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Vault Armor

Vault Armor Medium construct, unaligned 1/2 100 xp

  • Armor class 15 (natural armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60ft. (blind beyond this radius), passive perception 6

Languages:

Challenge: 1/2 (100 xp)

Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Slam.
Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

Nera Kine (ghoul)

Nera Kine (ghoul) Medium undead, chaotic evil 1 200 xp

  • Armor class 13
  • Hit points 18 (4d8)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Wis +2

Damage Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands common but can't speak

Challenge: 1 (200 xp)

Kine Family. Nera cannot be attacked by any of the animated objects that occupy Reslin's vault.

Actions

Bite
Melee Weapon Attack. +3 to hit, reach 5 ft., one target.
Hit: 4(1d6 + 1) piercing damage.

Claw
Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
Hit: 5(1d4 + 3) 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 successful roll.

Cry (1/day)
Nera releases a mournful cry. The cry has no effect on constructs or undead. All other creatures within 30 feet of her that can hear her must make a DC 11 Constitution saving throw. On a failed save the creature becomes frightened for 1 round.

Swarm of Bats

Swarm of Bats Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed fly 30 ft.
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 60 ft., passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Echolocation: The swarm can't use its blindsight while deafened.

Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites
Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.