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Rath Modar Medium humanoid (human), lawful evil 6 2 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, Deception +3, Insight +5, Stealth +6

Senses: passive Perception 12

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 6 (2 xp)

Spellcasting. Rath is an 7th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (1 slots): confusion, greater invisibility

Actions

Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.

Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

You have Resistance to Lightning damage while you hold this staff.
The staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC: Witch bolt (1 charge), Lightning Bolt (3 charges), or Storm Sphere (4 charges).

Mechanical Wolf Medium beast, unaligned 0 xp

  • Armor class 19 (natural)
  • Hit points 45 (8d8+2)
  • Speed 40 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: Lightning

Languages:

Challenge: (0 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Electrical overload: If hit by an lightning Attack, off shoots the damage to everything in a 10 foot radius around it.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.