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Rothe Zombie

Rothe Zombie Large Undead, neutral evil 1/2 100 xp

  • Armor class 8
  • Hit points 22
  • Speed 30
  • STR 17 (+3)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 6 (-2)

Save Throws: Wis +0

Damage Immunities: poisoned

Condition Immunities: poisoned

Senses: darkvision 60, passive perception 8

Languages:

Challenge: 1/2 (100 xp)

Charge.
If the rothé zombie moves at least 20 feet straight
toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If thetarget is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Undead Fortitude.
If damage reduces the rothé zombie to 0 hit
points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rothé zombie drops to 1 hit point instead.

Actions

Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage

Shadow

Shadow Medium undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 16
  • Speed 40
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Stealth +4 (+6 in dim light or darkness)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

radiant

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

Shadow Stealth.
While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness.
While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain.
Melee Weapon Attack:+4 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 2) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Cultist

Cultist Medium humanoid, non good 1/8 25 xp

  • Armor class 12
  • Hit points 9
  • Speed 30
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: deception +2, religion +2

Senses: passive perception 10

Languages: common

Challenge: 1/8 (25 xp)

Dark Devotion
The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) slashing damage.