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Gargoyle

Gargoyle Medium elemental, chaotic evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 52
  • Speed 30ft, fly 60ft
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical 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 standing still, it looks like a statue., fly 60ft

Actions

Multiattack--Makes two attacks, one bite and one claw.

Bite: +4 to hit, (1d6+2 piercing)

Claw: +4 to hit, (1d6+2 slashing)

Ghoul

Ghoul Medium undead, , chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22
  • Speed 30ft
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

,

Actions

Bite: +2 to hit, (2d6+2) piercing damage.

Claws: +4 to hit, (2d4+2) slashing damage. If target is not elf or undead, must succeed on DC 10 CON saving throw or be paralyzed. Saving throw can be repeated a the end of each of its turns, ending the affect on a success.

Shadow

Shadow Medium undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 16
  • Speed 40ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

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

Damage Immunities: necrotic, poison

Condition Immunities: exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft, passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Amorphous: can move through narrow spaces without squeezing

Shadow Stealth: when in dim light or darkness, Shadow can Hide as a bonus action, Stealth is improved to +6

Sunlight Weakness: In sunlight, disadvantage on attacks, ability checks, and saving throws.,

Actions

Strength Drain: +4 to hit, (2d6+2) necrotic damage.

Target's Strength score is reduced by 1d4. Target is reduced to 0 HP and knocked unconscious if Strength is reduced to 0.

Animated Armor

Animated Armor Medium construct, unaligned 1 200 xp

  • Armor class 18 (natural armor)
  • Hit points 33
  • Speed 25ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: frightened, paralyzed, petrified, blinded, deafened, charmed, poisoned, exhaustion

Senses: blindsight 60ft (cant see past this radius

Languages:

Challenge: 1 (200 xp)

Antimagic Susceptibility: if targeted by dispel magic, must make a CON saving throw against caster's DC to stay alive.

False Appearance: When motionless, looks just like a suit of armor.,

Actions

Multiattack: Makes two slam attacks per turn.

Slam: +4 to hit, (1d6+2) bludgeoning damage.

Specter

Specter Medium undead, chaotic evil 1 100 xp

  • Armor class 12
  • Hit points 22
  • Speed hover 50ft
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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, unconsious

Senses: darkvision 60ft, passive Perception 10

Languages:

Challenge: 1 (100 xp)

Incorporeal Movement: Specter can move through creatures and objects. Take (1d10) force damage if ending turn in an object.

Sunlight Sensitivity: disadvantage of attack rolls in sunlight.,

Actions

Life Drain: +4 to hit, (3d6) necrotic damage.

Target must succeed a DC 10 CON saving throw or its hitpoint maximum is reduced by the amount of damage taken. Lasts until a long rest.

Ghast

Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36
  • Speed 30ft
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Immunities: necrotic

Condition Immunities: poisoned

Senses: darkvision 60, passive Perception 10

Languages: Common

Challenge: 2 (450 xp)

Stench: Any creatures starting their turn next to the Ghast must succeed on a DC 10 CON saving throw or be poisoned until the start of their next turn. If you succeed, you become immune to Stench for 24hrs.

Turn Defiance: Ghast and any ghouls within 30ft have advantage against turn undead effects.,

Actions

Bite: +3 to hit, (2d8+3) piercing damage.

Claws: +5 to hit, (2d6+3) slashing damage.
If target is not undead,must make DC 10 Con saving throw or else be paralyzed. Throw can be retried at the end of the creature's turns.

Death Dog

Death Dog , neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39
  • Speed 40ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: Darkvision 120ft, passive Perception 15

Languages:

Challenge: 1 (200 xp)

Two-Headed: Advantage on Perception checks and saving throws against blind, stun, charm, deaf, fright,stun, or unconscious.,

Actions

Multiattack: Makes two bite attacks.

Bite: +4 to hit, (1d6+2) piercing damage. Target must succeed on DC 12 Con saving throw against disease or become poisoned until the disease is cured.

Swarm of Bats

Swarm of Bats Medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22
  • Speed fly 30ft
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: Bludgeoning, piercing, slashing

Condition Immunities: charm, fright, paralyze, petrified, prone, restrained, stun,

Senses: Blindsight 60ft, passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Echolocation: swam can't use its blindsight while deafened.

Keen Hearing: advantage on Perception checks involving hearing.

Swarm: can occupy another creature's space. Can't regain hitpoints.,

Actions

Bites: +4 to hit (2d4 if >50% HP), (1d4 if <50%) piercing damage.

Vilemus Stonedark

Vilemus Stonedark Medium undead, lawful evil 9 5 xp

  • Armor class 15 (natural armor)
  • Hit points 97
  • Speed 35ft
  • STR 17 (+3)
  • DEX 17 (+3)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 17 (+3)

Save Throws: Dexterity +7, Wisdom +6, Charism +7

Skills: Perception +6, Stealth +7

Damage Resistances: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: darkvision 120ft. passive Perception 16

Languages:

Challenge: 9 (5 xp)

Regeneration: Regains 5 HP on the start of its turn if it has at least 1HP left.

Stake to the Heart: Wooden piercing weapons deal double damage.

Sunlight Weakness: Has disadvantage to attack rolls, saving throw, and ability checks in sunlight.,

Actions

Multiattack: One bite, one other.

Unarmed Strike +8 to hit, (1d8+3) bludgeoning.

Bite: +8 to hit, on one willing creature that is grappled or restrained deal (1d6+3) piercing damage as well as (3d6) necrotic damage. Vampire heals by the amount of necrotic damage taken by the target.

Charm: Target one humanoid in 30ft, they must succeed on a Wisdom saving throw (DC 16) or be charmed.

Violet Fungus

Violet Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18
  • Speed 5ft
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blind, deaf, frightened

Senses: Blndsight 30ft (blind beyond this), passive Perception 6

Languages:

Challenge: 1/4 (50 xp)

False Appearance: while motionless, it looks just like a normal mushroom.,

Actions

Multiattack: makes 1d4 rotting touch attacks.

Rotting Touch: +2 to hit, (1d8) necrotic damage.

Sporefed Darkmantle

Sporefed Darkmantle Small monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 44
  • Speed 10ft, fly 30ft
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +4

Senses: blindsight 60ft, passive Perception 11

Languages:

Challenge: 2 (450 xp)

Echolocation: can't use blindsight while deafened.

False Appearance: While not moving, looks just like a stalagmite or stalactite.,

Actions

Crush: +7 to hit, (1d6+3) bludgeoning damage. If the Darkmantle has advantage and the target is Medium or smaller, the Darkmantle attaches to the target.

Target is blinded and unable to breath while Darkmantle is on its head. Darkmantle must attack the target and may not move, but gets advantage on attacks against it.

DC 13 Strength check as an action to attempt to remove. Darkmantle can remove itself at any time.

Fungal Feast: Darkmantle may consume any Violet mushrooms in the area to regain HP equal to the HP of the devoured mushroom.

Darkness Aura: (Once per day) A magical area of darkness spread in a 15ft radius around the Darkmantle and moves with it. Darkvision cannot see through it, and only magical light sources can dispel it. Functions as a concentration spell.

Troll

Troll Large giant, chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84
  • Speed 30ft
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Languages: Giant

Challenge: 5 (1,800 xp)

Keen Smell: Troll has advantage on Wis checks that rely on smell.

Regeneration: Troll regains 10HP at start of its turn. If it takes fire or acid damage, this effect is nullified for one turn. Troll only dies if it has 0HP and cannot regenerate.,

Actions

Multiattack: One bit and two Claws

Bite: +7 to hit (1d6+4) piercing damage

Claw: +7 to hit (2d6+4) slashing damage

Mimic

Mimic Medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 58
  • Speed 15ft
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Stealth +5

Condition Immunities: prone

Senses: darkvision 60ft, passive Perception 11

Languages:

Challenge: 2 (450 xp)

False Appearance: When not moving, the mimic looks just like a treasure chest.

Adhesive: grapples a creature that fails a DC 13 Strength saving throw. Ability checks to escape this grapple have disadvantage.

Grappler: advantage against grappled foes.,

Actions

Pseudopod: +5 to hit, (1d8+3) bludgeoning damage.

Bite: +5 to hit, (1d8+3) piercing damage plus (1d8) acid damage

Deadwood Treant

Deadwood Treant Huge plant, chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 84
  • Speed 30ft
  • STR 20 (+5)
  • DEX 6 (-2)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Damage Resistances: bludgeoning, pierching, necrotic

Senses: passive Perception 10

Languages:

Challenge: 4 (1,100 xp)

Weak to Fire: takes twice the damage from fire attacks.

False Appearance: When not moving, looks just a dead tree.,

Actions

Multiattack: Two Slam attacks

Slam: +8 to hit, (2d6+5) bludgeoning damage.

Rock: Ranged attack. +4 to hit, (2d8+3) bludgeoning damage.

Bestial Skeleton

Bestial Skeleton Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 37
  • Speed 35ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 4 (-3)

Condition Immunities: poisoned

Senses: darkvision 60ft, passive Perception 10

Languages:

Challenge: 2 (450 xp)

Vulnerable to bludgeoning.

,

Actions

Multiattack: Makes 1 bite and 1 claw.

Bite: +4 to hit, (2d4+2) piercing damage. Tagret creature must succeed on DC 12 Str save or be knocked prone.

Claw: +5 to hit, (1d8+3) slashing damage