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Trapper

Trapper Large Monstrosity, unaligned 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 85 (10d10 + 30)
  • Speed 10 ft., climb 10ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 4 (-3)

Skills: Stealth + 2

Senses: Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11

Languages:

Challenge: 3 (700 xp)

False Appearance.
While the trapper is attached to a ceiling,
floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor. or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature} check can discern its presence.

Spider Climb.
The trapper can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.

Actions

Smother.
One Large or smaller creature within 5 feet of the
trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way. the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.

Xvart Warlock of Raxivort

Xvart Warlock of Raxivort small humanoid (xvart), Chaotic evil 1 200 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 11 (5d6+5)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Stealth _+3

Senses: Senses darkvision 30 ft., passive Perception 10

Languages: Abyssal

Challenge: 1 (200 xp)

Low Cunning.
The xvart can take the Disengage action as a bonus action on each of its turns.

Raxivort's Blessing.
When the xvart reduces an enemy to O hit points, the xvart gains 4 temporary hit points.

Raxivort's Tongue.
The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Innate Spellcasting.
The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no
material components:

At will: detect magic, mage armor (self only)

Spellcasting. The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11 , +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation

1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat,invisibility, scorching ray

Actions

Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Xvart

Xvart small humanoid (xvart), chaotic evil 1/8 25 xp

  • Armor class 13 (leather)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 7 (-2)

Skills: Stealth + 4

Senses: darkvision 30 ft., passive Perception 8

Languages: Abyssal

Challenge: 1/8 (25 xp)

Low Cunning.
The xvart can take the Disengage action as a bonus
action on each of its turns.

Overbearing Pack.
The xvart has advantage on Strength (Athletics)
checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.

Raxivort's Tongue.
The xvart can communicate with ordinary
bats and rats, as well as giant bats and giant rats.

Actions

Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

Xvart

Xvart small humanoid (xvart), chaotic evil 1/8 25 xp

  • Armor class 13 (leather)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 7 (-2)

Skills: Stealth + 4

Senses: darkvision 30 ft., passive Perception 8

Languages: Abyssal

Challenge: 1/8 (25 xp)

Low Cunning.
The xvart can take the Disengage action as a bonus
action on each of its turns.

Overbearing Pack.
The xvart has advantage on Strength (Athletics)
checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.

Raxivort's Tongue.
The xvart can communicate with ordinary
bats and rats, as well as giant bats and giant rats.

Actions

Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.

Transmuter

Transmuter Medium Humanoid, Choatic Evil 5 1,800 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int + 6, Wis + 4

Skills: Arcana +6, History +6

Senses: Passive Perception 11

Languages: Common, Undercommon, Elvish, Abyssal

Challenge: 5 (1,800 xp)

Transmuter's Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

• Darkvision out to a range of 60 feet
• An extra 10 feet of speed while the bearer is unencumbered
• Proficiency with Constitution saving throws
• Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Spellcasting.
The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard
spells prepared:

Cantrips (at will): light, mending, prestidigitation, ray of frost

1st level (4 slots): chromatic orb, expeditious retreat,*
mage armor

2nd level (3 slots): alter self,* hold person, knock*

3rd level (3 slots): blink,* fireball, slow*

4th level (3 slots): polymorph,* stoneskin

5th level (1 slot): telekinesis*

*Transmutation spell of 1st level or higher

Actions

Quarterstaff.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (ld6-1) bludgeoning damage, or 3 (ld8 - 1)
bludgeoning damage if used with two hands.

Kuo-Toa Archpriest

Kuo-Toa Archpriest Medium Humanoid (kuo-toa), Neutral Evil 6 2,300 xp

  • Armor class 13 (Natural)
  • Hit points 97 (13d8 + 39)
  • Speed 30ft., swim 30ft.
  • STR 16 (+3)
  • DEX 2 (-4)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 14 (+2)

Skills: Perception +9, Religion +9

Senses: Darkvision 120 ft., passive perception 19

Languages: Undercommon

Challenge: 6 (2,300 xp)

Amphibious.
The kuo-toa can breathe air and water.

Otherworldly Perception.
The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery.
The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity.
While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting.
The kuo-toa is a lOth-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy

lst level (4 slots): detect magic, sanctuary, shield of faith

2nd level (3 slots): hold person, spiritual weapon

3rd level (3 slots): spirit guardians, tongues

4th level (3 slots): control water, divination

5th level (2 slots): mass cure wounds, scrying

Actions

Multiattack.
The kuo-toa makes two melee attacks.

Scepter.
Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6)
lightning damage.

Unarmed Strike.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.