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Drow Elite Warrior Medium humanoid (elf), neutral evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71
  • Speed 30 ft.
  • STR13 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws: Dex +7, Con +5, Wis +4

Skills: Percept +4, Stealth +10

Senses: darkvision 120 ft., passive Perception 14

Languages: Elvish, Undercommon

Challenge:5 (1,800 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Actions

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Medium humanoid (elf), neutral evil 1/4 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT11 (0)
  • WIS11 (0)
  • CHA12 (+1)

Skills: Perception +2, Stealth +4

Senses: darkvision 120 ft., passive Perception 12

Languages: Elvish, Undercommon

Challenge: 1/4 (50 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

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

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1 d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Ilvara Mizzrym Medium humanoid (any race), neutral evil 8 3,900 xp

  • Armor class 16 (scale mail)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS17 (+3)
  • CHA18 (+4)

Save Throws: Com +4, Wis +6, Cha +7

Skills: Insight +6, Perception +6, Religion +4, Stealth +5

Senses: darkvision 120 ft., passive Perception 16

Languages: Elvish, Undercommon

Challenge:8 (3,900 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Spellcasting..The drow is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesserrestoratlon, protection from poison, web
3rd level (2 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds,,

Actions

Multiattack. The drow makes two scourge attacks.

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Asha Vandree Medium humanoid (any race), neutral evil 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON12 (+1)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: passive Perception 13

Languages: Elvish, Undercommon

Challenge:2 (450 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Divine Eminence.. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting..The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame, thaumaturgy
1st level (4 slots): cure wounds,guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians,,

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge:1 (200 xp)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.,

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Quaggoth Medium humanoid (quaggoth), chaotic neutral 2 450 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., climb 30 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 10

Languages: Undercommon

Challenge:2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Vrock Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (naturdal)
  • Hit points 104 (11d10+44)
  • Speed 40 ft., fly 60 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON18 (+4)
  • INT8 (-1)
  • WIS13 (+1)
  • CHA8 (-1)

Save Throws: Dex +5, Wis +4, Cha +2

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120ft.

Challenge:6 (2,300 xp)

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.,

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 14 (2d10 + 3) slashing damage.

Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn .