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Name

Name Type, Alignment Challange 0 xp

  • Armor class AC (AC type)
  • Hit points HP (HP formula)
  • Speed Speed
  • STRSTR (-5)
  • DEXDEX (-5)
  • CONCON (-5)
  • INTINT (-5)
  • WISWIS (-5)
  • CHACHA (-5)

Save Throws:Save Throws

Skills:Skills

Damage Resistances:Damage Resistance

Damage Immunities:Damage Immunities

Condition Immunities:Condition Immunities

Senses:Senses

Languages:Languages

Challenge:Challange (0 xp)

Legendary Actions

Additional settings

Actions

Actions

Legendary Actions

Description

Aarakocra

Aarakocra Medium humanoid, neutral good 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 20ft, fly 50 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills: Perception +5

Senses: passive Perception +5

Languages: Auran

Challenge: 1/4 (50 xp)

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.

Deva

Deva Medium celestial, lawful good 10 5 xp

  • Armor class 17 (natural)
  • Hit points 136 (16d8 + 64)
  • Speed 30ft., fly 90ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS20 (+5)
  • CHA20 (+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.

Planetar

Planetar Large celestial, lawful good 16 15 xp

  • Armor class 19 (natural)
  • Hit points 200 (16d10 + 112)
  • Speed 40ft., fly 120ft.
  • STR24 (+7)
  • DEX20 (+5)
  • CON24 (+7)
  • INT19 (+4)
  • WIS22 (+6)
  • CHA25 (+7)

Save Throws:Con +12, Wis +11, Cha+12

Skills:Perception +11

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

Condition Immunities:charmed, exhaustion, frightend

Senses:truesight 120ft., passive Perception 21

Languages:all, telepathy 120ft.

Challenge:16 (15 xp)

Angelic Weapons. The planetar's weapon attacks are magical.

When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. The Planetar knows if it hears a lie.

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

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

Actions

Multiattack. The planetar makes 2 melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Animated Armin

Animated Armin Medium construct, unaligned 1 200 xp

  • Armor class 18 (natural)
  • Hit points 33 (6d8 + 6)
  • Speed 25ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Damage Immunities:poison, psychic

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

Senses:blindsight 60ft. (blind beyond this radius), passive Perception 6

Languages:-

Challenge:1 (200 xp)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by 'dispel magic', the armor must succeed on a Con saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes 2 melee attacks.

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