DnD 5.5 Advanced Beings?

Is there any rules for advanced beings in 5.5? I am more interested in PC AB’s but if there are any stats for the SK and other dragons, that would be ok…

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Not that I know of, I’d love to see them if they exist.

A while ago (before 5.5) I worked up some notes on 5e advanced beings, which were based on a combination of Epic Boons and some other special benefits (along with non-mechanical cosmetic changes).

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Would you mind throwing that up here?

TY…

I’m guessing that it’s going to be toned down? Like 4e’s advanced beings (to be honest, I only looked at avangions) were wimpy compared to 2e?

Yes… Although I also didn’t go to the equivalent of 30th level in 2e. The 2e rules, even though they nominally go to 30th level, make it kind of impractical to take a PC past a certain point and remain a full time PC (dragons enter animalistic rage … and somehow have to make pacts with elemental powers etc to further advance while raging?, avangions are driven to solitude, character-elementals have to go off on ‘urgent elemental business’). So it only went up to before that point (so dragons would be obviously reptilian but not fully transformed… like Nibenay, not like Borys).

Sure, here it is. Note that this is both incomplete and well before 5.5 changes (I last messed with this in 2019)…

I only built the full structure for Avangion and Dragon. The other four, I only got as far as the list of Epic Boons associated.

(The Shadow Walker was meant to be loosely inspired by the Legends of Athas Shadow Shifter, but to be a path for rogues, bards, etc. The Deathless Warrior was meant to be a martial character advanced being path, leading to a kaisharga-like form.)

20th level remains the absolute limit for mortals. Advancement beyond 20th level means transformation into something beyond any mortal, even the most heroic.

Such advancement is through steps, not levels. An epic character remains at 20th level and adds steps; for example, Tectuktitlay, sorcerer-king of Draj, is a human 20th-level wizard/2nd-step Dragon King.

Steps are not the same thing as levels. Hit Dice (and spell slots, for spellcasters) do not automatically increase as a character gains steps.

Initiation. There are two prerequisites for entering a Path: being 20th level and completing a quest or task of some sort appropriate to the character, the story, and the Path involved (such as gathering ancient arcane documents for a defiler aspiring to be a dragon, journeying to a place of unsullied elemental power for an aspiring character-elemental, etc.). A character can begin, or even complete, the quest for Initiation before 20th level, but the character doesn’t gain the benefits until they also attain 20th level.

A 20th-level character who has completed the Initiation is immune to all diseases and to any effect that would cause aging, and stops aging naturally (and therefore can’t die of old age). Such a character has begun the transformation to one of Athas’ mightiest powers: an advanced being.

As such a character gains more experience, they progress along the steps of the Epic Path, as follows:

XP Above 20th Level Step # Effect
30,000 1 Path Boon; Cosmetic effect 1
60,000 2 Path Feature 1
90,000 3 Path Boon
120,000 4 Ability Score Evolution
150,000 5 Path Boon; Cosmetic effect 2
180,000 6 Path Boon
210,000 7 Path Feature 2
240,000 8 Ability Score Evolution
270,000 9 Additional Benefit; Cosmetic effect 3
300,000 10 Path Boon

Ability Score Evolution: You can add 2 points to any one ability score, or 1 point to each of two ability scores. You can use this to increase your ability scores above 20 (but not above 30).

Epic Boon: Choose an epic boon from the list associated with your Path. Each Path has a list of 8 or 9 associated boons.

Avangion

Associated Epic Boons:

Dimensional Travel

High Magic

Magic Resistance

Planar Travel (choose one of: any elemental plane, The Gray, or The Black)

Quick Casting

Spell Mastery

Spell Recall

Truesight

Avangion Path Feature 1: Bolster Flora – Plant life within 60 feet of you is immune to the effects of defiling.

Avangion Path Feature 2: Aura of Life – As long as you are above 0 hit points, you radiate an aura of life (as the 4th-level paladin spell). In a 30-foot radius, each nonhostile creature (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, any nonhostile, living creature in the aura which starts its turn with 0 hit points regains 1 hit point.

Cosmetic Changes:

Step 1 – Your eyes shine with a dim silver glow when you are in darkness; this is not bright enough to use as a light source.

Step 5 – You grow a fine, silvery, moth-like fur. You gain 1 foot of height (though not beyond 4 feet if you are Small or 8 feet if you are Medium).

Step 9 – You sprout moth-like wings. You can fold these wings; when unfolded, your wingspan is twice your height.

Additional Benefit: You gain a fly speed of 60 feet.

Dragon

Dragon Path Feature 1: Claws – You gain a claw attack (Strength-based) which deals 1d6 base damage.

Dragon Path Feature 2: Dragon Breath – You can breathe out a 30-foot cone of fire and sand, starting at your position. This breath weapon deals 8d6 fire damage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Dragon Path Boons

Fire Soul

Fortitude

High Magic

Irresistible Offense

Magic Resistance

Quick Casting

Resilience

Spell Mastery

Spell Recall

Cosmetic Changes:

Step 1 – Your skin becomes faintly scaly. If your skin is already scaly (as for a dragonborn) or chitinous (thri-kreen), it becomes rougher.

Step 5 – Your neck and limbs elongate, and your face distorts to produce a short snout. If you are a dragonborn or other race that already has a snout or elongated jaws, you develop a beak. You gain 1 foot in height, though not beyond 4 feet if you are Small or 8 feet if you are Medium.

Step 9 – You become covered in dense, tough, chitin-like scales, and your fingers become clawlike.

Additional Benefit: When unarmored (with or without a shield), your Armor Class is 14 + your Constitution modifier or 14 + your Dexterity modifier, whichever is better.

Elemental Spirit

Boons:

Planar Travel (choose one elemental plane)

Quick Casting

Recovery

Resilience

Spell Recall

The Fire Soul

The Stormborn

Truesight

Mind Lord

Boons:

Dimensional Travel

Fate

High Magic

Luck

Magic Resistance

Quick Casting

Spell Recall

Truesight

Deathless Warrior

Boons:

Combat Prowess

Fortitude

Invincibility

Irresistible Offense

Peerless Aim

Recovery

Resilience

Speed

Shadow Walker

Boons:

Dimensional Travel

Luck

Peerless Aim

Planar Travel (The Black)

Skill Proficiency

The Night Spirit

The Unfettered

Undetectability

I also found this. This is a little later, using the later format for spellcasting monsters, but not the full 2024 (5.5) format.

Kalak, Tyrant of Tyr

Medium dragon, Lawful Evil

Armor Class 19

Hit Points 273 (26d8+156)

Speed 30 ft

STR 19 (+4) DEX 12 (+1) CON 22 (+6) INT 22 (+6) WIS 15 (+2) CHA 14 (+2)

Saving Throws Dex +7, Int +12

Damage Resistances poison

Condition Immunities charmed, frightened

Skills Arcana +12, Deception +8, Intimidate +8, Perception +8

Senses darkvision 60 ft., passive Perception 18

Languages all

Challenge 20 (25,000 XP)

Proficiency Bonus +6

Traits

Legendary Resistance (3/Day).

Special Equipment. Kalak wears a ring of poison resistance and carries a wand of the war mage + 3 . The benefits of these items are already included in his stats.

Spellcasting. Kalak’s spellcasting ability is Intelligence (spell save DC 19, spell attack bonus +11). At Will – Firebolt, Mage Hand, Message, Prestidigitation, Ray of Frost; 3/Day – Cone of Cold, Dispel Magic; 1/Day – Counterspell, Disintegrate, Finger of Death.

Actions

Firebolt. Ranged Spell Attack: +14 to hit, Hit: 22 (4d10) fire damage.

Ray of Frost. Ranged Spell Attack: +14 to hit, Hit: 18 (4d8) cold damage, and the target’s speed is reduced by 10 feet.

Sorcerer-King’s Wrath (Recharge 6). Kalak projects a 60-foot cone of mental force. Each creature in the area must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage and being frightened on a failed save, or taking half that much damage only on a successful save.

Word of Death (Recharge 6). Kalak speaks a single word targeting one creature that isn’t Undead within 120 feet of him. The target must make a DC 19 Constitution saving throw, taking 68 (8d6+40) hit points of necrotic damage on a failed save, or half that much damage on a successful one.

Dragon’s Defiling. Kalak emanates a 60-foot-radius aura of life drain. Each creature that isn’t Undead or a Construct in the area must make a DC 20 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half that much damage on a successful one. If at least one creature takes damage from this effect, Kalak recharges either Sorcerer-King’s Wrath or Word of Death (his choice).

Reactions

Counterspell (1/Day) – Kalak casts Counterspell.

Legendary Actions

Detect. Kalak makes a Wisdom (Perception) check.

Step through the Gray. Kalak teleports up to 30 feet to an unoccupied space he can see.

Cantrip (Costs 2 Actions). Kalak casts Firebolt or Ray of Frost.

Defiling Regeneration (Costs 3 Actions). Kalak emanates a 30-foot-radius aura of life drain. Each creature that isn’t Undead or a Construct in the area must make a DC 20 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half that much damage on a successful one. If at least one creature takes damage from this effect, Kalak regains 21 (6d6) hit points.

Andropinis, Dictator of Balic

Medium dragon, Lawful Evil

Armor Class 19

Hit Points 266 (28d8+140)

Speed 30 ft

STR 16 (+3) DEX 13 (+1) CON 20 (+5) INT 23 (+6) WIS 14 (+2) CHA 19 (+4)

Saving Throws Dex +8, Con +12, Int +13

Damage Resistances fire

Condition Immunities charmed, frightened

Skills Arcana +13, Deception +11, Intimidate +11, Perception +9

Languages all

Challenge 22 (41,000 XP)

Proficiency Bonus +7

Traits

Legendary Resistance (3/Day).

Special Equipment. Andropinis wears a ring of fire resistance, already included in his stats.

Spellcasting. Andropinis’s spellcasting ability is Intelligence (spell save DC 21, spell attack bonus +13)

At Will – Firebolt, Mage Hand, Lightning Bolt, Magic Missile, Message; 2/Day – Counterspell, Disintegrate, Dispel Magic, Fireball (cast at 7th level, 12d6 damage), Mass Charm.

Actions

Firebolt. Ranged Spell Attack: +14 to hit, Hit: 22 (4d10) fire damage.

Sorcerer-King’s Wrath (Recharge 6). Andropinis projects a 60-foot cone of mental force. Each creature in the area must make a DC 21 Wisdom saving throw, taking 36 (8d8) psychic damage and being frightened on a failed save, or taking half that much damage only on a successful save.

Mind-Crushing Grasp (Recharge 6). Andropinis seizes the mind of one creature within 120 feet of him. The target must make a DC 21 Wisdom saving throw, taking 66 (12d10) psychic damage and being stunned for 1 minute on a failed save, or taking half that much damage only on a successful one.

Dragon’s Defiling. Andropinis emanates a 60-foot-radius aura of life drain. Each creature that isn’t Undead or a Construct in the area must make a DC 20 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half that much damage on a successful one. If at least one creature takes damage from this effect, Andropinis recharges either Sorcerer-King’s Wrath or Mind-Crushing Grasp (his choice).

Reactions

Counterspell (3/Day) – Andropinis casts Counterspell.

Legendary Actions

Detect. Andropinis makes a Wisdom (Perception) check.

Step through the Gray. Andropinis teleports up to 30 feet to an unoccupied space he can see.

Firebolt (Costs 2 Actions). Andropinis casts Firebolt.

Defiling Regeneration (Costs 3 Actions). Andropinis emanates a 30-foot-radius aura of life drain. Each creature that isn’t Undead or a Construct in the area must make a DC 20 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half that much damage on a successful one. If at least one creature takes damage from this effect, Andropinis regains 21 (6d6) hit points.

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Thanks for sharing! I’ll dig through it today.

My interpretation of that (in “The Next Kings Age”, regarding Daskinor) is that the animalistic stage isn’t “Is always in an unthinking rage” but “will fly into rages beyond rational thought”… somewhat like their Ego and Id change places, where the instinctual takes over, and the Ego is able to inform it, but not entirely control it.

I also have that most dragons, being aware of this (due to Borys) try to come up with ways around it. Kalak wanted to speed-run. Nibenay is trying to come up with a version that doesn’t do that. Someone suggested that Ablach-Re was playing stupid in the hopes of effectively mind-jarring Borys. I have Daskinor being managed by some psychics who are keeping the urges under control (and letting them loose when he can get away with).

Nibenay’s head templar, a teenage girl, has a psionic ability that seems to calm rages. His plan seems to be helping her to grow stronger so that she can keep him semi under control.

At least, that’s what I picked up.

Yeah, I think the animalistic rage isn’t necessarily constant super-madness.

The text in Dragon Kings can easily be read as what you are saying … “Reason is often superseded by a lust for destruction” (‘often’, not ‘continuously’); “Vegetation and animals that do not directly serve
the dragon’s purpose are targets for its unending wrath, laid waste in its quest for power and advancement.” (so it can still distinguish between things that do and don’t serve its purpose); “No longer human but not yet dragon, its need to end the process nearly drives it mad.” (so not completely mad).

The wording in Defilers and Preservers is different, but it’s a similar picture: “The dragon’s mind and reason are frequently overwhelmed by the need to unleash its destructive impulses in an orgy of senseless violence”; " preys indiscriminately upon any creatures or vegetation not directly connected to its drive toward power and immortality". (again it’s ‘frequently’ not ‘continuously’, and the dragon can still distinguish between things that serve its purpose and those that don’t).

OTOH, Borys’s rampage did work against his purpose; he let the prison decay while he destroyed everything in the area. But he jumped either nine or ten stages at once (depending on whether you believe the Champions were 21st-level/stage I dragons during the Cleansing Wars or not) so his rage may well have been worse than the “standard” version.

Definitely everyone who wants to advance is looking for ways around it.

Abalach-Re faking weakness in order to trap and consume Borys (either mind-swapping into his fully metamorphosed body, or consuming his life energy to fuel her own metamorphosis) was my idea, because I think that a superpowerful psychic archmage who has ruled as an absolute monarch for 2000 years over a city-state small enough that basically everyone sees her at rituals (like that cursed gem thing) shouldn’t be in nearly so weak a position unless something seriously weird is happening. People might hate her as a tyrant, but her control should be solid … Unless she doesn’t care for it to be, because everyone is going to be defiled to death soon anyway, and weakness will attract Borys. Just like how Kalak in Verdant Passage was making otherwise stupid moves that probably would have led to war with Urik, but he didn’t care because he expected Tyr to be dead and himself a full dragon.