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

Morkoth

Morkoth Medium aberration, chaotic evil 11 7,200 xp

  • Armor class 17 (natural armo)
  • Hit points 130 (20d8 + 40)
  • Speed 25 ft., swim 50 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 13 (+1)

Save Throws: Dex +6, Int +9, Wis +6

Skills: Arcana +9, History +9, Perception +10, Stealth +6

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Senses: blindsight 30 ft., darkvision 120 ft.

Languages: telepathy 120 ft.

Challenge: 11 (7,200 xp)

Amphibious. The morkoth can breathe air and water.

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

Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp

1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning

Actions

Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth’s turns. and the morkoth can’t use its tentacles on another target.

Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.

REACTIONS---
Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Cursed Spirit

Cursed Spirit Medium undead, neutral evil 2 450 xp

  • Armor class 11
  • Hit points 38 (7d8 + 7)
  • Speed 0 ft., fly 30 ft.
  • STR 8 (-1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 14 (+2)

Skills: Intimidation +4

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons that aren’t silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 10

Languages: any languages it knew in life

Challenge: 2 (450 xp)

Curse Aura. Enemies within 5 feet of the cursed spirit have disadvantage on all saving throws.

Ethereal Sight. The cursed spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The cursed spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Accursed Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) necrotic damage.

Drowned Maiden

Drowned Maiden Medium undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 90 (20d8)
  • Speed 30 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Dex +6, Cha +7

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 11

Languages: Common

Challenge: 5 (1,800 xp)

Grasping Hair. The drowned maiden’s hair attacks as though it were three separate limbs, each of which can be attacked (AC 19, 15 hit points, immunity to necrotic, poison, and psychic damage, resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Innate Spellcasting. The drowned maiden’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: disguise self, silence

Actions

Multiattack. The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack
.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.

Hair. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time.

Kiss. The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage.

Reel. The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself.

Spawn of Kyuss

Spawn of Kyuss Medium undead, chaotic evil 5 1,800 xp

  • Armor class 10
  • Hit points 76 (9d8 + 36)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 3 (-4)

Save Throws: Wis +1

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft.

Languages: understands the languages it knew in life but can’t speak

Challenge: 5 (1,800 xp)

Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.

Actions

Multiattack. The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.

Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.

Swashbuckler

Swashbuckler Medium hunanoid (any race), any non-lawful alignment 0 xp

  • Armor class 17 (leather armor)
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: (0 xp)

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Marid

Marid Large elemental, chaotic neutral 11 7,200 xp

  • Armor class 17 (natural armor)
  • Hit points 229 (17d10 + 136)
  • Speed 30 ft., fly 60 ft., swim 90 ft.
  • STR 22 (+6)
  • DEX 12 (+1)
  • CON 26 (+8)
  • INT 18 (+4)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Dex +5, Wis +7, Cha +8

Damage Resistances: acid, cold, lightning

Senses: blindsight 30 ft., darkvision 120 ft.

Languages: Aquan

Challenge: 11 (7,200 xp)

Amphibious. The marid can breathe air and water.

Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink

3/day each: tongues, water breathing, water walk

1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift

Actions

Multiattack. The marid makes two trident attacks.

Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.

Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Isonade

Isonade Gargantuan monstrosity, chaotic neutral 14 11,500 xp

  • Armor class 18 (natural armor)
  • Hit points 222 (12d20 + 96)
  • Speed swim 100 ft.
  • STR 30 (+10)
  • DEX 14 (+2)
  • CON 26 (+8)
  • INT 6 (-2)
  • WIS 18 (+4)
  • CHA 8 (-1)

Save Throws: Str +14, Con +12, Wis +8

Skills: Athletics +14, Perception +8

Damage Immunities: ability damage/drain

Senses: darkvision 90 ft., passive Perception 18

Languages: understands Aquan and Elvish, but cannot speak

Challenge: 14 (11,500 xp)

Atmospheric Immunity. The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth.

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

Water Breathing. The isonade can breathe only underwater.

Innate Spellcasting. The isonade’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: animal messenger
3/day each: control water, earthquake
1/day each: control weather, storm of vengeance, tsunami

Actions

Multiattack. The isonade makes one tail slap attack and one bite attack.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it’s also swallowed whole (see below).

Tail Slap. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.

Breach. The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.

Swallow Whole. When the isonade’s bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade’s turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.