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Joleene Pippa Small Halfling, Neutral Evil 8 2,300 xp

  • Armor class 14 (Mage Armor)
  • Hit points 65
  • Speed 25
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 12 (+1)
  • CHA 17 (+3)

Save Throws: Intelligence +8 Charisma +7

Skills: Arcana +8 History +8 Investigation +8 Persuasion +7

Senses: Darkvision 120ft

Languages: Common, Halfling, Infernal

Challenge: 8 (2,300 xp)

Little Pip is cute but dirty. Her clothes are ragged, but she looks like she’s one good bath away from being a respectable girl. She tends to sit quietly in corners, watching.

Actions

Spellcasting.Joleen is a 10th level Sorcerer. Her spellcasting ability is Charisma (spell save DC15, to hit with spell attacks +7).  She has 6 sorcery points.

Cantrips (at will, 5): Blade Ward, Frostbite, Infestation, Prestidigitation,

1st level (4 slots): Mage Armor, Ray of Sickness, Shield, Chromatic Orb (throws skulls)

2nd level (3 slots): Blindness/Deafness, Enlarge/Reduce, Hold Person

3rd level (3 slots): Catapult (5d8), Shadow Blade (3d8), Web

Eyes of the Dark - Cast Darkness for two SP, can see through
Strength of the Grave - At 0hp, Charisma save (DC 5+damage taken), on success at 1hp instead, does not apply with radiant or crit
Hound of Ill Omen - 3SP, summon dire wolf with 5hp, look it up, shadow hound, runs along ground before turning into a real hound

Legendary Actions

Brave: You have advantage on saving throws against being frightened.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Kyssan Rellis Medium humanoid, Neutral Evil 6 2,300 xp

  • Armor class 18 (Mage Armor)
  • Hit points 150
  • Speed 35
  • STR 10 (0)
  • DEX 20 (+5)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 12 (+1)

Save Throws: Dexterity +8 Constitution +6

Skills: Perception +5 Survival +5 Stealth +8 Nature +3 Investigation +3

Senses: Darkvision 60ft (18m / 12sqr)

Languages: Common and Elvish

Challenge: 6 (2,300 xp)

Tracker: Kyssan has advantage on survival checks to track a foe.

Wanderer: During a short rest Kyssan can find food and fresh water for him, provided that the land has such things.

Mask of the Wild: can attempt to hide in foliage or natural climate phenomena.

Awakened Mind: can communicate telepathically with any creature within 30 ft

Spell Like Abilities:
Armor of Shadows: Can cast mage armor on self at will.
Beast Speech: Can cast speak with animals at will.
Devil's Sight: See in the darkness, magical and non-magical, up to 120 ft.
Voice of the Chain Master: Communicate telepathically with, perceive through, and communicate through familiar.

Actions

Multiattack.Kyssan makes four weapon melee attacks or four ranged attacks.  He can give up one attack for his familiar to attack instead.

Shortsword. Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 +5 ) slashing damage.

Longbow. Ranged Weapon Attack +8 to hit, range 150/600ft, one target. Hit: 9 (1d8 +5 ) piercing damage.

Spellcasting. Kyssan is a 3th-level spellcaster. His spell casting ability is Charisma (spell save DC 12, +1 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): True Strike
1st level (3 slots): Arms of Hadar, Hex


Gustave Lillavivut Medium Undead, Neutral Evil 5 1,800 xp

  • Armor class 17 (Leather, shield (+2))
  • Hit points 82
  • Speed 30
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

Damage Resistances: necrotic, radiant, bludgeoning, piercing, and slashing from non magical weapons

Senses: darkvision 60ft., passive Perception 13

Languages: Common

Challenge: 5 (1,800 xp)

Animated Shield, +2 AC (requires attunement, with command word can be released for 1 minute, acts normally to give bonus)

Armor of Radiant Resistance, resistance to radiant damage

Regeneration. Gustave regains 10 hit points at the start
of its turn if it has at least 1 hit point and isn't in sun light or
running water. If Gustave takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

Spider Climb. Gustave can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Gustave has the following flaws:
Forbiddance. Gustave can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Gustave takes 20 acid damage
when he ends its turn in running water.

Stake to the Heart. Gustave is destroyed if a piercing
weapon made of wood is driven into its heart while he is
incapacitated in its resting place.

Sunlight Hypersensitivity. Gustave takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Gustave makes two attacks, only one of which
can be a bite attack.

Longsword.  Melee Weapon Attack: +6 to hit, reach 5ft, one creature. Hit: 8 (1d8 +3) slashing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Gustave can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

James Praetorian Male Halfling, Lawful Evil 8 3,900 xp

  • Armor class 15 (Studded Leather)
  • Hit points 78
  • Speed 25
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +7, lnt +5

Skills: Acrobatics +7, Deception +4, Perception +4, Religion +2, Stealth + 11

Damage Resistances: poison

Languages: Thieves' cant, Common, Infernal

Challenge: 8 (3,900 xp)

James is clean, well-dressed, and slightly unsettling.  He knows everybody at the party, but most don’t seem to know him.

James is a killer. Sometimes someone needs a rival removed, and if their money is good, James is the man for the job. Quick, clean, untraceable.

James is actually an acolyte of Myrkul who dedicates each sacrificed soul to his dark god.

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails.

Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the assassin that isn't incapacitated and the
assassin doesn't have disadvantage on the attack roll.

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

Spellcasting. James is a 4th-level spellcaster. His
spell casting 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

Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.