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Sister Alkava

Sister Alkava medium humanoid, lawful evil 7 0 xp

  • Armor class 16 (+4)
  • Hit points 60 (+100)
  • Speed 30ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 18 (+4)
  • CHA 12 (+1)

Skills: insight +10, medicine +10, religion +7

Senses: passive perception 14

Languages: common, elvish

Challenge: 7 (0 xp)

Channel Divinity, Touch of Death. When Sister Alkava hits a creature with a melee attack, she can use channel divinity to deal and extra 19 necrotic damage to the target.

Inescapable Destruction. Sister Alkava's negative energy is extremely potent. Necrotic damage dealt by her ignores resistance to necrotic damage.

Spellcasting. Sister Alkava is a 7th level spellcaster. Her spellcasting ability is Wisdom (Spell Save 15, +7 to hit with spell attacks). Sister Alkava has the following spells prepared:
Cantrips (at will): chill touch, guidance, resistance, shocking grasp
1st Level (4 slots): bane, false life, ray of sickness, shield of faith
2nd Level (3 slots): blindness/deafness, hold person, silence
3rd Level (3 slots): animate dead, dispel magic, ray of enfeeblement
4th level (1 slot): blight

Reaper. When Sister Alkava casts a necromancy cantrip that normally only targets one creature, the spell can instead target two creatures within range and within 5ft. of each other.

Actions

Bludgeon. Melee Weapon attack. +6 to hit, reach 5ft. one target. Hit: 7 (1d6+3) bludgeoning damage plus an extra 7 (2d6) necrotic damage to living creatures. The flail deals damage to any wielder who doesn't have an evil alignment.

Death's Chime. The wielder of Death's Chime may slam the head of the weapon against a metal object to emit a tone of pure death. Any creature that can hear within 60ft. must make a Constitution 10 Saving Throw. On a failure, the creature immediately drops to 0 hit points.

Fellforged

Fellforged medium undead construct, lawful evil 5 0 xp

  • Armor class 15
  • Hit points 135
  • Speed 30ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Save Throws: strength +8

Damage Resistances: acid, cold, fire, lightning

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: any

Challenge: 5 (0 xp)

Expelled Spirit. While the body the fellforged inhabits was made to bind spirits, the foul presence of the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame, but has no other effect. The expelled wraith retains its current hp total.

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

Unnatural Aura. All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.

Actions

Multiattack. The fellforged makes two necrotic slam attacks.

Necrotic Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reductionlasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Violent Escapement. With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed.

Blood Zombie

Blood Zombie medium undead, neutral evil 3 0 xp

  • Armor class 10
  • Hit points 45
  • Speed 20ft.
  • STR 16 (+3)
  • DEX 6 (-2)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., passive perception 8

Languages: cant speak

Challenge: 3 (0 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Blood Drain. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 damage and the pudding gains 4 temporary hit points as it drains blood from the victim. If the pudding takes radiant damage of damage from a magic weapon, this trait doesn't function at the start of the puddings next turn, although it retains any temporary hit points it previously gained.

Actions

Slam. Melee Weapon attack. +6 to hit, reach 5ft., one target. Hit: 8 (1d10+2) bludgeoning damage plus 4 blood drain damage. The zombie gains 4 temporary hit points from the blood it drained from its victim.

Blood Pudding

Blood Pudding large ooze, unaligned 5 0 xp

  • Armor class 9
  • Hit points 70
  • Speed 20ft. climb 20ft.
  • STR 16 (+3)
  • DEX 6 (-2)
  • CON 18 (+4)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Damage Immunities: acid, fire, necrotic, slashing

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60ft., passive perception 9

Languages:

Challenge: 5 (0 xp)

Amorphous. The blood pudding can move through a space as narrow as 1 inch wide without squeezing.

Blood Drain. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 5 damage and the pudding gains 5 temporary hit points as it drains blood from the victim. If the pudding takes radiant damage of damage from a magic weapon, this trait doesn't function at the start of the puddings next turn, although it retains any temporary hit points it previously gained.

Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without making an ability check.

Actions

Pseudopod. Melee Weapon attack. +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 15 (3d10) blood drain. The pudding gains 15 temporary hit points from the blood it drained from its victim.

Reaction:

Overflow. When a pudding is hit with a melee attack, it immediately flows over the creature that hit it to drain as much blood as it can. The victim must make a DC 15 Constitution saving throw. On a successful save, the creature takes 15 damage from blood drain. One a failure, the damage is 30. The pudding gains temporary hit points equal to the damage caused by overflow.

Domovoi

Domovoi medium fey, chaotic neutral 4 0 xp

  • Armor class 15
  • Hit points 93
  • Speed 30ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 16 (+3)

Skills: Intimidation +5, Perception +2

Damage Immunities: acid, lightning

Senses: darkvision 60 ft., passive Perception 12

Languages: Common, Dwarvish, Elvish

Challenge: 4 (0 xp)

Innate Spellcasting. The domovoi’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:
At will: alter self, invisibility
3/day: darkness, dimension door, haste

Actions

Multiattack. The domovoi makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Bugbear

Bugbear medium humanoid, chaotic evil 1 0 xp

  • Armor class 16
  • Hit points 30
  • Speed 30ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60ft., passive Perception 10

Languages: common, goblin

Challenge: 1 (0 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. orrange 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Ogre Zombie

Ogre Zombie large undead, neutral evil 2 0 xp

  • Armor class 8
  • Hit points 85
  • Speed 30ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., passive Perception 8

Languages: cant speak

Challenge: 2 (0 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.