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Name

Name Type, Alignment Challenge 0 xp

  • Armor class AC (Ac Type)
  • Hit points Hit Point (HP Formula)
  • Speed Speed
  • STRSTR (-5)
  • DEXDEX (-5)
  • CONCON (-5)
  • INTINT (-5)
  • WISWIS (-5)
  • CHACHA (-5)

Save Throws:Save Throws

Skills:Skills

Damage Resistances:Damage Resistances

Damage Immunities:Damage Immunities

Condition Immunities:Condition Immunities

Senses:Senses

Languages:Languages

Challenge:Challenge (0 xp)

Additional Settings

Additional Settings

Actions

Actions

Legendary Actions

Legendary Action

Aarakocrae

Aarakocrae Medium humanoid, Neutral good 1/4 50 xp

  • Armor class 12 (Natural armor)
  • Hit points 13 (3d8)
  • Speed 20 ft., fly 50 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills: Perception +5

Damage Resistances: Damage Resistances

Damage Immunities: Damage Immunities

Condition Immunities: Condition Immunities

Senses: Passive Perception 15

Languages: Auran

Challenge: 1/4 (50 xp)

Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.

Actions

Dive Attack: If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Talon Attack: Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (ld4 + 2) slashing damage.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Air Elemental Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecu tive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is fri en dlytoward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners di e, or until any of its summoners dismisses it as a bonus action . A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.

Aboleth

Aboleth Large aberration, Lawful evil 10 5,900 xp

  • Armor class 17 (Natural armor)
  • Hit points 135 (18d10 + 36)
  • Speed 10 ft., Swim 40 ft.
  • STR21 (+5)
  • DEX9 (-1)
  • CON15 (+2)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:Con +, Int +8, Wis +6

Skills:History +12, Perception +10

Senses:Darkvision 120 ft ., passive Perception 20

Languages:Deep Speech, telepathy 120ft.

Challenge:10 (5,900 xp)

Amphibious: The aboleth can breathe air and water.

Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while withi n 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy: If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions

Multiattack: The aboleth makes three tentacle attacks.

Tentacle: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail: Melee Weapon Attack: +9 to hit, reach 10ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3JDay) The aboleth targets one creature it can see within 30 fe et of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communi cate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn . The aboleth regains spent legendary actions at the start of its turn.
Detect: The aboleth makes a Wisdom (Perception) check.
Tail Swipe: The aboleth makes one tail attack.
>Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.