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Umber Hulk

Umber Hulk Large Monstrosity, chaotic evil 5 1,800 xp

  • Armor class 18 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft, burrow 20 ft
  • STR 20 (+5)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 10

Languages: Umber Hulk

Challenge: 5 (1,800 xp)

Confusing Caze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.

Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Ochre Jelly

Ochre Jelly Large Ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10-12)
  • Speed 10 ft., climb 10 ft.
  • STR 15 (+2)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Resistances: Acid

Damage Immunities: Lightning, Slashing

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses: Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8

Languages:

Challenge: 2 (450 xp)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) bludgeoning damage plus (1d6)acid damage.

Reactions:
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Umber Hulk

Umber Hulk Large Monstrosity, chaotic evil 5 1,800 xp

  • Armor class 18 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 30 ft, burrow 20 ft
  • STR 20 (+5)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 10

Languages: Umber Hulk

Challenge: 5 (1,800 xp)

Confusing Caze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.

Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Ochre Jelly

Ochre Jelly Large Ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10-12)
  • Speed 10 ft., climb 10 ft.
  • STR 15 (+2)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Resistances: Acid

Damage Immunities: Lightning, Slashing

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses: Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8

Languages:

Challenge: 2 (450 xp)

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) bludgeoning damage plus (1d6)acid damage.

Reactions:
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.