Professional Documents
Culture Documents
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.
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
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.
Actions
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.
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.
Actions