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Deva

Deva Mediem celestial, lawful good 10 5 xp

  • Armor class 17 (natural)
  • Hit points 136 (16d8 + 64)
  • Speed 30ft., fly 90ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 20 (+5)

Save Throws: Wis + 9, Cha + 9

Skills: Insight +7, Perception +9

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

Condition Immunities: charmed, exhaustion, frightend

Senses: darkvision 120ft., passive Perception 19

Languages: all, telepathy 120ft.

Challenge: 10 (5 xp)

Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good
1/day each: commune, raise dead

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8)
radiant damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva magically polymorphs into a
humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form . It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lairactions) that the new form has but that it lacks.

Aarakocra

Aarakocra Medium humanoid, neutral good 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 20ft, fly 50 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Perception +5

Senses: passive Perception +5

Languages: Auran

Challenge: 1/4 (50 xp)

Aarakocra range the Howling Gyre, an endless storm
of mighty winds and lashing rains that surrounds the
tranquil realm of Aaqa in the Elemental Plane of Air.
Making aerial patrols, these birdlike humanoids guard
the windy borders of their home against invaders from
the Elemental Plane of Earth, such as gargoyles, their
sworn enemies.

Dive Attack. If the aarakocra is flying and dives at least 30 feet
straight toward a target and then hits it with a melee weapon
attack, the attack dea ls an extra 3 (1d6) damage to the target.

Actions

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

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. HIt: 5 (1d6 +2) piercing damage.

Legendary Actions

SUMMONING AIR ElEM.ENTALS
Five aarakocra within 30 feet of each other can magically
summon an air elemental. Each of the five must use its
action and movement on three consecutive turns to perform
an aerial dance and must maintain concentration while
doing so (as if concentrating on a spell). When all five have
finished their third turn of the dance, the elemental appears
in an unoccupied space within 60 feet of them. It is friendly
toward them and obeys their spoken commands. It remains
for 1 hour, until it or all its summoners die, or until any of
its summoners dismisses it as a bonus action . A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.