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Stone Golem Large construct, unaligned 10 5 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisioned

Senses: darkvision 120 ft., passive Perception 10

Languages: understands the language of its creator but can't speak

Challenge: 10 (5 xp)

Immuntable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19(3d8+6) bludgeoning damage.

Slow. (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bulette Large monstrosity, unalighed 5 1 xp

  • Armor class 17 (natural armor)
  • Hit points 94 (9d10+45)
  • Speed 40 ft., burrow 40 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +6

Senses: darkvision 60 ft., termorsense 60 ft., passive Perception 16

Languages: -

Challenge: 5 (1 xp)

Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains on or more other creatures. Each of those creature must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

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

Damage Immunities: poision

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Terran

Challenge: 2 (450 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one wiht its bite and one with its claws.

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

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

Duergar Medium humanoid (dwarf), lawful evil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120 ft., passive Perception 10

Languages: Dwarvish, Undercommon

Challenge: 1 (200 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

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

Actions

Enlarge (Recharges Short/Long Rest). For 1 minute the duergar magically increases in size, along with anything it is wearing / carrying. While enlarged, the duergar is Large, doubles its damage dice on STR-based weapon attacks, and makes STR checks and STR saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6(1d8+2) piercing damage, or 11 (2d8+2) when enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: +5 (1d6+2) piercing damage, or 9(2d6+2) while enlarged.

Legendary Actions

cont.

Invisibility (Recharges Short/Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broke, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.