Mythic Monsters (5e Variant Rule)

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This is part of the Mythic Sourcebook

Mythic Monsters[edit]

Mythic monsters are entities of immense power, beyond that of even legendary creatures. They are rarely found in the Material Plane except at cosmic distances, instead residing in the vast outer planes or even the far realm. When a mythic creature disturbs the mortal realm, it can dominate on a continental scale; a whole nation's army might not be enough to quell the turmoil.

These creatures are a challenge for 20th level player characters, with epic boons or other high-level benefits.

Size[edit]

Colossal

Creatures of colossal size occupy a 45 by 45 ft. space or larger (or 9 by 9 squares). They have d66 Hit Dice (average 330.5 ½).

Titanic

Creatures of titanic size occupy a 90 by 90 ft. space or larger (or 18 by 18 squares). They have d100 Hit Dice (average 500.5 ½).

Other Statistics[edit]

Some statistics continue to grow as CR increases, whilst others are bounded.

  • Proficiency bonus continues with linear progression
  • Hit points, damage and save DCs are unbounded
  • AC has no strict bound, but becomes more exceptional the further it moves past 19.

Statistics by Challenge Rating[edit]

Use this in conjunction with the Creating a Monster chapter in the DMG.

Monster Statistics by Challenge Rating
CR Prof.
Bonus
AC Hit
Points
Attack
Bonus
Damage/
Round
Save
DC
31 +9 19 851–895 +14 321–338 23
32 +9 19 896–940 +14 339–356 23
33 +10 19 941–985 +15 357–374 24
34 +10 19 986–940 +15 375–392 24
35 +10 19 941–985 +15 393–410 24
36 +10 19 986–1,030 +16 411–428 25
37 +11 19 1,031–1,075 +16 429–446 25
38 +11 19 1,076–1,120 +17 447–464 26
39 +11 19 1,121–1,165 +17 465–482 26
40 +11 19 1,166–1,300 +17 483–536 26
41 +12 19 1,301–1,435 +18 537–590 27
42 +12 19 1,436–1,570 +18 591–644 27
43 +12 19 1,571–1,705 +18 645–698 27
44 +12 19 1,706–1,840 +18 699–752 27
45 +13 19 1,841–1,975 +19 753–806 28
46 +13 19 1,976–2,110 +20 807–860 29
47 +13 19 2,111–2,245 +20 861–914 29
48 +13 19 2,246–2,380 +20 915–968 29
49 +14 19 2,381–2,515 +21 969–1,022 30
50 +14 19 2,516–2,650 +21 1,023–1,076 30


Beyond CR 50?

Since DC 30 represents an "impossible" task, and an attack bonus of +21 gives the monster a better than 50-percent chance of striking AC 30, I decided to end the CR track at that point. Further progression would simply be a case of increasing the hit point and damage values - you should instead consider creating the monster as a multi-statblock entity (see below). For example, if I wanted my monster to have 10,000 hit points, I could create it with four CR 49 statblocks.


XP awards by Challenge Rating
CR XP CR XP
31 175,000 41 520,000
32 195,000 42 580,000
33 220,000 43 660,000
34 245,000 44 740,000
35 260,000 45 820,000
36 290,000 46 900,000
37 330,000 47 980,000
38 350,000 48 1,060,000
39 400,000 49 1,140,000
40 460,000 50 1,220,000

If you feel the need to advance beyond CR 50, a creature grants an additional 80,000 XP for each challenge rating above 50.

Monster Features[edit]

Most mythic creatures will have legendary resistance and legendary actions.

Here are some ideas for mythic monster features.

Prescient

The mythic cannot be surprised and always goes first in initiative order.

  • CR Increase the mythic's effective damage for 1 round by half of it's normal damage.
Legendary Ability (3/day)

If the mythic fails an ability check, it can choose to succeed instead.

  • CR
Omniproficient

The mythic is proficient in all skills, tools and languages.

  • CR
Unattune (3/Day)

When the mythic hits a creature, that creature looses attunement to one of their magic items.

  • CR
Unknowing Aura

Creatures within 120 feet of the mythic are not considered proficient with any skills.

  • CR Add 1 to the mythic's effective AC.

Multi-Entity Creatures[edit]

Colossal or larger creatures can be represented by a group of "entities": a set of core statistics, and one or more peripheral statistics, each acting on its own initiative with its own actions.

  • The core represents the main body – or agency – of the creature.
    • It is the only component that has legendary actions, and is the component that must be defeated in order to defeat the creature as a whole.
    • Its size is that of the whole creature
  • The peripherals represent limbs or modules attached to the core.
    • When a peripheral entity is reduced to 0 hit points, it is disabled, reducing the capabilities of the whole creature but not defeating it.
    • Peripheral entities are usually mindless (INT 1, CHA 1) and oblivious (WIS 1); and have an immunity to these conditions: blinded, charmed, deafened, frightened, prone, unconscious
    • They have a speed of 0, and can't benefit from any bonus to its speed: it is always attached to the core entity (either adjacent to it or in the same space as it).
    • They can act even if the core entity is incapacitated, but are incapacitated if the core entity has 0 hit points.
    • They can target anything that the core can see.
    • Peripherals must be smaller than the core entity and have, at most, half as many hit dice.

Ideas:

  • A beholder deity with five or more peripheral eye stalks with different spells-like abilities.
  • A golem with peripheral shoulder cannons, and a peripheral chest plate that must be destroyed to reveal the golem's weak point.

When not to use: If a creature has multiple identical peripherals, it might be better to use a trait similar to the multiple heads of a hydra, as there's no need to players to target a specific location.

List of Mythic Monsters[edit]

Name CR Type
Abaddon's Locusts 32 fiend
Adult Prismatic Dragon 29 dragon
Ancient Prismatic Dragon 36 dragon
Calamity Ganon 35 fiend
Force Dragon Wyrmling 16 dragon
Godsend Dippy Doo 35 fiend
Great Wyrm Black Dragon 32 dragon
Great Wyrm Blue Dragon 33 dragon
Great Wyrm Green Dragon 33 dragon
Great Wyrm Prismatic Dragon 41 dragon
Great Wyrm Red Dragon 39 dragon
Great Wyrm White Dragon 32 dragon
Living Dimension 38 aberration
Prismatic Dragon Wyrmling 15 dragon
Wyrm Red Dragon 32 dragon
Young Prismatic Dragon 23 dragon
Zombie Boss 40 undead

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