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Eelfolk

Eelfolk Medium humanoid, Chaotic Evil 1/2 100 xp

  • Armor class 15 (Hide armor, shield)
  • Hit points 19 (3d8 + 6)
  • Speed 30 ft. swim 40 ft.
  • STR10 (0)
  • DEX13 (+1)
  • CON14 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA7 (-2)

Skills: Stealth +3

Damage Immunities:Lightning

Senses:Blindsight 60 ft., Perception 10

Languages:Eelfolk

Challenge: 1/2 (100 xp)

Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Hold Breath.
The eelfolk can hold its breath for 1 hour.

Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a long knife attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

Long Knife.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Eelfolk Stromcaller

Eelfolk Stromcaller Medium humanoid, Chaotic Evil 6 2,300 xp

  • Armor class 15 (Hide armor)
  • Hit points 117 (18d8 + 36)
  • Speed 30 ft. swim 40 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON14 (+2)
  • INT8 (-1)
  • WIS14 (+2)
  • CHA18 (+4)

Skills: Intimidation +7, Perception +5, Stealth +8

Damage Immunities:Lightning

Senses:Blindsight 60 ft., Perception 15

Languages:Eelfolk

Challenge:6 (2,300 xp)

Death Burst.
When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Hold Breath.
The eelfolk can hold its breath for 1 hour.

Innate Spellcasting.
The stormcaller's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, thunderwave
2/day each: call lightning, fog cloud, lightning bolt

Actions

Multiattack.
The stormcaller makes two claw attacks.

Claws.
Melee Weapon Attack: +6to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashingdamage plus 7 (2d6) lightning damage.

Legendary Actions

Lighting Reflexes.
The stormcaller adds 3 to its AC against one melee attack that would hit it. To do so, the stormcaller must see the attacker.

Eelfolk Hunter

Eelfolk Hunter Medium humanoid, Chaotic Evil 1 200 xp

  • Armor class 13 (Hide armor)
  • Hit points 37 (7d8 + 6)
  • Speed 30 ft. swim 40 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON14 (+2)
  • INT6 (-2)
  • WIS10 (0)
  • CHA7 (-2)

Skills:Perception +2, Stealth +5

Damage Immunities:Lightning

Senses:Blindsight 60 ft., Perception 12

Languages:Eelfolk

Challenge:1 (200 xp)

Ambusher.
The hunter has advantage on attack rolls against any creature it has surprised.

Death Burst.When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Hold Breath.
The eelfolk can hold its breath for 1 hour.

Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a spear attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

Multiattack.
The hunter makes two spear attacks.

Spear.
Melee or Ranged Weapon Attacks: +4 to hit, reach 5ft. Or range 20/60 ft., one target. Hit: 6 (1d8 + 2) +iercing damage (two-handed melee attack) or 5 (1d6 + 2) piercing damage (ranged attack).

Eelfolk Scourge

Eelfolk Scourge Large Humanoid, Chaotic Evil 4 1,000 xp

  • Armor class 13 (Hide armor)
  • Hit points 82 (10d10 + 27)
  • Speed 30 ft. swim 40 ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS13 (+1)
  • CHA9 (-1)

Skills:Perception +3, Stealth +5

Damage Immunities:Lightning

Senses:Blindsight 60 ft., Perception 13

Languages:Eelfolk

Challenge:4 (1,000 xp)

Death Burst.When the eelfolk dies, it explodes in a burst of pent-up electricity. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much on a successful one.

Electrified Body.
A creature that touches the scourge or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.

Hold Breath.
The eelfolk can hold its breath for 1 hour.

Lunge.
If the eelfolk moves at least 20 feet straight toward a target and then hits it with a claw or bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

Multiattack.
The scourge makes three melee attacks: one with its bite, two with it's claws.

Bite.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Claws.
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.