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Ghoul, Emperor

Ghoul, Emperor Medium undead, lawful evil 20 25,000 xp

  • Armor class 20 (natural armor)
  • Hit points 204 (24d8+96)
  • Speed 30 ft., burrow 15ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 19 (+4)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 21 (+5)

Save Throws: Dex +8, Wis +9

Skills: Deception +11, Insight +9, Perception +9, Persuasion +11

Damage Resistances: cold, necrotic

Damage Immunities: posion, mundane damage

Condition Immunities: charmed, exhaustion, frightened, poisoned

Senses: darkvision 120 ft., PP19

Languages: Common, Draconic, Gnoll, Undercommon

Challenge: 20 (25,000 xp)

Legendary Resistance (3/Day). If the emperor fails a saving throw, he can choose to succeed instead.

Sunlight Sensitivity. While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Turn Resistance. The emperor has advantage on saving throws against effects that turn undead.

Actions

Multiattack. The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success.

Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage plus 17 (5d6) necrotic damage.

Legendary Actions

Emperor of the Ghouls 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. Emperor of the Ghouls regains spent legendary actions at the start of its turn.

Attack. The emperor makes one claw or bite attack.

Cantrip. The emperor casts a cantrip.

Font of Power (3 actions). Roll 1d8. The emperor regains a spell slot of that level or lower.

Ghoul, Iron

Ghoul, Iron Medium Undead, Lawful Evil 5 1,800 xp

  • Armor class 16 (breastplate)
  • Hit points 143 (22d8+44)
  • Speed 30 ft., burrow 20 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 14 (+2)

Damage Immunities: poison

Condition Immunities: charmed exhaustion, poisoned

Senses: darkvision 60 ft., PP12

Languages: Common, Darakhul, Undercommon

Challenge: 5 (1,800 xp)

Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Multiattack. The iron ghoul makes one bite attack and one claw attack, or three glaive attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10+4) slashing damage.
Heavy Bone Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10+3) piercing damage.

Ghoul, Bonepowder

Ghoul, Bonepowder Small undead, lawful evil 12 8,400 xp

  • Armor class 18 (natural)
  • Hit points 195 (26d6+104)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 20 (+5)
  • CON 18 (+4)
  • INT 19 (+4)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +9, Con +8, Wis +6, Cha +6

Skills: Perception +6, Stealth +9

Damage Resistances: cold, lightning, mundane physical

Damage Immunities: necrotic, posion

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: darkvision 60 ft., PP16

Languages: Common, Darakhul, Draconic, Dwarvish

Challenge: 12 (8,400 xp)

Amorphous. The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.

Coalesce. Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.

Turning Defiance. The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4+1rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.

Gravedust. A bonepowder ghoul can project a 40 foot cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.

Whirlwind (Recharge 5—6). A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength, a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.

Legendary Actions

Innate Spellcasting. The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, darkness, dispel magic, ray of enfeeblement
3/day: blindness/deafness, circle of death (7th level, 10d6)
1/day: finger of death