Kappa
Huge Beast, unaligned You may take one epic action per round of
combat at the end of an enemy's turn. They
Armor Class 13 (Natural Armor) must be used in the order given.
Hit Points 127 (15d12 + 30)
Speed 40ft. swim 40ft. Epic Action 1: Deashi. Wanting to get into
hand-to-hand combat as quickly as possible,
the sumo expert Kappa rushes at its foe.
STR DEX CON INT WIS CHA
Move up to 40ft towards a target. You had
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2) advantage on opportunity attacks for the
round against that target.
Skills Athletics +9, Perception +4
Epic Action 2: Kachi-age. Move up to 20ft
Senses Passive Perception 14
towards a target. Make a single claw attack
Languages Common as the Kappa strikes upwards against the
Challenge 9 (5000 XP) target's face. The target makes a DC 16 CON
save. On a success there is no further
effect. On a failure they are stunned until
the end of their next turn.
Spiked Shell. Resistance to non-magical
Slashing, Piercing and Bludgeoning damage Epic Action 3: Rikishi. Being the ultimate
from behind. When hit from behind the master of the ring, the Great Kappa has
attacker takes 1d4 piercing damage. developed a technique to fight off all
opponents at once. Flipping onto its side,
the Great Kappa spins on his shell,
attacking and knocking back anyone in
Actions range. Make a claw attack at all units within
5ft of the Great Kappa. Anyone hit is
Multiattack. The Kappa makes two claw knocked back 10ft. This does not provoke
attacks. an attack of opportunity.

Claw. Melee Weapon Attack: +9 to hit, reach


10 ft., one target. Hit: 18 (3d8 + 6) slashing
damage.

Shirikodama (Recharge 5-6). Strength Save


16. Success: Avoid the attack, you are
instead hit with a regular Claw attack. Fail:
You are tripped prone as the Kappa forms a
piercing spike with its claws and drives it
into your lower back dealing 5d6 + 6
piercing damage.
1 hour, even after regaining hit points, and
Epic Jumping Spider is paralyzed while poisoned in this way.
Medium Humanoid, alignment
Jagged Appendage. Melee Weapon Attack:
Armor Class 15 +5 to hit, reach 5 ft., one creature. Hit: 9
Hit Points 90 (10d10 + 35) (2d6 + 3) slashing damage.
Speed 30ft., climb 30ft.
Web (Recharge 5–6). Ranged Weapon
Attack: +5 to hit, range 30/60 ft., one
STR DEX CON INT WIS CHA creature. Hit: The target is restrained by
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) webbing. As an action, the restrained target
can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can
Skills Stealth +7 also be attacked and destroyed (AC 10; hp
Senses Blindsight 10ft, Darkvision 60ft, 5; vulnerability to fire damage; immunity to
Passive Perception 10 bludgeoning, poison, and psychic damage).
Languages --
Challenge 4 (1100 XP) Epic Actions
You may take one epic action per round of
combat at the end of an enemy's turn. They
Spider Climb. The spider can climb difficult must be used in the order given.
surfaces, including upside down on
ceilings, without needing to make an ability Epic Action 1: Crushing Leap. The Epic
check. Jumping Spider leaps from a standing
position using the hydraulic power in its
Web Sense. While in contact with a web, the legs. It moves at great speed, landing at a
spider knows the exact location of any target location within 30ft. of where it
other creature in contact with the same started. Any creature within 5ft. of the
web. landing area makes a Dexterity Save against
a DC 14. On a failed save taking 7 (1d8 + 3)
Web Walker. The spider ignores movement slashing damage as the spider lands on
restrictions caused by webbing. them with jagged legs. On a successful save
take half damage.

Actions Epic Action 2: Venomous Leap. The Epic


Jumping Spider leaps from a standing
Multiattack. The Epic Jumping Spider position using the hydraulic power in its
makes two attacks: one with its bite and one legs. It moves at great speed, landing on a
with its jagged appendage, or web if single target creature within 30ft. of where
available. it started. The target creature is then
injected with the spider's venom taking 21
Bite. Melee Weapon Attack: +5 to hit, reach 5 (6d6) poison damage. The target must make
ft., one creature. Hit: 9 (2d6 + 3) piercing a DC 11 Constitution saving throw or
damage, and the target must make a DC 11 become poisoned. If the poison damage
Constitution saving throw, taking 9 (2d8) reduces the target to 0 hit points, the target
poison damage on a failed save, or half as is stable but poisoned for 1 hour, even after
much damage on a successful one. If the regaining hit points, and is paralyzed while
poison damage reduces the target to 0 hit poisoned in this way.
points, the target is stable but poisoned for
4th level (3 slots): banishment, blight
Epic Kitty Cat
Small fiend, neutral evil 5th level (2 slots): bigby's hand, dream

Armor Class 17 6th level (1 slot): mass suggestion


Hit Points 72 (16d8)
Speed 30ft 7th level (1 slot): finger of death

8th level (1 slot): maze


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 11 (+0) 20 (+5) 16 (+3) 17 (+3) Actions

Saving Throws DEX +7, INT +9, WIS +7, Claw. Melee Weapon Attack: +7 to hit, reach
CHA +7 5 ft., one target. Hit: 8 (2d4 + 3) slashing
Skills Arcana +13, Perception +7 damage.
Condition Immunities Charmed
Senses Passive Perception 17 Epic Actions
Languages All, Telepathy 120ft.
Challenge 12 (8400 XP) You may take one epic action per round of
combat at the end of an enemy's turn. They
must be used in the order given.

Magic Resistance. The cat has advantage on Epic Action 1: "My new robe!". The Epic
saving throws against spells and other Kitty Cat may teleport to a target within
magical effects. 30ft. and make a claw attack. If it hits, the
claw tears through one piece of armor or
Magic Weapons. The cat’s weapon attacks clothing the target is wearing, rendering it
are magical. useless until such time as it can be
repaired.

Spells Epic Action 2: Shower Time. Every cat


likes to make sure they are clean. The Epic
Spellcasting. The cat is a 16th-level Kitty Cat can lick its wounds closed, healing
spellcaster. Its spellcasting ability is for 36 (8d8). It then starts making a grating
Intelligence (spell save DC 17, +9 to hit with noise. Does it have a fur-ball?
spell attacks). The cat has the following
wizard spells prepared: Epic Action 3: Cough it up. It is about time
we coughed up that fur-ball. It is pretty
Cantrips (at will): fire bolt, mage hand, gross. Anyone that can see it rolls a
minor illusion, prestidigitation Constitution Saving throw against DC16. On
a success there is no effect, on a failure you
1st level (4 slots): detect magic, identify, begin to throw up, and may well vomit from
shield the disgusting scene. But that's all. You
didn't really think it would be a huge attack
2nd level (3 slots): detect thoughts, misty did you? No? But hopefully your players
step, phantasmal force, suggestion did!

3rd level (3 slots): blink, counterspell,


fireball
Petrampine Epic Actions
Large beast, unaligned
You may take one epic action per round of
Armor Class 17 combat at the end of an enemy's turn. They
Hit Points 230 (20d12 + 100) must be used in the order given.
Speed 40ft., burrow 10ft.
Epic Action 1: Charge. The petrampine
may charge up to 40ft. at a target, then
STR DEX CON INT WIS CHA gorge at them with a horn attack.
29 (+9) 14 (+2) 20 (+5) 8 (-1) 16 (+3) 11 (+0)
Epic Action 2: Rolling Boulder. The
petrampine leaps up a few feet, forming
Saving Throws STR +14, CON +10, WIS +8 into a spinning ball. It then charges up to
Skills Athletics +14 40ft. in a single straight line. Any creature it
Damage Resistances Bludgeoning, Piercing, passes through makes a Dexterity Saving
and Slashing from Nonmagical Attacks Throw against DC16. On a failure they take
Damage Immunities Lightning, Thunder 30 (6d6 + 9) bludgeoning damage, taking
half as much on a successful save.
Senses Passive Perception 18
Languages --
Epic Action 3: Crushing Demise. The
Challenge 14 (11500 XP) petrampine charges up to 40ft. at a single
target. As it approaches, it leaps into the air
spinning halfway, crushing the target
underneath its spiky back. The target makes
Rock Needles. When hit by a melee attack a Dexterity Saving Throw against DC 16. On
the aggressor takes 11 (3d6) piercing a failure they take 65 (10d10 + 9)
damage from the jagged spikes jutting from bludgeoning damage, taking half as much
the beast's skin. on a successful save.

Actions

Multiattack. The petrampine makes three


attacks, one with its horn and two with its
claws.

Horn. Melee Weapon Attack: +14 to hit,


reach 10 ft., one target. Hit: 36 (6d8 + 9)
piercing damage.

Claw. Melee Weapon Attack: +14 to hit,


reach 10 ft., one target. Hit: 30 (6d6 + 9)
slashing damage

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