Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Glauervong Tentacle

Glauervong Tentacle Medium aberration, Controller 5 0 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 15 ft
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 4 (-3)

Save Throws: Str +8

Skills: Athletics +8

Condition Immunities: blinded

Senses: tremorsense 60 ft, passive Perception 10

Languages: telepathy 120 ft

Challenge: 5 (0 xp)

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 20 ft, one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled and restrained (escape DC 13).

Glauervong Eye

Glauervong Eye Medium aberration, Controller 6 0 xp

  • Armor class 17 (natural armor)
  • Hit points 91 (14d8+28)
  • Speed 15 ft
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 4 (-3)

Save Throws: Int +2, Wis +5

Skills: Perception +8

Senses: tremorsense 60 ft, passive Perception 18

Languages: telepathy 120 ft

Challenge: 6 (0 xp)

Weakening Gaze: At the end of the eye's turn, it can focus its gaze on a creature it can see within 60 ft, keeping its eye locked upon that creature until its next turn. As long as it can see the creature, all damage dice dealt by that creature is reduced by one size (d12 -> d10 -> d8 -> d6 -> d4 -> d2).

Actions

Eye Rays. The glauervong eye shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 ft of it:

1. Self-Loathing. The targeted creature must make a DC 14 Charisma save. On a failed save, the target must spend its next action making one attack against itself using its normal weapon or cantrip.

2. True Despair. The targeted creature must make a DC 14 Wisdom save, taking 22 (4d10) psychic damage on a fail or half on a success.

3. Abject Terror. The targeted creature must make a DC 14 Wisdom save. On a failed save, the target is frightened until the end of the eye's next turn, and during that time its speed is 0.

4. Boiling Rage. The targeted creature must make a DC 14 Dexterity save, taking 21 (6d6) fire damage on a fail or half on a success.

5. Intense Desire. The targeted creature must make a DC 14 Charisma save. On a failed save, it becomes charmed by the glauervong until the end of the glauervong's next turn, and it must spend its next turn's movement getting as close to the glauervong as possible.

6. Lonely Cold. The targeted creature must make a DC 14 Constitution save, taking 18 (4d8) cold damage on a fail or half on a success..