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The Howler

The Howler large undead, neutral evil 14 0 xp

  • Armor class 16
  • Hit points 165
  • Speed 30ft
  • STR 6 (-2)
  • DEX 22 (+6)
  • CON 20 (+5)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 19 (+4)

Save Throws: Dex +11, Con +10

Skills: Stealth +11

Damage Resistances: acid, cold, fire, lightning, thunder,bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: truesight 120 ft., passive Perception 12

Languages: all, telepathy 120 ft.

Challenge: 14 (0 xp)

Innate Spellcasting. The wraith's innate spellcasting
ability is Charisma (spell save DC 17). The wraith can
innately cast the following spells, requiring no material
components:
At will: darkness, dream, phantasmal force
3/day each: Evard's black tentacles, phantasmal killer
1/day: weird

Etherealness. The wraith enters the Ethereal Plane from
the Material Plane, or vice versa with a bonus action.
The wraith is invisible while on the Border Ethereal and
it can't affect or be affected by anything on the other
plane.

Actions

Multiattack. The wraith makes three attacks, one with its
sapping tether and two with its shadow claws.

Shadow Claws. Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 24 (4d8 + 6) necrotic damage.
The target must succeed on a DC 17 Constitution
saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction last
until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.

Sapping Tether. Melee Weapon Attack: +11 to hit, reach
10 ft., one creature. Hit: 17 (2d10 + 6) psychic damage
and the target's Wisdom score is reduced by 1d6. The
target gains a hym's indefinite madness if this reduces
its Wisdom to 0. Otherwise, the reduction lasts until
the target finishes a short or long rest.