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Zahar the Dark Consort Humanoid (Shadar-Kai), Lawful Evil 9 5,000 xp

  • Armor class 19 (Plate Armor)
  • Hit points 104
  • Speed 30
  • STR 20 (+5)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 8 (-1)
  • CHA 10 (0)

Save Throws: Str +8, Con +6

Skills: Dece. +3, Inti. +8, Athl. +8, Arca. +6

Damage Resistances: Necrotic

Condition Immunities: Frightened, Disarmed

Senses: Darkvision 120'

Languages: Common, Draconic, Infernal

Challenge: 9 (5,000 xp)


One with Shadows: May go invisible while in the shadows.

Shadow Curse (1/LR): When reduced to 0 hp, instead go to 1 hp and gain become exhausted.

Shadow Jaunt (1/SR): You can cast the misty step spell once using this trait. (bns 30 ft. teleport)

Spell Slots: 4 (1st lvl), 2 (2nd lvl)

Cantrips Known: Chill Touch, Minor Illusion

Spells Known:
1st: Absorb Elements, Shield
2nd: Darkness, Shatter, Mirror Image, Invisibility

Actions

Multiattack: The Consort can make two attacks with its weapons or one weapon and one spell.

Greatsword: +9 to hit, 2d6+6 slashing, reach 5 ft. (reroll 1s or 2s)

Trident: +8 to hit, 1d6+5 piercing, reach 5 ft./ thrown 20/60 ft. (may summon his javelin back immediately after thrown)

Spells:
Chill Touch: +6 to hit, 2d8 necrotic, 120 ft. (can't regain hp until your next turn)

Absorb Elements: Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk, first melee hit next rnd +1d6+1d6/SL dmg (reaction)

Shield: If hit by attack +5 AC until start of next turn, or stop Magic Missile spell (reaction)

Shatter: 10-ft rad all 3d8+1d8/SL Thunder dmg, save halves, Con. save DC 14, 60 ft.

Darkness: 15 rad, 60ft., Conc. for 10 min.
Mirror Image: 3 Illusions, random attack, AC 11, 1 min
Invisibility: 1+1/sl invisible, Conc. for 1 hour.

Legendary Actions

The Consort can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

-Move without taking oppurtunity attacks.
-Cast a cantrip.
-Attack with his Trident.

Wight Medium undead, neutral evil 3 700 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3, Stealth +4

Damage Resistances: necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 13

Languages: the languages it knew in life

Challenge: 3 (700 xp)

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

Actions

Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Vampire Spawm Medium undead, neutral evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

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

Senses: darkvision 60 ft., passive Perception 13

Languages: the languages it knew in life

Challenge: 5 (1 xp)

Regeneration.The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb.The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses.The vampire has the following flaws:
Forbiddance.The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart.The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity.The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack.The vampire makes two attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit:8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.