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Corrupt Will-O'-The-Wisp Tiny Undead, Chaotic Evil 2 450 xp

  • Armor class 19 (Natural)
  • Hit points 22 (9d4)
  • Speed 0 ft., 50 ft.
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Damage Resistances: Acid, Cold, Fire, Necrotic, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Lightning, Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 120 ft., Passive Perception 12

Languages: The languages it knew in life

Challenge: 2 (450 xp)

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Witch Bolt. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 2d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. (30 ft, +4, 3/Day)

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