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Illusionist , 3 0 xp

  • Armor class 12
  • Hit points 38
  • Speed 30ft
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 16 (+3)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Int +5, Wis +2

Skills: Arcana +5, History +5

Senses: passive Perception 10

Languages: any

Challenge: 3 (0 xp)

Spellcasting. The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +S to hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
1st level (4 slots): color spray,* disguise self,* mage armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*

*Illusion spell of 1st level or higher
Displacement (Recharges after the l/lusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.


Quarterstaff. Melee Weapon Attack: + 1 to hit, reach 5 ft., one target. Hit: 2 (ld6-1) bludgeoning damage, or 3 (ld8 - 1)
bludgeoning damage if used with two hands.


Shadow Mephit small undead, neutral evil 1/2 0 xp

  • Armor class 12
  • Hit points 16
  • Speed 30ft, fly 30ft.
  • STR 5 (-3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: stealth +6

Damage Immunities: necrotic

Senses: blindsight 120ft.

Languages: auran

Challenge: 1/2 (0 xp)

Death Burst. When the mephit dies, its explodes in a burst of dark energy. Each creatures within 5 feet of it must succeed on a DC 10 constitution save or take 1d8 necrotic damage or half on a success. If the lantern is in the radius, it automatically loses a charge.

Innate spellcasting (1/day). The mephit can innately cast inflict wounds. Its spellcasting is charisma based.


Shadow Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit 4 (1d4+2) necrotic damage.

Shadow Breath (Recharge 6). The mephit exhales a 15-foot cone of absolute darkness. Each creature in the area must succeed on a DC 10 Constitution save or have the darkness infiltrate their eyes. On a failure, the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Shadow Mephit

Druid medium humanoid, any 2 0 xp

  • Armor class 11
  • Hit points 27
  • Speed 30
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: passive Perception 14

Languages: any

Challenge: 2 (0 xp)

Spellcasting. The druid is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with
animals, thunderwave

2nd level (3 slots): animal messenger, barkskin


Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with
shillelagh), reach 5 ft ., one target. Hit: 3 (1d6) bludgeoning
damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.

Druids dwell in forests and other secluded wilderness
locations, where they protect the natural world from
monsters and the encroachment of civilization. Some
are tribal shamans who heal the sick, pray to animal
spirits, and provide spiritual guidance.


Tribal Warrior medium humanoid, any alignment 1/8 0 xp

  • Armor class 12
  • Hit points 11
  • Speed 30ft
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: passive Perception 10

Languages: any

Challenge: 1/8 (0 xp)

Pack Tactics. The warrior has advantage on an attack roll
against a creature if at least one of the warrior's allies is within 5 feet of the creatu re and the ally isn't incapacitated.


Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft. , one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Tribal warriors live beyond civilization, most often
subsisting on fishing and hunting. Each tribe acts in
accordance with the wishes of its chief, who is the
greatest or oldest warrior of the tribe or a tribe member
blessed by the gods.

Tribal Warrior

Piercers medium monstrosity, unaligned 1/2 0 xp

  • Armor class 15
  • Hit points 22
  • Speed 5ft, climb 5ft
  • STR 10 (0)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Skills: stealth +5

Senses: bl indsight 30ft. , darkvis ion 60ft., passive Perception 8


Challenge: 1/2 (0 xp)

False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.

Spider Climb. The piercer can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check.


Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen , up to 21 (6d6) . Miss: The piercer takes half the normal falling damage for the distance fallen.