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Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8 + 21)
  • Speed 30 ft., fly 60 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Damage Resistances:bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine

Damage Immunities:poison

Condition Immunities:exhaustion, petrified, poisoned

Senses:darkvision 60ft., passive Perception 10

Languages: Terran

Challenge:2 (450 xp)

False Appearance. While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.

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

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

Water Weird Large elemental, neutral understand Aquan but doesn't speak 3 xp

  • Armor class 13
  • Hit points 58 (9d10 + 9)
  • Speed 0 ft., swim 60 ft.
  • STR17 (+3)
  • DEX16 (+3)
  • CON13 (+1)
  • INT11 (0)
  • WIS10 (0)
  • CHA10 (0)

Damage Resistances:fire

Damage Immunities: bludgeoning, piercing, and slashing from non magical weapons

Condition Immunities:poison

Senses:exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious

Languages:blindsight 30ft., passive Perception 10

Challenge: understand Aquan but doesn't speak (3 xp)

700

Actions

Legendary Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.

Mummy Medium undead, lawful evil 3 700 xp

  • Armor class 11 (natural armor)
  • Hit points 58 (9d8 + 18)
  • Speed 20 ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON15 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA12 (+1)

Damage Resistances:bludgeoning, piercing, and slashing from non magical weapons

Damage Immunities:necrotic, poison

Condition Immunities:charmed, exhaustion, frightened, paralyzed, poisoned

Senses:darkvision 60ft., passive Perception 10

Languages: the languages it knew in life

Challenge:3 (700 xp)

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damageplus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn . If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Babau Medium fiend (demon), chaotic evil Abyssal 4 xp

  • Armor class 16 (natural armor)
  • Hit points 82 (11d8 + 33)
  • Speed 40 ft.
  • STR19 (+4)
  • DEX16 (+3)
  • CON16 (+3)
  • INT11 (0)
  • WIS12 (+1)
  • CHA13 (+1)

Skills:Perception +5, Stealth +5

Damage Resistances:cold, fire, lightning

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

Condition Immunities:posion

Senses:poisoned

Languages:darkvision 120ft., passive Perception 15

Challenge:Abyssal (4 xp)

1100

Actions

Legendary Actions

Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.

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

Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (ld8 + 4) piercing damage when used with two hands to make a melee attack.

Weakening Glare. The babau targets one creature that it can see within 20 feet of it. The target must make a DC l 3 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Hezrou Large fiend (demon), chaotic evil Abyssal, telepathy 120 ft. 8 xp

  • Armor class 16 (natural armor)
  • Hit points 136 (13d10 + 65)
  • Speed 30 ft.
  • STR19 (+4)
  • DEX17 (+3)
  • CON20 (+5)
  • INT5 (-3)
  • WIS12 (+1)
  • CHA13 (+1)

Skills:Str +7, Con +8, Wis +4

Damage Resistances:cold, fire, lightning

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

Condition Immunities:posion

Senses:poisoned

Languages:darkvision 120ft., passive Perception 11

Challenge: Abyssal, telepathy 120 ft. (8 xp)

3900

Actions

Legendary Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage

Glabrezu Large fiend (demon), chaotic evil Abyssal, telepathy 120 ft. 9 xp

  • Armor class 17 (natural armor)
  • Hit points 157 (15d10 + 75)
  • Speed 40 ft.
  • STR20 (+5)
  • DEX15 (+2)
  • CON21 (+5)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA16 (+3)

Skills:Str +9, Con +9, Wis +7, Cha +7

Damage Resistances:cold, fire, lightning

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

Condition Immunities:posion

Senses:poisoned

Languages:trusight 120ft., passive Perception 13

Challenge: Abyssal, telepathy 120 ft. (9 xp)

5000

Actions

Legendary Actions

Multiattack. The glabrezu makes four attacks: two with its

pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell..

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage , Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic
1/day each: confusion,jly, power word stun
0 xp

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

Languages:

Challenge: (0 xp)

Actions