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Hemeth

Hemeth medium humanoid (dwarf), chaotic neutrual 1 200 xp

  • Armor class 17 (leather +2 RoP)
  • Hit points 57 (3d8 4d10 +21)
  • Speed 25 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 14 (+2)

Save Throws: DEX +7 INT +7

Skills: Deception* +8, Investigation +6, Perception* +8, Persuasion +5, Sleight of Hand +6, Stealth +6

Damage Resistances: poison

Senses: darkvision 120,passive perception 18

Languages: Dwarfish, undercommon, elven

Challenge: 1 (200 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Psionic Enhancement. Telepathy 30 ft.
Second Wind. Once per short rest, you can use a bonus action to regain 1d10 +4
Action Surge. You can take one additional action on your turn. This can be used 1 times per short rest.
Psionic Armament. Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled.
Telekinectic Hand. Cast Mage Hand at will without components.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute,the duergar magically increases in size, along with anything it is wearing or carrying

Sneak Attack. 2d6

Battle Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) piercing damage, or 13 (2d8 + 2) piercing damage while enlarged.

Psychic Blade. Melee Weapon Attackk: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) force damage, or 12 (2d6 + 3) force damage while enlarged. Thrown range 30/60.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit 6 (1d6 +3) piercing damage.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Legendary Actions

Create Psychic Blade. As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated.
The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
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Ring of Protection, potion of greater healing x2 potion of water breathing, boots of elvenkind