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Grave Claw

Grave Claw Tiny undead, neutral evil 2 450 xp

  • Armor class 14
  • Hit points 6 (3d4)
  • Speed 20 ft., climb 20ft
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison

Condition Immunities: charmed, exhuastion, poisoned

Senses: blindsight 30ft. (blind beyond this radius)

Languages: understands Common but can't speak

Challenge: 2 (450 xp)

Turn Immunity. The claw is immune to effects that turn undead

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning or slashing + 16 (4d8) necrotic damage

Valeri Tove

Valeri Tove Medium Humanoid (Human), Lawful Evil 10 5,900 xp

  • Armor class 20 (Plate + Shield)
  • Hit points 112 (14d8 + 28)
  • Speed 30
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 19 (+4)
  • CHA 12 (+1)

Save Throws: Con +6, Wis +8,

Skills: Religion +6, Insight +8, Intimidation +5, History +6

Senses: passive Perception 14

Languages: Common, Dwarven, Celestial, Infernal

Challenge: 10 (5,900 xp)

Divine Strike. Once on each of Valeri's turns, she can deal an extra 2d8 damage of the same type dealt by the weapon

Spellcasting. Valeri is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): Sacred Flame, Light, Thaumaturgy, Spare the Dying, Mending
1st level (4 slots): Command, Cure Wounds, Detect Magic, Guiding Bolt, Inflict Wounds, Purify Food and Drink, Shield of Faith, Divine Favor
2nd level (3 slots): Hold Person, Lesser Restoration, Silence, Zone of Truth, Spiritual Weapon, Magic Weapon
3rd level (3 slots): Bestow Curse, Dispel Magic, Revivify, Spirit Guardians, Crusader's Mantle
4th level (3 slots): Banishment, Divination, Freedom of Movement, Stoneskin
5th level (2 slots): Dispel Evil and Good, Flame Strike, Hold Monster
6th level (1 slots): Harm, Word of Recall
7th level (1 slots): Divine Word

Actions

Multiattack. Valeri makes two melee attacks.

Mace of Terror. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage

Wave of Terror (3 per day). Each creature of Valeri's choice within 30 ft must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, it can use the Dodge action. At the end of each of its turns, it can repeat the saving throw to end the effect.

Legendary Actions

Reactions:
Guided Strike (Recharges after a Short or Long Rest). Valeri grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. Valeri can make this choice after the roll is made but before it hits or misses.

Brom

Brom Medium Humanoid (Human), Neutral Evil 9 5,000 xp

  • Armor class 17 (Unarmored Defense)
  • Hit points 195 (13d12 +39)
  • Speed 40
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +8, Con +8

Skills: Athletics +8, Intimidation +5, Survival +6

Damage Resistances: Bludgeoning, Piercing, and Slashing*

Senses: passive Perception 12

Languages: Common, Elven

Challenge: 9 (5,000 xp)

Rage. As a bonus action, Brom can go into a rage. During the rage, he: has adv. on Str checks and saves, adds rage damage to damage rolls, has resistance to bludgeoning piercing, and slashing.

Reckless Attack. Brom can choose to give self adv. on all melee attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Brutal Critical. Add 2 additional damage die on a crit

Relentless Rage. If Brom drops to 0, he can make a DC 10 Con. Save to drop to 1 instead. Increases by 5 for each subsequent use.

Divine Fury. While Brom is Raging, any creature within 5 feet takes 1d6+6 necrotic damage

Actions

Multiattack. Brom makes two melee attacks.

Longsword. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +4 +3) slashing damage

Zealous Presence. Brom howls in fury. Every ally within 60 feet gains advantage on attack rolls and saving throws until the start of his next turn.

Malris

Malris Medium humanoid (Tiefling), Neutral Evil 2 200 xp

  • Armor class 15 (Studded Leather)
  • Hit points 35 (7d8)
  • Speed 30 ft
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Deception +8, Persusaion +5, Perception+3

Damage Resistances: Fire

Senses: darkvision 60ft, passive Perception 13

Languages: Common, Infernal

Challenge: 2 (200 xp)

Cunning Action. On each of his turns, Malris can use a bonus action to take the Dash, Disengage, or Hide action

Innate Spellcasting. Malris's innate spellcasting ability is Charisma (spell save DC 13). Malris can innately cast the following spells, requiring no material components:

At will: thaumaturgy
1/day: hellish rebuke, darkness

Actions

Multiattack. Malris makes two attacks: one \ with his rapier and one with his hook.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage

Hook. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, Malris can't use its pincer staff on another target.

Vondal Torunn

Vondal Torunn Medium Humanoid (Dwarf), Lawful Evil 12 0 xp

  • Armor class 15 (Half Plate)
  • Hit points 112 (14d6 + 28)
  • Speed 25
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +9, Wis +6

Skills: Arcana +9, Religion +9, History +9, Investigation +9

Damage Resistances: Poison, Necrotic

Senses: passive Perception 12, darkvision 60 ft

Languages: Common, Dwarven, Celestial, Infernal

Challenge: 12 (0 xp)

Grim Harvest (1/Turn) When Vondal kills a creature that is neither a construct nor undead with a spell of 1st level or higher, he regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Spellcasting. Vondal is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): Shocking Grasp, Chill Touch, Poison Spray, Mending, Light
1st level (4 slots): Detect Magic, Magic Missile, Shield, Chromatic Orb
2nd level (3 slots): Hold Person, Knock, Web, Blindness/Deafness
3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic
4th level (3 slots): Dimension Door, Blight, Stoneshape
5th level (2 slots): Dominate Person, Cloudkill
6th level (1 slots): Circle of Death, Create Undead
7th level (1 slots): Teleport

Actions

Legendary Actions


Corpse Gathererer

Corpse Gathererer Large undead, chaotic evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 30 ft., climb 20 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Damage Resistances: cold,necrotic

Damage Immunities: poison

Condition Immunities: blinded, deafened, exhaustion, poisoned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages:

Challenge: 5 (1 xp)

Actions

Multiattack. The corpse gatherer makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the corpse gatherer uses its Engulf on it.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Engulf. The corpse gatherer engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the gatherer's turns or take 13 (2d8 + 4) bludgeoning damage. If the gatherer moves, the engulfed target moves with it. If a creature dies while engulfed, it is considered part of the gatherer and the gatherer regains 2d8 hit points. The mound can have only one creature engulfed at a time.