Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Ulgoth the Damned

Ulgoth the Damned Medium Humaniod (Orc), Evil 0 xp

  • Armor class 16 (Armor of Shadows)
  • Hit points 64 (7D8 +21)
  • Speed 30
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wisdom +3, Charisma +6

Skills: Arcana +3, Deception +6

Damage Resistances: Fire Damage

Senses: Passive Perception: 13, Devils Sight 120'

Languages: Common, Orcish

Challenge: (0 xp)

Invocations: Armor of Shadows, Tomb of Levistus, Devils Sight

Dark One's Blessing: When a creature dies within 30', this creature gains 8 temp hit points.

Fiendish Resilience: Gains damage resistance to Fire

(5th level Caster)
Cantrips (At Will): Eldritch Blast, Shocking Grasp, Sword Burst, Toll the Dead, Produce Flame

1st Level (4 slots): Hex, Hellish Rebuke, Burning Hands
2nd Level (3 Slots): ShadowBlade, Darkness, Mind Spike, Scorching Ray
3rd Level (1 Slot): Counterspell, Vampiric Touch

Spell Save DC for spells: 14

Actions

Staff: Melee Weapon Attack: +6 to hit, Reach 5ft, one target: Hit: 1D6 +3 Bludgeoning Damage

Spells:

Eldritch Blast: Ranged Spell attack: +6 to hit, Range: 120ft, up to 2 Targets: Hit: 1D10 Force Damage
Shocking Grasp: Melee Spell Attack: +6 to hit (Advantage against targets wearing metal armor), Range 5ft, one target: 2d8 Lighting Damage and creature loses reactions for the turn.
Sword Burst: Dexterity Save on creatures targets within 5ft (DC 14). 2D6 Force Damage on a failed Save
Toll the Dead: Ranged Spell Attack. Target must succeed on a Wisdom Save (DC 14). On a failed save, target takes 2D8 necrotic Damage.

Legendary Actions

Tomb of Levistus: As a reaction when you take damage, you can entomb yourself in ice, which melts away at the
end of your next turn. You gain 10 temporary hit
points per warlock level, which take as much of
the triggering damage as possible. You also gain
vulnerability to fire damage, your speed drops to
0, and you are incapacitated. All of these effects
end when the ice melts.

Can be used once.