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Animated Armor

Animated Armor Medium Construct, unaligned 1 200 xp

  • Armor class 18 (natural)
  • Hit points 33 (6d8+6)
  • Speed 25 ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60ft. (blind beyond this radius), PP 6

Languages:

Challenge: 1 (200 xp)


Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions


Multiattack. The armor makes two melee attacks.

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

Carrion Crawler

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural amor)
  • Hit points 51 (6d10+18)
  • Speed 30 ft.,climb 30ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: darkvision 60 ft., passive Perception 13

Languages: --

Challenge: 2 (450 xp)


Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

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

Actions


Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature.
Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 7 (2d4 + 2) piercing damage.

Helmed Horror

Helmed Horror Medium construct, neutral 4 1 xp

  • Armor class 20 (plate, shield)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., fly 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +4

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

Damage Immunities: force, necrotic, poison

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 14

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

Challenge: 4 (1 xp)


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

Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions


Multiattack. The helmed horror makes two longsword attacks.

Longsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Flumph

Flumph Small aberration , lawful good 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 5ft, fly 30ft
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Arcana +4, History +4, Religion +4

Senses: darkvision 60ft., passive Perception 12

Languages: understands Undercommon but can't speak, telepathy 60ft.

Challenge: 1/8 (25 xp)


Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flu mph lands upside-down and is in capacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions


Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.