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Peneral Possessed Template

Peneral Possessed Template , 0 xp

  • Armor class
  • Hit points
  • Speed fly 30 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Arcana +8, History +8, Religion +8

Damage Resistances: necrotic, bludgeoning, piercing, and slashing damage from non-magical weapons

Languages: Gnomish, Goblin

Challenge: (0 xp)

Spellcasting. The Penaral Possessed is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). The Penaral Possessed has the following wizard spells prepared:

Cantrips (at will): chill touch, fire bolt, mage hand, mending, prestidigitation, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): darkness, misty step, see invisibility
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (2 slots): cone of cold, wall of force
6th level (1 slots): create undead

Actions

Strahd's animated armor

Strahd's animated armor Medium construct, lawful evil 6 2,300 xp

  • Armor class 21 (natural armor)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Perception +3

Damage Resistances: cold, fire

Damage Immunities: lightning, poison

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

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

Languages: understand Common but can't speak

Challenge: 6 (2,300 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 or uses Shocking Bolt twice.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.

Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Swarm of Ball Bearings

Swarm of Ball Bearings Medium swarm of Tiny constructs, unaligned 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 31 (7d8)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Resistances: bludgeoning, piercing, slashing

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft., passive Perception 6

Languages: --

Challenge: 1 (200 xp)

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

False Appearance. While the ball bearings remains motionless, they are indistinguishable from normal ball bearings.

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny caltrop. The swarm can't regain hit points or gain temporary hit points.

Actions

Bludgeon. Melee Weapon Attack: +4 to it, one target. Hit: 14 (4d6) bludgeoning damage or 7 (2d6) bludgeoning damage if the swarm has half its hit points or fewer.

Roll. The swarm of ball bearings moves up to its speed. While doing so, it can enter creatures' spaces. Whenever the ball bearings enter a creature's space, the creature must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half its hit points or fewer, and is knocked prone.

Swarm of Flying Caltrops

Swarm of Flying Caltrops Medium swarm of Tiny constructs, unaligned 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 36 (8d8)
  • Speed 0 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Save Throws: Dex +4

Damage Resistances: bludgeoning, piercing, slashing

Damage Immunities: poison, psychic

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

Senses: blindsight 60 ft., passive Perception 6

Languages: -

Challenge: 1 (200 xp)

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

False Appearance. While the caltrops remains motionless, they are indistinguishable from normal caltrops.

Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny caltrop. The swarm can't regain hit points or gain temporary hit points.

Actions

Pierces. Melee Weapon Attack: +4 to hit, one target. Hit: 14 (4d6) piercing damage or 7 (2d6) if the swarm is at half its hit points or fewer. Additionally, the target's walking speed is reduced by 10 feet until the end of their next turn.

Kuo-toa Monitor

Kuo-toa Monitor Medium humanoid (kuo-toa), neutral evil 2 450 xp

  • Armor class 13 (natural armor, unarmored defense)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120 ft.

Languages: Undercommon

Challenge: 2 (450 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

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

Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.

Actions

Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn.

Quartztoil Construct

Quartztoil Construct Large construct (undead), lawful evil 8 3,900 xp

  • Armor class 18 (natural armor)
  • Hit points 147 (14d10 + 70)
  • Speed 25
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: necrotic, bludgeoning, piercing, and slashing damage from non-magical weapons

Damage Immunities: poison, psychic

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

Senses: darkvision 90 ft., blindsight 60 ft., passive Perception 12

Languages: --

Challenge: 8 (3,900 xp)

Immutable Form. The Quartztoil construct is immune to any spell or effect that would alter its form.

Magic Resistance. The Quartztoil construct has advantage on saving throws against spells and other magical effects.

Siege Monster. The Quartztoil construct deals double damage to objects and structures.

Magic Weapons. The Quartztoil construct’s weapon attacks are magical.

Turn Immunity. The Quartztoil construct cannot be turned.

Actions

Multiattack. The Quartztoil construct makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage

Kra

Kra Medium humanoid (dragonborn), chaotic evil 2 450 xp

  • Armor class 16 (chain mail)
  • Hit points 40 (6d8 + 12)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 13 (+1)
  • WIS 18 (+4)
  • CHA 14 (+2)

Save Throws: Wisdom +7, Charisma +5

Skills: Medicine +7, Persuasion +5, Religion +4

Damage Resistances: fire

Senses: passive Perception 14

Languages: Common, Draconic

Challenge: 2 (450 xp)

Spellcasting. Kra is a 6th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell ttacks). Kra has following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, guiding bolt, inflict wounds, sanctuary
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word,
spirit guardians


Maddening Strike (1/turn) Kra channels the madness and corruption of The Voice through her weapon attacks. On each of Kra’s turns she can deal an additional 1d8 psychic damage to a creature she strikes with a weapon attack.

Actions

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

Breath Weapon (Recharges after a Short or Long Rest). Kra can breathe fire out in a 5-foot by 30-foot line. Each creature in the line must make a DC 14 Dexterity saving throw, taking 3d6 fire damage on a failed saving throw, or half on a successful one.

Maddening Fear (Recharges after a Short or Long Rest). Kra instills madness in one creature she can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or drop whatever they are holding and become frightened. While frightened by this spell, a creature must take the Dash action and move away from Kra by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of
sight to Kra, the creature can repeat the Wisdom saving throw, ending the effect on a success.

Weapons, Armor & Items
Leather armor, quarterstaff, holy symbol (The Voice), explorer’s pack, glyph of warding spell scroll, 90 gp

Sala Ashcopse

Sala Ashcopse Small humanoid (lightfoot halfling), chaotic neutral 3 700 xp

  • Armor class 15 (chain shirt)
  • Hit points 60 (8d10 + 16)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 16 (+3)

Save Throws: Strength +6, Dexterity +7, Constitution +5

Skills: Athletics +6, Perception +5, Intimidation +6, Sleight of Hand +7, Stealth +6

Senses: passive Perception 15

Languages: Common, Halfling

Challenge: 3 (700 xp)

Brave. Sala has advantage on saving throws against being frightened.

Bond of Blood (1/day). When Sala is reduced to 0 hit points, she grants her father, Garrin Ashcopse, an additional warlock spell slot that must be used within one minute.

Fighting Style (Two-Weapon Fighting). Sala may add her ability modifier to damage rolls with her offhand weapon.

Halfling Nimbleness. Sala can move through the space of any creature that is a size larger than her.

Improved Critical. Sala scores critical hits on rolls of 19 and 20.

Lucky. When Sala rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.

Naturally Stealthy. Sala can attempt to hide even when she is obscured only by a creature that is at least one size larger than her.

Pack Tactics. Sala has advantage on an attack roll against a creature if at least one of Sala’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Remarkable Athlete. Sala can add +2 to any Strength, Dexterity, or Constitution check that doesn’t already use her proficiency bonus. Additionally, the distance Sala covers with a running long jump increases by 3 feet.

Second Wind (Recharges after a Short or Long Rest). On her turn, Sala can use a bonus action to regain 1d10 + 8 hit points.

Actions

Multiattack. Sala makes two weapon attacks. Additionally, as a bonus action she can make an attack with her offhand weapon.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.

Weapons, Armor & Items
Leather armor, rapier, ten darts, eight acid vials, dungeoneer’s pack, potion of greater healing, potion of heroism, 120 gp

Mara Sageprel

Mara Sageprel Medium humanoid (human), neutral evil 0 xp

  • Armor class 17 (studded leather)
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 20 (+5)
  • CON 11 (0)
  • INT 19 (+4)
  • WIS 16 (+3)
  • CHA 17 (+3)

Save Throws: Dexterity +8, Intelligence +7

Skills: Acrobatics +8, Deception +6, Perception +6, Persuasion +6, Sleight of Hand +8, Stealth +8

Senses: passive Perception 16

Languages: Common, Halfling, Thieves' Cant

Challenge: (0 xp)

Sneak Attack (1/turn). Mara can deal an extra 3d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or ranged weapon. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll.

Binding Contract. Mara has advantage on saving throws against being charmed or frightened.

Cunning Action. On her turn, as a bonus action, Mara can take a Dash, Dodge, Disengage, or Hide action

Escape Artist. Mara leaves no trace. Anyone attempting to track her has disadvantage.

Poison Dip. Mara can use a bonus action to add elite assassin’s poison to her weapon. The next time a poisoned weapon hits, the target must make a DC 19 Constitution saving throw or become poisoned. The target is paralyzed while poisoned in this way. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Mara can substitute her elite assassin’s poison for wyvern poison with this ability.

Actions

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

REACTIONS---
Parry. When Mara is hit with a melee attack while wielding a melee weapon with the finesse property, she can add +2 to her AC for that attack.

Weapons, Armor & Items
Studded leather armor, silver dagger, shortbow, 20 arrows, explorer’s pack, poisoner’s kit, 5 bottles of elite assassin poison, 2 bottles of wyvern poison, 245 gp

Grankus Feldspurn

Grankus Feldspurn Medium humanoid (half-orc), neutral evil 2 450 xp

  • Armor class 16 (leather armor)
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 20 (+5)
  • CON 12 (+1)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Dexterity +8, Intelligence +7

Skills: Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8

Senses: darkvision 60 ft., passive Perception 15

Languages: Common, Orc, Thieves' Cant

Challenge: 2 (450 xp)

Sneak Attack (1/turn). Grankus can deal an extra 3d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.

Binding Contract. Grankus has advantage on saving throws against being charmed or frightened.

Cunning Action. On his turn, as a bonus action, Grankus can take a Dash, Dodge, Disengage, Hide, Use an Object action. Alternatively, he can make a Sleight of Hand check or use his thieves’ tools to disarm a trap or open a lock.

Relentless Endurance (1/day). When Grankus is reduced to 0 hit points, but not killed outright, he can drop to 1 hitpoint instead.

Savage Attacks. When Grankus scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 5) slashing damage.

Reactions----
Uncanny Dodge. When Grankus is hit with an attack from an attacker that he can see, he can halve the attack’s damage.

Weapons, Armor & Items
Leather armor, shortsword, four handaxes, thieves’
tools, burglar’s pack, potion of greater healing, potion of invisibility, 135 gp

Garrin Ashcopse

Garrin Ashcopse Small humanoid (lightfoot halfling), chaotic evil 3 700 xp

  • Armor class 12 (studded leather)
  • Hit points 51 (8d8 + 8)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

Save Throws: Wisdom +4, Charisma +8

Skills: Arcana +5, Deception +8, Religion +5, Stealth +3

Senses: passive Perception 11

Languages: Common, Halfling

Challenge: 3 (700 xp)

Agonizing Blast. Garrin adds +5 damage to his eldrich blast spells on a hit.

Brave. Garrin has advantage on saving throws against being frightened.

Criminal Contact. Garrin has a contact in the criminal network, and can send and receive messages to them through various means, even over great distances.

Dark One’s Blessing. When Garrin reduces a hostile creature to 0 hit points, he gains 13 temporary hit points.

Dark One’s Own Luck (Recharges after a Short or Long Rest). When Garrin makes an ability check or a saving throw, he may add a d10 to the roll. He can do so after the initial roll but before determining success or failure.

Eyes of the Rune Keeper. Garrin can read all writing.

Halfling Nimbleness. Garrin can move through the space of any creature that is a size larger than him.

Lucky. When Garrin rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Naturally Stealthy. Garrin can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.

Pact Magic. Garrin is a 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He regains expended spell slots after a short or long rest, and knows the following warlock spells:

Cantrips: blade ward, eldrich blast, poison spray
4th level (2 slots): burning hands, command, fireball, fire shield, hellish rebuke, protection from evil and good, scorching ray, stinking cloud, wall of fire.

Actions

Thirsting Blade. Garrin makes two Pact Flail attacks.

Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one creature. Hit: 4 (1d8) bludgeoning damage .

Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.

Pact of the Blade (Flail). Garrin can use his action to create a pact weapon in a free hand. He is proficient with the weapon and it counts as magical for the purposes of overcoming resistances and immunities. The weapon disappears if it is more than 5 ft. away from Garrin for more than one minute, if he dies or if he dismisses it (no action required).

Legendary Actions

Weapons, Armor & Items
Ragged fine clothes, studded leather, orb of The Voice, dagger, Dragonchess, lock of hair, theives' tools, 15gp

Withered Lich

Withered Lich Small undead, chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 38 (11d6)
  • Speed 5 ft., fly 30 ft.
  • STR 3 (-4)
  • DEX 8 (-1)
  • CON 19 (+4)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Con +4, Int +9, Wis +6

Skills: Arcana +9, History +8, Insight +5, Perception +5

Damage Resistances: necrotic, bludgeoning, piercing, and slashing damage from non-magical attacks, cold, lightning

Damage Immunities: poison

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

Senses: truesight 120 ft., passive Perception 15

Languages: Common, Gnomish, Goblin

Challenge: 4 (1,100 xp)

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

Rejuvenation. If the withered lich’s phylactery is not crushed, a destroyed withered lich reassembles its body in 1d10 days, regaining all its hit points and becoming active again.

Spellcasting. The withered lich is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The withered lich has the following wizard spells prepared:

Cantrips (at will): chill touch, fire bolt, mage hand, mending, prestidigitation, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield, thunderwave
2nd level (3 slots): darkness, misty step, see invisibility
3rd level (3 slots): animate dead, counterspell, lightning bolt
4th level (3 slots): greater invisibility, ice storm, stoneskin
5th level (2 slots): cone of cold, wall of force
6th level (1 slots): create undead

Turn Resistance. The withered lich has advantage on any saving throws against any effects that turn undead.

Actions

Freezing Touch. Melee Spell Attack:Hit:

Quartztoil Construct

Quartztoil Construct Large construct (undead), lawful evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 60 (8d10 + 16)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: necrotic, bludgeoning, piercing, and slashing damage from non-magical weapons

Damage Immunities: poison, psychic

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

Senses: darkvision 90 ft., blindsight 60 ft., passive Perception 12

Languages: --

Challenge: 3 (700 xp)

Immutable Form. The Quartztoil construct is immune to any spell or effect that would alter its form.

Magic Resistance. The Quartztoil construct has advantage on saving throws against spells and other magical effects.

Siege Monster. The Quartztoil construct deals double damage to objects and structures.

Magic Weapons. The Quartztoil construct’s weapon attacks are magical.

Turn Immunity. The Quartztoil construct cannot be turned.

Actions

Multiattack. The Quartztoil construct makes two slam attacks.


Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Incomplete Quartztoil Construct

Incomplete Quartztoil Construct Large construct (undead), lawful evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (8d10 + 8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: necrotic

Damage Immunities: poison, psychic

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: --

Challenge: 3 (700 xp)

Immutable Form. The incomplete Quartztoil construct is immune to any spell or effect that would alter its form.

Magic Resistance. The incomplete Quartztoil construct has advantage on saving throws against spells and other magical effects.

Magic Weapons. The incomplete Quartztoil construct’s weapon attacks are magical.

Turn Immunity. The incomplete Quartztoil construct cannot be turned.

Actions

Multiattack. The incomplete Quartztoil construct makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Death Seep. Unbound, raw, necrotic energy pours out from the construct. Each creature within 10 feet of the incomplete Quartztoil construct must make a DC 13 Constitution saving throw, taking 15 (6d4) necrotic damage on a failed saving throw, or half as much on a successful one.

Ghastruct

Ghastruct Large construct (undead), lawful evil 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 78 (12d10 + 12)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: necrotic, bludgeoning, piercing, and slashing damage from non-magical weapons

Damage Immunities: poison, psychic

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

Senses: darkvision 90 ft., blindsight 60 ft., passive Perception 11

Languages: --

Challenge: 5 (1,800 xp)

Immutable Form. The ghastruct is immune to any spell or effect that would alter its form.

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

Magic Weapons. The ghastruct’s weapon attacks are magical.

Turn Immunity. The ghastruct cannot be turned.
Projected Stench. Any creature that starts its turn within 10 feet of the ghastruct must succeed on a DC 13 Constitution saving throw, or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghastruct’s stench for 24 hours.

Siege Monster. The ghastruct deals double damage to objects and structures.

Actions

Multiattack. The ghastruct makes two steel claw attacks.

Steel Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature and not undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, end the effect on itself on a success.

Crawling Gauntlet

Crawling Gauntlet Tiny construct (undead), lawful evil 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 21 (6d4 + 6)
  • Speed 20 ft., climb 20 ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison, psychic

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

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 11

Languages: --

Challenge: 1 (200 xp)

Immutable Form. The crawling gauntlet is immune to any spell or effect that would alter its form.

Magic Resistance. The crawling gauntlet has advantage on saving throws against spells and other magical effects.

Magic Weapons. The crawling gauntlet’s weapon attacks are magical.

Turn Immunity. The crawling gauntlet cannot be turned.

Actions

Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 14) until the grapple ends. The crawling gauntlet can only grapple one target.

Crush. The crawling gauntlet crushes the creature it is grappling. The creature must make on a DC 11 Constitution saving throw, taking 13 (2d8 + 4) bludgeoning damage on a failed save, or half as much on a successful one.

Kuo-Toa Whip

Kuo-Toa Whip Medium humanoid (kuo-toa), neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120 ft., passive Perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

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

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy
1st level (3 slots): bane, shield of faith

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Quartztoil Animated Armor

Quartztoil Animated Armor Medium construct, unaligned 3 700 xp

  • Armor class 18 (natural armor)
  • Hit points 55 (10d8 + 10)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 5 (-3)

Damage Immunities: poison, psychic

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

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

Languages: --

Challenge: 3 (700 xp)

Antimagic Susceptibility. The animated armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the animated 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 animated armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The animated armor makes two melee attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.