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Gray Ooze Medium ooze, Unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: Blindsight 60 ft., blind beyond this radius

Languages:

Challenge: 1/2 (100 xp)

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

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Giant Spider Large beast, Unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: Blindsight 10 ft., Darkvision 60 ft.

Languages:

Challenge: 1 (200 xp)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Quaggoth Medium humanoid (quaggoth), Chaotic Neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d8+18)
  • Speed 30 ft., climb 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft.

Languages: Undercommon

Challenge: 2 (450 xp)

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shoor Vandree Medium humanoid (elf), Neutral Evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Dex +7, Con +5, Wis +4

Skills: Perception +4, Stealth +10

Senses: Darkvision 120 ft.

Languages: Elvish, Undercommon

Challenge: 5 (1,800 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Actions

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Wand of Viscid Globs (rare wand, requires attunement). Expend 1 of 7 charges to make ranged attack on one target within 60 feet. +4 to hit. On hit, target is restrained for 1 hour.


Reactions

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Ilvara Mizzrym Medium humanoid (elf), Neutral Evil 8 3,900 xp

  • Armor class 15 (scale mail)
  • Hit points 71 (13d8+13)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Con +4, Wis +6, Cha +7

Skills: Insight +6, Perception +6, Religion +4, Stealth +5

Senses: Darkvision 120 ft.

Languages: Elvish, Undercommon

Challenge: 8 (3,900 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Actions

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds

Tentacle Rod (Rod, rare, requires attunement). Direct each tentacle to attack a creature you see within 15 feet. Each tentacle makes melee attack with +9 to hit. On hit, 1d6 bludgeoning damage. If one target hit with all 3 tentacles, DC 15 Con saving throw. On failure, speed is halved, disadvantage on Dex saving throws, can't use reactions for 1 minute, and it can use either action or bonus action on its turn but not both. At end of its turn, can repeat the saving throw to end the effect.

Asha Vandree Medium humanoid (elf), Neutral Evil 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Languages: Elvish, Undercommon

Challenge: 2 (450 xp)

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

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

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Drow Elite Warrior Medium humanoid (elf), Neutral Evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Dex +7, Con +5, Wis +4

Skills: Perception +4, Stealth +10

Senses: Darkvision 120 ft.

Languages: Elvish, Undercommon

Challenge: 5 (1,800 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

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

Actions

Multiattack. The drow makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.


Reactions

Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Drow Medium humanoid (elf), Neutral Evil 1/4 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +4

Senses: Darkvision 120 ft.

Languages: Elvish, Undercommon

Challenge: 1/4 (50 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

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

Actions

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

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.