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Adult Blue Dragon

Adult Blue Dragon Huge dragon, lawful evil 16 15 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: lightning

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages: Common, Draconic

Challenge: 16 (15 xp)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.,,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+12 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit:14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit:16 (2d8 + 7) bludgeoning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Blagothkus

Blagothkus Huge Giant, neutral evil 9 5 xp

  • Armor class 17 (splint)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 26 (+8)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Con +9, Wis +6, Cha +6

Skills: Arcana +7, Insight +6, Intimidation +6, Perception +6

Senses: passive Perception 16

Languages: Common, Draconic, Giant

Challenge: 9 (5 xp)

Keen Smell.
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting.
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting.
Blagothkus is a 5th-level Spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt

Actions

Multiattack.
Blagothkus attacks twice with his morningstar.
Morningstar.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit:21 (3d8 + 8) piercing damage.

Bone Devil

Bone Devil Large fiend (devil), lawful evil 9 5,000 xp

  • Armor class 19 (natural)
  • Hit points 142 (15d10+60)
  • Speed 40ft., fly 40ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Int +5, Wis +6, Cha +7

Skills: Deception +7, Insight +6

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft., PP12

Languages: Infernal, telepathy 120ft

Challenge: 9 (5,000 xp)

Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.,,

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wererat

Wererat Medium humanoid (shape changer), lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: darkvision 60 ft. (rat form only), passive perception 12

Languages: Common (can't speak in rat form)

Challenge: 2 (450 xp)

Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,,

Actions

Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Will-o'-Wisp

Will-o'-Wisp Tiny undead, chaotic evil 2 450 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: lightning, poison

Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

Consume Life.As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral.The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination.The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.