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Gelatinous Cube

Gelatinous Cube Large ooze,, Unaligned 5 1,800 xp

  • Armor class 15
  • Hit points 130
  • Speed 15
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Skills: Ooze Cube, Transparent

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses: Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8

Languages:

Challenge:5 (1,800 xp)

% die for each attack under 35% gets a counter.
after 5 counters they are destroyed.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Legendary Actions

Ooze Cube. Creatures that enter the oozes space,are subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Water Elemental

Water Elemental Large Elemental, Neutral 5 1,800 xp

  • Armor class 15
  • Hit points 114
  • Speed 30/90
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA8 (-1)

Damage Resistances: Acid, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities: Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 Ft., passive Perception 10

Languages: Aquan

Challenge:5 (1,800 xp)

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 ft. until the end of its next turn.
Gelatinous Cube

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Great Water Elemental

Great Water Elemental Large Elemental, Neutral 8 3,900 xp

  • Armor class 16
  • Hit points 180
  • Speed 30/90
  • STR 20 (+5)
  • DEX 16 (+3)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Insight +4, Perception +4, Persuasion +3

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

Damage Immunities: poison

Condition Immunities: exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Aquan, and any one other

Challenge: 8 (3,900 xp)

Brute. A melee weapon deals one extra die of its damage when the elemental hits with it (included in the attack).

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Whelm : See Water Elemental card
(Recharge 4-6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a
failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15).
At the start of each of the elemental's turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the elemental can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elemental. A creature can benefit from only one Leadership die at a time. This effect ends if the elemental is incapacitated.

Legendary Actions

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