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Spectator Specter

Spectator Specter Medium undead aberration, lawful neutral 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 60 (8d10 + 16)
  • Speed 0 ft.
    fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon

Challenge: 6 (2,300 xp)

Telepathy. The spectator can communicate telepathically with any creature within 100 feet of it that can understand a language.

Incorporeal Movement. The spectator can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the spectator has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4 - 1) necrotic damage.

Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.

1. Slowing Ray. The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agains a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
3. Paralyzing Ray. The target must succeed on a DC 13 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 early on a success.
4. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
5. Wounding Ray. The target must succeed on a DC 13 Dexterity saving throw, or take 22 (4d10) necrotic damage.
6. Draining Ray. The target must succeed on a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

Spectator Specter

Spectator Specter Medium undead aberration, lawful neutral 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 60 (8d10 + 16)
  • Speed 0 ft.
    fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 120 ft., passive Perception 16

Languages: Deep Speech, Undercommon

Challenge: 6 (2,300 xp)

A spectator is a spherical monster that can be tasked with guarding a treasure for a period not exceeding 101 years. If the treasure is stolen or destroyed before the spectator's period of service has ended, the creature returns to its home dimension. Otherwise, it never abandons its post.

Legendary Resistance (1/Day). If the spectator fails a saving throw, he can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4 - 1) necrotic damage.

Eye Rays. The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet of it.

1. Slowing Ray.
2. Confusion Ray.
3. Paralyzing Ray.
4. Fear Ray.
5. Wounding Ray.
6. Draining Ray.

Reactions

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the spectator can choose another creature within 30 feet of it that it can see. The spell affects the chosen creature instead of the spectator.


Legendary Actions

The spectator can take 1 legendary action, choosing from the options below. The legendary action option can be used at the end of another creature’s turn. The spectator regains spent legendary actions at the start of its turn.

Eye Ray. The spectator uses one random eye rays.

Gauth

Gauth Medium aberration, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 67 (9d8 + 27)
  • Speed 0 ft.
    fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +5, Cha +4

Skills: Perception +5

Condition Immunities: prone

Senses: darkvision 120 ft., passive Perception 15

Languages: DeepSpeech, Undecommon

Challenge: 6 (2,300 xp)

Stunning Gaze. When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it canavert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
3. Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
4. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
5. Paralyzing Ray. The targeted creature must succeed on a DC 14 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 itselfon a success.
6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.