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Lunar Hulk Large Aberration , Lawful Nuetral 10 5 xp

  • Armor class 16 (Natural Armor)
  • Hit points 136 (13d10+65)
  • Speed 30ft Climb
  • STR 20 (+5)
  • DEX 8 (-1)
  • CON 21 (+5)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +3, Wis +5

Skills: Perception +5

Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Radiant*

Condition Immunities: Charmed, frightened

Senses: Truesight 30ft

Languages: Celestial

Challenge: 10 (5 xp)

Diffuse Radiance: If the hulk would take radiant damage, each creature within 10ft of the hulk takes that damage instead.

Gravity Well: If a non-lunar creature starts it's turn within 30ft of the hulk it must succeed a DC 17 Strength saving throw or be pulled 10ft towards the hulk.

Actions

Multiattack: The hulk makes two slam attacks. If both attacks hit the same target, the target takes an additional 9(2d8) force damage and must succeed or DC 17 Strength saving throw or be launched up to 30ft and knocked prone. Other creatures hit by the launched creature must also make the save or be knocked prone.

Slam: Melee Weapon Attack: +9 to hit, reach 10ft, one target. Hit: 14(2d8+5) bludgeoning damage.

Bend Gravity (Recharge 5-6): Gravity within 120ft of the hulk changes directions to an orientation of the hulk's choice. This effect persists until the hulk changes it again, chooses to end it, or is reduced to 0 hit points.
All creatures and Objects that aren't somehow anchored to the ground in the area fall to the edge of the area. A creature can make a Dexterity saving throw (DC 17) to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

Lunar Sprite Small aberration, Lawful Nuetral 1/4 50 xp

  • Armor class 11
  • Hit points 17 (5d6)
  • Speed 30ft Fly (hover)
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 6 (-2)

Damage Immunities: Radiant

Senses: Truesight 30ft

Languages: Celestial

Challenge: 1/4 (50 xp)

Tidal Tug: Non-lunar creatures within 15ft of the sprite have disadvantage on any physical ability checks,saving throws, or attack rolls against targets other than the sprite.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 6(2d4+1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or be levitated until the end of your next turn.

Baby Phase Spider Small Monstrosity, Unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 9 (2d6+2)
  • Speed 25ft Climb
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception +3, Stealth +7

Senses: Blindsight 10ft, Darkvision 60ft, Passive Perception 13

Languages: --

Challenge: 1/8 (25 xp)

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

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one creature. Hit: 4(1d4+1) piercing damage, and the target must make a DC 11 Constitution saving throw, moving 10ft in a random direction on a failure.

Mother Phase Spider (Lillith) Large Monstrosity, Unaligned 4 1 xp

  • Armor class 13 (Natural Armor)
  • Hit points 46 (7d10+7)
  • Speed 30ft Climb
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Stealth +6, Perception +4

Senses: Blindsense 10ft, Darkvision 60ft, Passive Perception 14

Languages: --

Challenge: 4 (1 xp)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18(4d8) poison damage and becoming poisoned until the end of the spider's next turn on a failure, a creature is paralyzed while poisoned in this way

Legendary Actions

or taking half damage and not becoming paralyzed on a success.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.