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Warlord Medium humanoid (any race), any alignment 12 8,400 xp

  • Armor class 18 (plate)
  • Hit points 229 (27d8+108)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Str +9, Dex +7, Con +8

Skills: Athletics +9, Intimidation +8, Perception +5, Persuasion +8

Senses: PP 15

Languages: any two languages

Challenge: 12 (8,400 xp)

Indomitable (3/Day): The warlord can reroll a saving throw it fails. It must use the new roll.

Survivor: The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Actions

Multiattack: The warlord makes two weapon attacks.

Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Shortbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Legendary Actions

The warlord 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 warlord regains spent legendary actions at the start of its turn.

Weapon Attack: The warlord makes a weapon attack.
Command Ally: The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions): The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.

Warlock of the Gread Old One Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 91 (14d8+28)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Wis +4, Cha +7

Skills: Arcana +4, History +4

Damage Resistances: psychic

Senses: Darkvision 60 ft., PP 11

Languages: any two languages, Telepathy 30 ft.

Challenge: 6 (2,300 xp)

Innate Spellcasting: The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: detect magic, jump, levitate (self only), speak with dead
1/day each: arcane gate, true seeing

Whispering Aura: At the start of each of the warlock's turns, each creature of its choice within S feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.

Actions

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

Features cont.

Spellcasting: The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch

Warlock of the Fiend Medium humanoid (any race), any alignment 7 2,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Wis +4, Cha +7

Skills: Arcana +4, Deception +7, Persuasion +7, Religion +4

Damage Resistances: slashing damage from nonmagical attacks not made with silvered weapons

Senses: Darkvision 60 ft., PP 11

Languages: any two languages (usually Abyssal or Infernal)

Challenge: 7 (2,900 xp)

Innate Spellcasting: The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: alter self, false life, levitate (self only), mage armor (self only), silent image
1/day each: feeblemind, finger of death, plane shift

Dark One's Own Luck (Recharges after a Short or Long Rest): When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Actions

Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.

Features cont.

Spellcasting: The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire

Warlock of the Archfey Medium humanoid (any race), any alignment 4 1,100 xp

  • Armor class 11 (14 with mage armor)
  • Hit points 49 (11d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Wis +3, Cha +6

Skills: Arcana +2, Deception +6, Nature +2, Persuasion +6

Condition Immunities: charmed

Senses: PP 11

Languages: any two languages (usually Sylvan)

Challenge: 4 (1,100 xp)

Innate Spellcasting: The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: disguise self, mage armor (self only), silent image, speak with animals
1/day: conjure fey

Spellcasting: The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finished a short or long rest. It knows the following warlock spells:

Cantrips (at will): dancing lights, eldritch blast.friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

Actions

Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Reactions

Misty Escape (Recharges after a Short or Long Rest): In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

War Priest Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 18 (plate)
  • Hit points 117 (18d8+36)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 13 (+1)

Save Throws: Con +6, Wis +7

Skills: Intimidation +5, Religion +4

Senses: PP 13

Languages: any two languages

Challenge: 9 (5,000 xp)

Spellcasting: The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred.flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment.freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster

Actions

Multiattack: The priest makes two melee attacks.

Maul: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Reactions

Guided Strike (Recharges after a Short or Long Rest): The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.

Transmuter Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: PP 11

Languages: any four languages

Challenge: 5 (1,800 xp)

Transmuter's Stone: The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

• Darkvision out to a range of 60 feet
• An extra 10 feet of speed while the bearer is unencumbered
• Proficiency with Constitution saving throws
• Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Actions

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Features cont.

Spellcasting: The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:

Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious retreat,* mage armor
2nd level (3 slots): alter self,* hold person, knock*
3rd level (3 slots): blink,* fireball, slow*
4th level (3 slots): polymorph,* stoneskin
5th level (1 slot): telekinesis*
*Transmutation spell of 1st level or higher

Swashbuckler Medium humanoid (any race), any non-lawful alignment 3 700 xp

  • Armor class 17 (leather armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Lightfooted: The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense: While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack: The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Rapier: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Necromancer Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, History +7

Damage Resistances: necrotic

Senses: PP 11

Languages: any four languages

Challenge: 9 (5,000 xp)

Spellcasting: The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby's hand, cloudkil1
6th level (l slot): circle of death*
*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn): When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Actions

Withering Touch: Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Master Thief Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 16 (studded leather)
  • Hit points 84 (13d8+26)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +7, Int +3

Skills: Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7

Senses: PP 13

Languages: any one language (usually Common) plus thieves' cant

Challenge: 5 (1,800 xp)

Cunning Action: On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.

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

Sneak Attack (1/Turn): The thief deals an extra 14 (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 thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.

Actions

Multiattack: The thief makes three attacks with its shortsword.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Light Crossbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.

Reactions

Uncanny Dodge: The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.

Martial Arts Adept Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 16
  • Hit points 60 (11d8+11)
  • Speed 40 ft.
  • STR 11 (0)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 10 (0)

Skills: Acrobatics +5, Insight +5, Stealth +5

Senses: PP 13

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Unarmored Defense: While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack: The adept makes three unarmed strikes or three dart attacks.

Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).
• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.

Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Deflect Missile: In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.

Kraken Priest Medium humanoid (any race), any evil alignment 5 1,800 xp

  • Armor class 10
  • Hit points 75 (10d8+30)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Perception +5

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

Senses: PP 15

Languages: any two languages

Challenge: 5 (1,800 xp)

Amphibious: The priest can breathe air and water.

Innate Spellcasting: The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentacles

Actions

Thunderous Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.

Voice of the Kraken (Recharges after a Short or Long Rest): A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Illusionist Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 38 (7d8+7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 16 (+3)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Int +5, Wis +2

Skills: Arcana +5, History +5

Senses: PP 10

Languages: any four languages

Challenge: 3 (700 xp)

Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher): As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.

Actions

Quarterstaff: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Features cont.

Spellcasting: The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
1st level (4 slots): color spray,* disguise self.* mage armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*
*Illusion spell of 1st level or higher

Evoker Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, History +7

Senses: PP 11

Languages: any four languages

Challenge: 9 (5,000 xp)

Spellcasting: The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): mirror image, misty step, shatter*
3rd level (3 slots): counterspel1,fireball,* lightning bolt*
4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby's hand,* cone of cold*
6th level (l slot): chain lightning,* wall of ice*
*Evocation spell

Sculpt Spells: When the evoker casts an evocation spell that forces other creatures it can see, it can choose a number of them equal to l + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Enchanter Medium humanoid (any race), any alignment 5 1,800 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: PP 11

Languages: any four languages

Challenge: 5 (1,800 xp)

Spellcasting: The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person,* mage armor, magic missile
2nd level (3 slots): hold person,* invisibility, suggestion*
3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
5th level (2 slots): hold monster*
*Enchantment spell of 1st level or higher

Actions

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Reactions

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher): The enchanter tries to magically divert an attack made against it, provided that the attacker is with in 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.

Diviner Medium humanoid (any race), any alignment 8 3,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 67 (15d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 18 (+4)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +4

Skills: Arcana +7, History +7

Senses: PP 11

Languages: any four languages

Challenge: 8 (3,900 xp)

Portent (Recharges after the Di11iner Casts a Di11ination Spell of 1st Level or Higher): When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Actions

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Features cont.

Spellcasting: The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, message, true strike
1st level (4 slots): detect magic,* feather fall, mage armor
2nd level (3 slots): detect thoughts,* locate object,* scorching ray
3rd level (3 slots): clairvoyance,* fly,fireball
4th level (3 slots): arcane eye,* ice storm, stoneskin
5th level (2 slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st level or higher

Conjurer Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: PP 11

Languages: any four languages

Challenge: 6 (2,300 xp)

Spellcasting: The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:

Cantrips (at will): acid splash,* mage hand,* poison spray,* prestidigitation
1st level (4 slots): mage armor, magic missile, unseen servant*
2nd level (3 slots): cloud of daggers,* misty step,* web*
3rd level (3 slots): fireball, stinking cloud*
4th level (3 slots): Evard's black tentacles,* stoneskin
5th level (2 slots): cloudkill,* conjure elemental*
*Conjuration spell of 1st level or higher

Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Le11el or Higher): As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Actions

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

Champion Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 18 (plate)
  • Hit points 143 (22d8+44)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +9, Con +6

Skills: Athletics +9, Intimidation +5, Perception +6

Senses: PP 16

Languages: any one language (usually Common)

Challenge: 9 (5,000 xp)

Indomitable (2/Day): The,champion rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest): As a bonus action, the champion can regain 20 hit points.

Actions

Multiattack: The champion makes three attacks with its greatsword or its shortbow.

Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Blackguard Medium humanoid (any race), any non-gppd alignment 8 3,900 xp

  • Armor class 18 (plate)
  • Hit points 153 (18d8+72)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 15 (+2)

Save Throws: Wis +5, Cha +5

Skills: Athletics +7, Deception +5, Intimidation +5

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 8 (3,900 xp)

Spellcasting: The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic

Actions

Multiattack: The blackguard makes three attacks with its glaive or its shortbow.

Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.

Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Dreadful Aspect (Recharges after a Short or Long Rest): The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for l minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.

Bard Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 44 (8d8+8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +4, Wis +3

Skills: Acrobatics +4, Perception +5, Performance +6

Senses: PP 15

Languages: any two languages

Challenge: 2 (450 xp)

Spellcasting: The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter

Song of Rest: The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Taunt (2/Day): The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Archer Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 16 (studded leather)
  • Hit points 75 (10d8+30)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Acrobatics +6, Perception +5

Senses: PP 15

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Archer's Eye (3/Day): As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack: The archer makes two attacks with its longbow.

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.

Archdruid Medium humanoid (any race), any alignment 12 8,400 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 132 (24d8+24)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 12 (+1)
  • WIS 20 (+5)
  • CHA 11 (0)

Save Throws: Int +5, Wis +9

Skills: Medicine +9, Nature +5, Perception +9

Senses: PP 19

Languages: Druidic plus any two languages

Challenge: 12 (8,400 xp)

Spellcasting: The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle.faerie fire, speak with animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (l slot): fire storm
8th level (1 slot): animal shapes
9th level (1 slot): foresight

Actions

Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Change Shape (2/Day): The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Apprentice Wizard Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +4, History +4

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting: The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield

Actions

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

Abjurer Medium humanoid (any race), any alignment 9 5,000 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 84 (13d8+26)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +8, Wis +5

Skills: Arcana +8, History +8

Senses: PP 11

Languages: any four languages

Challenge: 9 (5,000 xp)

Arcane Ward: The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Actions

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Features cont.

Spellcasting: The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:

Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
1st leveJ (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,* dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher