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, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Storm Elemental Myrmidon

Storm Elemental Myrmidon Large Elemental, Neutral 7 2,900 xp

  • Armor class 18 (Plate)
  • Hit points 117
  • Speed 40 ft, Fly 60 ft
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: Lightning, Poison

Condition Immunities: paralyzed, petrified, poisoned, prone

Senses: Darkvision 60 ft

Languages: Ignan

Challenge: 7 (2,900 xp)

Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon's weapon attacks are magical.

Lightning Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) lightning damage at the start of each of its turns.

Actions

Multiattack. The myrmidon makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shocking Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) Lightning damage.

Storm Elemental

Storm Elemental Large Elemental, Neutral 5 1,800 xp

  • Armor class 13 (Natural)
  • Hit points 102
  • Speed 50ft
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities: Lightning, Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60ft

Languages: Ignan

Challenge: 5 (1,800 xp)

Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Lightning Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) lightning damage at the start of each of its turns.

Actions

Multiattack: The elemental makes two touch attacks.

Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) lightning damage at the start of each of its turns.

Storm Mephits

Storm Mephits Small Elemental, Neutral Evil 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 22
  • Speed 30ft, Fly 60ft
  • STR 8 (-1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +3

Damage Immunities: Lightning, Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft

Languages: Ignan, Terran

Challenge: 1/2 (100 xp)

Innate Spellcasting (1/Day): The mephit can innately cast Heat Metal (spell save DC 10), requiring no material Components. Its innate spellcasting ability is Charisma.

Death Burst: When the mephit dies, it explodes in a burst of electricity. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) lightning damage.

Lightning Breath (Recharge 6): The mephit exhales a 15-foot cone of lightning. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Pukka

Pukka Small Elemental, Neutral Good 1/2 100 xp

  • Armor class 12 (Natural)
  • Hit points 23
  • Speed 30ft, Fly 30ft
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2, Stealth +4

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft, passive Perception 12

Languages: Auran, Terran, Common

Challenge: 1/2 (100 xp)

Innate Spellcasting (1/Day). Pukka can innately cast Sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Death Burst. When Pukka, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

Blinding Breath (Recharge 6). Pukkaexhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Earth Step. Pukka can dissolve into a
piece of exposed earth and emerge from
another piece of exposed earth that he has
visited before. There is no range limit on
this ability. He must take a short rest before
using this ability again.