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Beholder Zombie Large undead, neutral evil 5 1,800 xp

  • Armor class 15 (natural)
  • Hit points 93 (11d10+33)
  • Speed 0 ft., fly 20ft. (hover)
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Save Throws: Wis +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands Deep Speech and Undercommon, but can't speak

Challenge: 5 (1,800 xp)


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

Actions


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 14 (4d6) piercing damage.

Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger non magical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+12)
  • Speed 30 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Damage Immunities: poison

Condition Immunities: exhaustion, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Terran

Challenge: 2 (450 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) slashing damage.

Evil Doll Tiny construct, chaotic evil 4 1 xp

  • Armor class 14 (natural armor)
  • Hit points 119 (14d10 + 42)
  • Speed 20 ft
  • STR 7 (-2)
  • DEX 18 (+4)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 16 (+3)

Damage Resistances: piercing and slashing from nonmagical weapons

Damage Immunities: poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 4 (1 xp)

False Appearance. While the evil doll remains motionless, it is indistinguishable from an ordinary, inanimate childrens doll.
Frightening Lullaby. Once per day, the evil doll can use a bonus action to sing a creepy childrens lullaby. All creatures within a 30 ft. radius, that can hear it, must succeed a DC 15
Wisdom saving throw.
On a failed saving throw the creature will become frightened and must succeed on another DC 15 Wisdom saving throw
to break the enchantment at the end of their next turn. On a
second failed save, the creature will become paralyzed, and can attempt a DC 15 Wisdom saving throw on each turn.
Once it has succeeded a saving throw, the creature will no
longer be paralyzed
Shadow Blend (Recharge 5-6). As a bonus action, the evil doll
can disappear to the evil places that lurk in the shadows. Use
this feature as an escape mechanism.

Actions

Multiattack. The evil doll makes two attacks: one with its
knife and one with its claw.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit 7 (1d6 + 4) slashing damage.
Knife. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit 11 (2d6 + 4) piercing damage.

Ghost Medium undead, any alignment 4 1,100 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., fly 40 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

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

Damage Immunities: cold, necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 11

Languages: any languages it knew in life

Challenge: 4 (1,100 xp)

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

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

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and viae versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost can seewithin 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost, the ghost then disappears, and the target is inca pacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect li ke the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghast Medium Undead, Chaotic Evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: Necrotic

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60ft., passive perception 10

Languages: Common

Challenge: 2 (450 xp)

Stench: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.


Turning Defiance: The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed fo r 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cloaker Large aberration, Chaotic neutral 8 3,900 xp

  • Armor class 14 (Natural armor)
  • Hit points 78 (12d10+12)
  • Speed 10ft., fly 40ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA14 (+2)

Skills: Stealth +5

Senses: darkvision 60ft., passive Perception 11

Languages: Deep Speech, Undercommon

Challenge:8 (3,900 xp)

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lfthe cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Gertrude: Night Hag Medium fiend,, neutral evil 5 1 xp

  • Armor class 17 (natural armor)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +7, Insight +6, Perception +6, Stealth +6

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

Condition Immunities: charmed

Senses: darkvision 120ft., passive Perception 16

Languages: Abyssal, Common, Infernal, Primordial

Challenge: 5 (1 xp)

Innate Spellcasting. Spellcasting. The hag’s innate spellcasting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks). She
can innately cast the following spells, requiring no material
components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep,
create undead
Magic Resistance. The hag has advantage on saving throws
against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape.The hag magically polymorphs into a Small or
Medium female humanoid, or back into her true form. Her
statistics are the same in each form. Any equipment she is
wearing or carrying isn’t transformed. She reverts to her true
form if she dies.
Etherealness. The hag magically enters the Ethereal Plane
from the Material Plane, or vice versa. To do so, she must
have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane,
the hag magically touches a sleeping humanoid on the
Material Plane. A protection from evil and good spell cast on
the target prevents this contact, as does a magic circle. As
long as the contact persists, the target has dreadful visions.
If these visions last for at least 1 hour, the target gains no
benefit from its rest, and its hit point maximum is reduced
by 5 (1d10). If this effect reduces the target’s hit point
maximum to 0, the target dies, and if the target was evil, its
soul is trapped in the hag’s soul bag. The reduction to the
target’s hit point maximum lasts until removed by the greater
restoration spell or similar magic.