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Emmantiensien, the Black Birch Large fey, Neutral good 17 18,000 xp

  • Armor class 22 (Natural armor)
  • Hit points 199 (19d10 + 95)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 22 (+6)
  • CHA 23 (+6)

Save Throws: Str +12, Con +11, Int +9, Wis +10

Skills: Perception +10, Nature +9, Insight +12, Medicine +12

Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities: stunned, frightened, charmed, poisoned

Senses: Truesight 120 ft., passive perception 22

Languages: Sylvan, Elven, Common, Druidic

Challenge: 17 (18,000 xp)

Inscrutable. Emmantiensien is immune to any effect which would sense his emotions or read his mind.

Magic weapons. Emmantiensien's weapon attacks are magical.

Innate Spellcasting. Emmantiensien is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). He can cast the following spells with no material components:
at will: druidcraft, barkskin, crown of madness, commune with nature
3/day: giant insect, insect plague, hallucinatory terrain, aura of vitality, aura of purity, aura of life
1/day: circle of power, control weather, daylight

Actions

Multiattack. Emmantiensien makes two slam attacks.

Slam. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage.

Spike Toss. Ranged weapon attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 6) piercing damage.

Legendary Actions

Emmantiensien can take 3 legendary actions, choosing from the options below. He can only take one legendary action at a time and only at the end of another creature's turn. Emmantiensien regains spent legendary actions at the start of his turn.

Entangle (Costs 1 Action). Emmantiensien chooses 1 creature he can see within 60 ft. Roots spring from the ground all around the target, who must succeed on a Dexterity saving throw or be restrained until the end of Emmantiensien's next turn.

Hail of thorns (Costs 1 Action). Emmantiensien casts hail of thorns (3rd level)

Cast Spell (Cost 2 Actions). Emmantiensien casts one of his 3/day spells.

The Green Knight Medium fey, Neutral good 12 8,400 xp

  • Armor class 20 (Plate + shield)
  • Hit points 229 (27d8 + 108)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str +9, Dex +7, Con +8, Wis +7

Skills: Athletics +9, Nature +7, Hitory +7, Perception +7

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

Damage Immunities: poison

Condition Immunities: charmed, ehaustion, frightened, poisoned, paralyzed, petrified, stunned

Senses: Truesight 120 ft., passive perception 17

Languages: Common, Elvish, Sylvan, Druidic

Challenge: 12 (8,400 xp)

Indomitable (3/day). The Green Knight can reroll a failed saving throw. He must use the new roll.

Survivor. The Green Knight regains 10 hit points at the start of his turn as long as he has at least 1 hit point but fewer than half his hit point maximum.

Magic weapons. The Green Knight's weapon attacks are magical.

,,

Actions

Multiattack. The Green Knight makes three longsword attacks.

Longsword. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Spellcasting. The Green Knight is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to spell attacks). He has the following spells prepared:
1st level (4 slots): Compelled duel, Entangle, Thunderous smite
2nd level (3 slots): Branding smite, Find steed
3rd level (2 slots): Blinding smite, Dispel magic

Legendary Actions

The Green Knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Green Knight regains spent legendary actions at the start of his turn.

Weapon Attack. The Green Knight makes a weapon attack.

Command Ally. One ally of the Green Knight that can see and hear him makes one melee weapon attack as a reaction and gains advantage on the attack roll.

Frighten Foe (Costs 2 Actions). One enemy the Green Knight can see must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the Green Knights next turn.