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, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Lazav

Lazav Medium undead, neutral evil 4 1 xp

  • Armor class 14
  • Hit points 55 (10d8+10)
  • Speed 30ft, fly 30ft
  • STR 16 (+3)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 19 (+4)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, Int +6, Wis +3

Skills: Deception +4, Insight +3, Perception +3, Stealth +6

Damage Resistances: necrotic

Senses: darkvision 60ft, passive Perception 13

Languages:

Challenge: 4 (1 xp)

Hopeloos verliefd, lichtelijk gestoord, madman.

Innate Spellcasting (Psionics). The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: message
3/day each: charm person, hold person, mirror image, sleep
l/day each: gaseous form, major image

Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (ld6 + 4) piercing damage plus 7 (2d6) necrotic damage.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.

Mind Siphon (Recharge 5-6). The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a fa iled save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.

Licia

Licia Medium undead, Lawful Evil 8 3 xp

  • Armor class 16 (Natural)
  • Hit points 90 (12d8+36)
  • Speed 40ft, fly 40ft
  • STR 16 (+3)
  • DEX 18 (+4)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 19 (+4)

Save Throws: Dex +7, Con +6, Wis +4

Skills: Intimidation +7, Perception +4, Stealth +7

Damage Resistances: necrotic, nonmagical physical

Senses: darkvision 60ft, passive Perception 14

Languages:

Challenge: 8 (3 xp)

Uitbundig, over de top, hongerig. Denk bruidzilla

Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.

Actions

Multiattack. The vampire makes three melee attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach S ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Rapier. Melee Weapon Attack: +7 to hit, reach S ft., one target. Hit: 8 (ld8 + 4) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Indentured Spirit

Indentured Spirit Medium Undead, 1 200 xp

  • Armor class 11
  • Hit points 13 (3d8)
  • Speed 40ft flying
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Damage Resistances: acid, fire, lightning, thunder, nonmagical physical

Damage Immunities: cold, necrotic, poison

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

Senses: passive Perception 11

Languages:

Challenge: 1 (200 xp)

Voorouders van Francis Kitchener, zijn tegen het huwelijk maar niet onredelijk.

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Actions

Withering Touch . Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.