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Spectator

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39
  • Speed fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Condition Immunities: Prone

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon, telepathy, 120 ft.

Challenge: 3 (700 xp)

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) piercing damage.

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Death Kiss

Death Kiss Large abberation, neutral evil 10 5,900 xp

  • Armor class 16 (natural armor)
  • Hit points 161 (17d10+68)
  • Speed 0 ft. fly 30 ft. (hover)
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Con +8, Wis +5

Skills: Perception +5

Damage Immunities: lightning

Condition Immunities: prone

Senses: darkvision 120 ft., pp 15

Languages: Deep Speech, Undercommon

Challenge: 10 (5,900 xp)

Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Actions

Multiattack. The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.Hit: 14 (3d6 + 4) piercing damage, and the target is grappled(escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.

Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.

Gazer

Gazer tiny aberration, neutral evil 1/2 100 xp

  • Armor class 13
  • Hit points 13 (3d4+6)
  • Speed fly 30 ft. (hover)
  • STR 3 (-4)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Wis +2

Skills: Perception +4, Stealth +5

Condition Immunities: prone

Senses: darkvision 60 ft., pp 14

Languages:

Challenge: 1/2 (100 xp)

Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 1 piercing damage.

Eye Rays. The gazer shoots two of the following magical eye rays at random (re-roll duplicates), choosing one or two targets it can see within 60 feet of it:

1. Dazing Ray. The targeted creature must succeed on a DC12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2. Fear Ray. The targeted creature must succeed on a DC 12Wisdom saving throw or be frightened until the start of the gazer's next turn.

3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Gauth

Gauth Medium aberration, neutral evil 6 2,300 xp

  • Armor class 15
  • Hit points 67 (9d8+27)
  • Speed fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +5, Cha +5

Skills: Perception +5

Condition Immunities: prone

Senses: darkvision 120 ft., pp 15

Languages: deep speech. undercommon

Challenge: 6 (2,300 xp)

Stunning Gaze. When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Bite. +6, 5 ft., 2d8 piercing.

Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8} necrotic damage on a failed save, or half as much damage on a successful one.

3. Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.

4. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4dl0) fire damage.

5. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for l minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Orb of Gluttony

Orb of Gluttony Medium abberation, neutral evil 5 0 xp

  • Armor class 13 (natural armor)
  • Hit points 50
  • Speed 50 ft. fly 10 ft. (hover)
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 7 (-2)
  • CHA 1 (-5)

Save Throws: Con +6

Skills: Perception +1

Damage Immunities: slashing

Condition Immunities: prone

Senses: darkvision 120 ft., pp 9

Languages:

Challenge: 5 (0 xp)

Pursuing Hunger. When a creature disengages with this creature, it can use its reaction to move up to its movement towards the creature.

Actions

Multiattack. The Orb of Gluttony makes two tentacle attacks. Up to two of these attacks can be replaced by Bite, one replacement per tentacle grappling a creature.

Tentacle. +6, reach 10 ft., 2d6 + 4 piercing, and the target is grappled (escape DC 13) if it is a Huge or smaller creature. Until this grapple ends, the Orb of Gluttony can't use the same tentacle on another target. The Orb of Gluttony has four tentacles.

Bite. +6, 2d4+4 piercing

Swallow. The Orb makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes (3d4) acid damage at the start of each of the frog's turns. The frog can have only have two targets swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Beholder

Beholder Large abberation, lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10+76)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 17 (+3)

Save Throws: Int +8, Wis +7, Cha +8

Skills: Perception +12

Condition Immunities: prone

Senses: darkvision 120, pp 22

Languages: deep speech, undercommon

Challenge: 13 (10,000 xp)

Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.
Eye Ray. The beholder uses one random eye ray.

Actions

Bite. +5, 4d6 piercing.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.
3. Fear Ray. DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute, can't take reactions, can take either an action or a bonus action on its turn. Repeat saving throw at end of each of its turns, ending the effect on success.
5. Enervation Ray. DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.
Or 300 lbs. up to 30 ft.
7. Sleep Ray. DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
or 10-foot cube of object
10. Death Ray. DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage.


Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.