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Corrupt Unicorn Large Celestial, Lawful Good 5 1 xp

  • Armor class 12 (Natural)
  • Hit points 67 (9d10 + 18)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Celestial, Elvish, Sylvan, Telepathy 60 ft.

Challenge: 5 (1 xp)

Damage Vulnerabilities Radiant

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Magic Weapons. The unicorn's weapon attacks are magical.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

3 Actions/Round:
Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Corrupt Pegacorn Large Celestial, Lawful Good 5 1 xp

  • Armor class 12 (Natural)
  • Hit points 67 (9d10 + 18)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Immunities: Poison

Condition Immunities: Charmed, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Celestial, Elvish, Sylvan, Telepathy 60 ft.

Challenge: 5 (1 xp)

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Magic Weapons. The unicorn's weapon attacks are magical.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Shadow Breath (Recharge 5–6). The Pegacorn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 15 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the Pegacorn in the initiative count.

Legendary Actions

3 Actions/Round:
Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Corrupt Necornancer Large Undead, Lawful Good 5 1 xp

  • Armor class 14 (Natural)
  • Hit points 98 (10d10 + 48)
  • Speed 40 ft., Fly 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Immunities: Necrotic, Poison

Condition Immunities: Charmed, Paralyzed, Poisoned

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Celestial, Elvish, Sylvan, Telepathy 60 ft.

Challenge: 5 (1 xp)

Damage Vulnerabilities Radiant

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

Magic Weapons. The unicorn's weapon attacks are magical.

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

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Reanimate. (1-2 Recharge) Bonus Action. Touch one nearby corpse to bring it back to life as your undead servant. Roll 3d8 to determine the creature's health. It has immunity to necrotic damage, poisoned, charmed, and frightened and gains radiant vulnerability.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Toll The Dead. Ranged Spell Attack 120ft. (V, S), DC 15 WIS, one target. On fail, take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage.

Blindness. (4/Day, V,) Spell: DC 15 CON, 30ft., one target. On fail, target is blinded.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Legendary Actions

3 Actions/Round:
Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +3 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

Corrupt Flameskull Tiny Undead, Neutral Evil 4 1 xp

  • Armor class 13 (Natural)
  • Hit points 40 (9d4 + 18)
  • Speed 0 ft., 40 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +5, Perception +2

Damage Resistances: Lightning, Necrotic, Piercing

Damage Immunities: Cold, Fire, Poison

Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned, Prone

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common

Challenge: 4 (1 xp)

Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

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

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Actions

Multiattack. The flameskull uses Fire Ray twice.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball