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Cult Fanatic

Cult Fanatic Medium humanoid (any race), any non-good alignment 2 450 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR11 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS13 (+1)
  • CHA14 (+2)

Skills: Deception +4, Persuasion +4, Religion +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge:2 (450 xp)

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

Spellcasting. The fanatic is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon,,


Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.


Shadow Medium Undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 16 (3d8+3)
  • Speed 40 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Stealth +4

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Necrotic, Poison

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

Senses: Darkvision 60 ft., Passive Perception 10


Challenge: 1/2 (100 xp)

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.


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.


Barlgura Large fiend (demon), chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 40 ft., climb 40 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA9 (-1)

Save Throws: Dex +5, Con +6

Skills: Perception +5, Stealth +5

Damage Resistances: Cold, Fire, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Blindsight 30 ft., Darkvision 120 ft., passive Perception 15

Languages: Abyssal, telepathy 120 ft.

Challenge:5 (1,800 xp)

Innate Spellcasting. The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:

1/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.


Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.