Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3
Webmoney Yandex

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Nekkar Warrior small fey, chaotic evil 1 0 xp

  • Armor class 13
  • Hit points 27
  • Speed 40ft, burrow 30ft, climb 30ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 8 (-1)
  • CHA 9 (-1)

Skills: stealth +6

Senses: darkvision 120ft., passive Perception 9

Languages: Nekkar, Sylvan

Challenge: 1 (0 xp)

Burrowing Devil. If the nekker moves at least 10 feet
with it burrowing speed toward a target, the nekker
makes its next weapon attack roll with advantage. If
the attack hits, the nekker can make another attack
with its claws against the same target as a bonus
action.

Fey Resilience. The nekker has advantage on saving
throws against illusions, as well as to resist being
charmed or paralyzed and magic can't put the nekker
to sleep.

Thorn Lurker. The nekker can attempt to hide even
when it is only lightly obscured by foliage. Additionally, the nekker can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 6 (2d4 + 2) slashing damage. If the
target is a creature other than an undead or a
construct, it must succeed on a DC 10 Constitution
saving throw or lose 2 (1d4) hit points at the start of
each of its turns due to internal injuries. Each time
the nekker hits the wounded target with this attack,
the damage dealt by the wound increases by 2 (1d4).
Any creature can take an action to stanch the wound
with a successful DC 10 Wisdom (Medicine) check.
The wound also closes if the target receives magical
healing.

Reaction:

Escape. The nekker adds 3 to its AC against one
melee attack that would hit it. To do so, the nekker
must see the attacker. If the attack misses, the
nekker can move from half its burrowing speed
without provoking opportunity attacks.

Spined Devil small fiend, lawful evil 2 0 xp

  • Armor class 13
  • Hit points 22
  • Speed 20ft, flying 40ft
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 8 (-1)

Damage Resistances: cold, bludgeoning, piercing, and slashing from non magical weapons that aren't silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft., passive Perception 12

Languages: abyssal, telepathy 40ft.

Challenge: 2 (0 xp)

Devi/'s Sight. Magical darkness doesn't impede the devil's darkvision.

Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

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

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

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

Fork. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 3 (ld6) piercing damage.

Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80
ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (ld6) fire damage.

Maw Demon medium fiend, chaotic evil 1 0 xp

  • Armor class 13
  • Hit points 33
  • Speed 30ft
  • STR 14 (+2)
  • DEX 8 (-1)
  • CON 13 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: abyssal

Challenge: 1 (0 xp)

Rampage. When it reduces a creature to O hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Giant Octopus large beast, unaligned 1 0 xp

  • Armor class 11
  • Hit points 52
  • Speed 10ft, swim 60ft
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60ft., passive Perception 14

Languages:

Challenge: 1 (0 xp)

Hold Breath. While out of water, the octopus can hold its
breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, _it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Cockatrice small monstrosity , unaligned 1/2 0 xp

  • Armor class 11
  • Hit points 27
  • Speed 20ft, flying 40ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 5 (-3)

Senses: darkvision 60ft., pass ive Perception 11

Languages:

Challenge: 1/2 (0 xp)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified for 24 hours.

Ankheg large monstrosity, unaligned 2 0 xp

  • Armor class 14
  • Hit points 39
  • Speed 30ft, burrow 10ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: darkvision 60ft., tremorsense 60ft., passive Perception 11

Languages:

Challenge: 2 (0 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Gibbering Mouthers medium abberation, neutral 2 0 xp

  • Armor class 9
  • Hit points 67
  • Speed 10ft, swim 10ft.
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: prone

Senses: darkvision 60ft., passive Perception 10

Languages:

Challenge: 2 (0 xp)

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can
see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The gibbering mouther makes one bite attack
and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. lfthe target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Lemure medium fiend, lawful evil 0 0 xp

  • Armor class 7
  • Hit points 13
  • Speed 15ft
  • STR 10 (0)
  • DEX 5 (-3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 11 (0)
  • CHA 3 (-4)

Damage Resistances: cold

Damage Immunities: fire, poison

Condition Immunities: charmed, frightened , poisoned

Senses: darkvision 120ft., passive Perception 10

Languages: infernal

Challenge: 0 (0 xp)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells
comes back to life with all its hit points in 1d10 days unless it is killed by a good·aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Apprentice Wizard medium humanoid, any 1/4 0 xp

  • Armor class 10
  • Hit points 9
  • Speed 30ft
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +4, History +4

Senses: passive Perception 10

Languages: any

Challenge: 1/4 (0 xp)

Spel/casting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will):.fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield

Actions

Dagger. Melee or Ranged Weapon Attac:k: +2 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 2 (ld4) piercing damage.