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Gauth Specter Large aberration, lawful evil 7 2,900 xp

  • Armor class 12 (natural armor)
  • Hit points 76 (9d10 + 27)
  • Speed 0 ft.
    fly 20 ft. (hover)
  • STR 1 (-5)
  • 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

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 15

Languages: DeepSpeech, Undecommon

Challenge: 7 (2,900 xp)



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.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage. The targeted creature must 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.

Eye Rays. The gauth uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the gauth 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.

Legendary Actions

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

Bite. The gauth makes a bite attack.
Eye Ray. The gauth uses one random eye rays.
Animate Dead (1/Day). The gauth raises 1d3 skeletons

Gauth Specter Large aberration, lawful evil 7 2,900 xp

  • Armor class 12 (natural armor)
  • Hit points 76 (9d10 + 27)
  • Speed 0 ft.
    fly 20 ft. (hover)
  • STR 1 (-5)
  • 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

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 15

Languages: DeepSpeech, Undecommon

Challenge: 7 (2,900 xp)

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

Incorporeal Movement. The gauth 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 gauth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack

Eye Rays.

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

Gauth Specter Large aberration, lawful evil 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

12 natural armor, 76 0 xp

  • Armor class 9d10 + 27 (0 ft.
    fly 20 ft. (hover))
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1 14, 16 0 xp

  • Armor class 15 (15)
  • Hit points 13
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Int +5, Wis +5, Cha +4 , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Perception +5 , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

necrotic, poison , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

darkvision 120 ft., passive Perception 15 , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

DeepSpeech, Undecommon , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

7 2900, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

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

Incorporeal Movement. The gauth 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 gauth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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.

Legendary Resistance (1/Day). If the gauth fails a saving throw, he can choose to succeed instead. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage. The targeted creature must 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.

Eye Rays. The gauth uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the gauth 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. , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

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

Bite. The gauth makes a bite attack.
Eye Ray. The gauth uses one random eye rays.
Animate Dead (1/Day). The gauth raises 1d3 skeletons , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions