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Angler Worm

Angler Worm Huge monstrosity, 4 0 xp

  • Armor class 14
  • Hit points 133
  • Speed 20 ft., climb 20 ft.
  • STR 14 (+2)
  • DEX 5 (-3)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, charmed, deafened, poisoned, prone

Senses: tremorsense 60 ft., passive Perception 12

Languages:

Challenge: 4 (0 xp)

Spider Climb. The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms’ snare lines.
Keen Touch. The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.
Transparent Trap. A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.

Actions

Multiattack. An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d6 + 2) piercing damage plus (1d6)acid damage.
Coils. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (3d8) acid damage. The target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm, if it wasn’t already, and grappled in the angler worm’s coils, escape DC 12. While grappled this way, the creature is restrained by the angler worm, but not by its snare lines, it can’t breathe, and it takes 22 [5d8] acid damage at the start of each of the angler worm’s turns. A creature that escapes from the angler worm’s coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines
Ethereal Lure (Recharge 4-6). The angler worm selects a spot within 20 feet of itself, that spot glows with a faint, blue light until the start of the worm’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.

Adult Kruthik

Adult Kruthik medium monstrosity, 2 0 xp

  • Armor class 18
  • Hit points 39
  • Speed 40 ft., burrow 20 ft., climb 40 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11

Languages:

Challenge: 2 (0 xp)

Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack. The kruthik makes two stab attacks or two spike attacks.
Stab. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
Spike. Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Mage of Dispater

Mage of Dispater , 6 0 xp

  • Armor class 12/15
  • Hit points 40
  • Speed
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: pp 11

Languages: 4

Challenge: 6 (0 xp)

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Guidance, Light, Mage Hand, Prestidigitation1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Identify*2nd level (3 slots): Misty Step, Suggestion, See Invisibility*3rd level (3 slots): Counterspell, Fireball, Fly, Clairvoyance*4th level (3 slots): Greater Invisibility, Ice Storm5th level (1 slot): Cone of Cold* Cult signature spells
Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the mage gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions

Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
Fire Bolt. Ranged Spell: +6 to hit, reach 120 ft., One target. Hit: (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Reactions
Vexing Escape (1/Day, Leader Variant). As a reaction when the mage takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.n't being worn or carried.

BLACK KNIGHT COMMANDER

BLACK KNIGHT COMMANDER humanoid, LE 5 0 xp

  • Armor class 18 (breastplate)
  • Hit points 78
  • Speed 30
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Str +7, Wis +4, Cha +5

Skills: Animal Handling +4, Athletics +7, Intimidation +5

Senses: pp 11

Languages: two

Challenge: 5 (0 xp)

Charge. If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
Hateful Aura. The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
Magic Weapons. The black knight commander’s weapon attacks are made with magical (+1) weapons.

Actions

Multiattack. The black knight commander makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 5) bludgeoning damage.
Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d12 + 5) piercing damage.
Frightful Charge (Recharges after a Short or Long Rest). The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Warlock Of The Archfey

Warlock Of The Archfey humanoid , any 0 xp

  • Armor class 11(14 with mage armor)
  • Hit points 49
  • Speed 30
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Save Throws: Wis +3, Cha +6

Skills: Arcana +2, Deception +6, Nature +2, Persuasion +6

Condition Immunities: charmed

Senses: passive Perception 11

Languages: common, sylvan

Challenge: (0 xp)

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

• At will: disguise self, mage armor (self only), silent image, speak with animals
• 1/day: conjure fey
Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

• Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
• 1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

Actions

Dagger (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Dagger (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
Reactions
Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Veteran Of Zariel

Veteran Of Zariel humanoid , 3 0 xp

  • Armor class 17 (splint)
  • Hit points 58
  • Speed 30
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: common

Challenge: 3 (0 xp)

Ferocious Surge (Recharges after a Short or Long Rest). When the veteran hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics (Leader Variant). The veteran has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword (One-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d8+3) Slashing damage.
Longsword (Two-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage.
Shortsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
Heavy Crossbow. Ranged Weapon: +3 to hit, reach 100/400 ft., One target. Hit: (1d10+1) Piercing damage.

Bandit Captain Of Dispater

Bandit Captain Of Dispater humanoid , any non-lawful alignment 2 0 xp

  • Armor class 15
  • Hit points 65
  • Speed 30
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: 2

Challenge: 2 (0 xp)

Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the bandit captain gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions

Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions
Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Spy Of Dispater

Spy Of Dispater humanoid, 1 0 xp

  • Armor class 12
  • Hit points 27
  • Speed 30
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4

Senses: passive Perception 16

Languages: two

Challenge: 1 (0 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the spy gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions

Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.

Reaction
Vexing Escape (1/Day, Leader Variant). As a reaction when the spy takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.

Umber Hulk

Umber Hulk Large monstrosity, chaotic evil 5 0 xp

  • Armor class 18
  • Hit points 93
  • Speed 30 ft., burrow 20 ft.
  • STR 20 (+5)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 10

Languages:

Challenge: 5 (0 xp)

Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.

Catoblepas

Catoblepas Large monstrosity, 5 0 xp

  • Armor class 14 (natural armor)
  • Hit points 84
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 21 (+5)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 12

Languages:

Challenge: 5 (0 xp)

A loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities.
Animalistic Nature.
A catoblepas’s stink, like that of death mixed with swamp gas and skunk musk
Blighted Territory. A catoblepas’s Nature as a creature of disease and decay brings out similar
Sinister Folklore.

Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (5d6 + 4) bludgeoning damage. The target must succeed on a dc 16 constitution saving throw or be stunned until the start of the catoblepas’s next turn

Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

Water Leaper

Water Leaper Large monstrosity, 4 0 xp

  • Armor class 14
  • Hit points 97
  • Speed 5 ft., fly 50 ft., swim 40 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: darkvision 60 ft., passive Perception 11

Languages:

Challenge: 4 (0 xp)

a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb.

Amphibious. The water leaper can breathe both air and water.
Camouflage. The water leaper has advantage on Dexterity (Stealth) checks when underwater.

Actions

Multiattack. The water leaper uses its shriek and makes one bite attack and one stinger attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) Piercing damage. Until this grapple ends, the target is restrained and the water leaper can’t bite another target
Shriek. The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper’s next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7, 2d6, poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success
Swallow. The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper’s turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.

Trapper

Trapper Large monstrosity, unaligned 3 0 xp

  • Armor class 13
  • Hit points 85
  • Speed 10 ft., climb 10 ft.
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 4 (-3)

Skills: Stealth +2

Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 11

Languages:

Challenge: 3 (0 xp)

a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings

False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Smother. One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled, escape DC 14. Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.