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Deep Scion

Deep Scion medium humanoid (shapechanger), neutral evil 3 700 xp

  • Armor class 11
  • Hit points 67 (9d8+27)
  • Speed 30 ft. (20ft. and swim 40 ft. in hybrid form)
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Wis +3, Cha +4

Skills: Deception +6, Insight +3, Slight of Hand +3, Stealth +3

Senses: Darkvision 120 ft., Passive Perception 11

Languages: Aquan, Common, Thieves' Cant

Challenge: 3 (700 xp)


   Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual that transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires.

Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only). The deep scion can breathe air and water.

Actions


Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.

Battleaxe (Humanoid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Bite (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Claw (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Psychic Screech (Hybrid form only, recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end ofthe deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Redcap

Redcap small fey, chaotic evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d6+24)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Athletics +6, Perception +3

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Common, Sylvan

Challenge: 3 (700 xp)


   A redcap is a homicidal fey creature born of blood lust. They might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. They emerge looking like a wizened and undersized gnome with a hunched back and sinewy frame. The creature has a pointed leather cap that is soaked in blood and a pair of heavy iron boots. To sustain its unnatural existance, the redcap must soak its hat in the blood of its victems at leat once every three days.(VGM 188)

Iron Boots. While moving, the redcap has disadvantage on Dexterity(Stealth) checks.

Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.

Actions


Multiattack. The redcap makes three attacks with its wicked sickle.

Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Ironbound Prusuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Demilich (page 1)

Demilich (page 1) tiny undead, neutral evil 18 20,000 xp

  • Armor class 20 (natural armor)
  • Hit points 80 (20d4)
  • Speed 0ft., fly 30 ft. (hover)
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 20 (+5)

Save Throws: Con +6, Int +11, Wis +9, Cha +11

Damage Resistances: Bludgeoning/Piercing/Slashing from magic weapons

Damage Immunities: Necrotic, Poison, Psychic. Also Bludgeoning/ Piercing/Slashing from nonmagical weapons

Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned

Senses: Truesight 120 ft., Passive Perception 13

Languages: -

Challenge: 18 (20,000 xp)


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

Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.

Turn Immunity. The demilich is immune to effects that turn undead.

Actions


Howl (Recharge 5-6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creatue is frightened until the end of its next turn.

Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

(See page 2...)







   The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If not, its bones turn to dust until only its skull remains. This  demilich contains only a fragment of the lich's malevolent life force - just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence.
   Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich's reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. (MM 48)

Demilich (page 2)

Demilich (page 2) tiny undead, neutral evil 18 20,000 xp

  • Armor class 20 (natural armor)
  • Hit points 80 (20d4)
  • Speed 0ft., fly 30 ft. (hover)
  • STR 1 (-5)
  • DEX 20 (+5)
  • CON 10 (0)
  • INT 20 (+5)
  • WIS 17 (+3)
  • CHA 20 (+5)

Save Throws: Con +6, Int +11, Wis +9, Cha +11

Damage Resistances: Bludgeoning/Piercing/Slashing from magic weapons

Damage Immunities: Necrotic, Poison, Psychic. Also Bludgeoning/ Piercing/Slashing from nonmagical weapons

Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned

Senses: Truesight 120 ft., Passive Perception 13

Languages: -

Challenge: 18 (20,000 xp)


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

Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.

Turn Immunity. The demilich is immune to effects that turn undead.

Actions

(See page 1...)



Legendary Actions

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

Flight. The demilich flies up to half its flying speed.

Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is im mune to this effect until the end of the demilich's next turn.

Energy Drain (Costs 2 Actions). Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.

Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Kobold

Kobold small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)


   Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
   Kobolds are egg-laying creatures. They can live to be more than a century old, however, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.
   Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesheating green slime or flings crates of venomous giant centipedes at intruders. (MM 195)

Actions


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

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



Traits


Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Winged Kobold (Urd)

Winged Kobold (Urd) small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 7 (3d6-3)
  • Speed 30ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 xp)


   A few kobolds are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds' wings are seen as gifts from Tiamat, the Dragon Queen, wingless kobolds are envious of those gifts and don't get along with the urds. (MM 195)


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

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions


Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

Hobgoblin Devistator

Hobgoblin Devistator medium humanoid (goblinoid), lawful evil 4 1,100 xp

  • Armor class 13 (studded leather)
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Arcana +5

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Goblin

Challenge: 4 (1,100 xp)


Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.

Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Actions


Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) bludgeoning damage, or 5 (ld8 + 1) bludgeoning damage if used with two hands.

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

  Cantrips (at will): acid splash,fire bolt, ray offrost, shocking
    grasp

  1st level (4 slots): fog cloud, magic missile, thunderwave
  2nd level (3 slots): gust of wind, Melf's acid arrow,
    scorching ray

  3rd level (3 slots): fireball, fly, lightning bolt
  4th level (1 slot): ice storm















In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A  hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it. (VGM 161)

Hobgoblin Iron Shadow

Hobgoblin Iron Shadow medium humanoid (goblinoid), lawful evil 2 450 xp

  • Armor class 15
  • Hit points 32 (5d8+10)
  • Speed 40 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Acrobatics +5, Athletics +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Goblin

Challenge: 2 (450 xp)


   The Hobgoblin Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal. (VGM 162)


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

Actions


Multiattack. The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) bludgeoning damage.

Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage.

Spellcasting. The hobgoblin is a 2nd-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): minor illusion, prestidigitation, true strike
  1st level (3 slots): charm person, disguise self, expeditious
    retreat, silent image


Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness

Kobold Dragonshield

Kobold Dragonshield small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 (leather, shield)
  • Hit points 44 (8d6+16)
  • Speed 20 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 10 (0)

Skills: Perception +1

Damage Resistances: see Dragon Resistance below

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Common, Draconic

Challenge: 1 (200 xp)


   A  kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities.
   Accomplished at hand-tohand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales. (VGM 165)

Actions


Multiattack. The kobold makes two melee attacks.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld6 + 1) piercing damage, or 5 (ld8 + 1) piercing damage if used with two hands to make a melee attack


Traits


Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2 acid (black), 3-4 cold (white), 5-6 fire (red), 7-8 lightning (blue), 9-10 poison (green).

Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold 's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Kobold Scale Sorcerer

Kobold Scale Sorcerer small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 27 (5d6+10)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 9 (-1)
  • CHA 14 (+2)

Skills: Arcana +2, Medicine +1

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Draconic

Challenge: 1 (200 xp)


   A  kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor. (VGM 167)


Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Actions


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

Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

  Cantrips (at will): fire boh, mage hand, mending, poison spray
  1st level (4 slots}: charm person, chromatic orb, expeditious retreat
  2nd level (2 slots}: scorching ray

Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target ofthe spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

Kobold Inventor (page 1)

Kobold Inventor (page 1) small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Skills: Perception +0

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Draconic

Challenge: 1/4 (50 xp)


   A  kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but - like kobolds' traps - they work a lot better than their materials would suggest. (VGM 166)

Actions


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (ld4 + 2) bludgeoning damage.

Weapon Invention. (See page 2...)



Traits


Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Kobold Inventor (page 2)

Kobold Inventor (page 2) small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Skills: Perception +0

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Draconic

Challenge: 1/4 (50 xp)


7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions 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 success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.
8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm ofinsects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.

Actions

(for other actions, see page 1...)

Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one). The kobold can use each one no more than once per day:

1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
2. Alchemist's Fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A  swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (ld8) poison damage on a failed save, or half as much damage on a successful one.

Nilbog

Nilbog small humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 13 (leather)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 15 (+2)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

   The goblins' pantheon included a trickster deity who's essence was shattered by Maglubiyet. This trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. They call the possessing spirit, and the goblin possessed by it, a nilbog (goblin spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.
   When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

Actions


Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

Innate Spellcasting. The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
  At will: mage hand, Tasha's hideous laughter, vicious mockery
  1/day: confusion

Reactions


Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains ld6 hit points.

Traits


Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.

Nilbog

Nilbog small humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 13 (leather)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 15 (+2)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)


   The goblins' pantheon included a trickster deity who's essence was shattered by Maglubiyet. This trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. They call the possessing spirit, and the goblin possessed by it, a nilbog (goblin spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.
   When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

Actions

Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
Innate Spellcasting. The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
  At will: mage hand, Tasha's hideous laughter, vicious
    mockery

  1/day: confusion

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains ld6 hit points.

Traits

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.
Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.
   A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.
   A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.