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Quasit

Quasit demon, 1 0 xp

  • Armor class 13
  • Hit points 7
  • Speed 40 ft
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 10

Languages: Abyssal, Common

Challenge: 1 (0 xp)

Magic Resistance.

Actions

aw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 10 Constitution saving throw or take the poison damage and 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.
Scare (1/day). One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Babau

Babau demon, 4 0 xp

  • Armor class 16 (nat)
  • Hit points 82
  • Speed 40 ft
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 13 (+1)

Damage Resistances: cold, fire, lightning,, bludgeoning, piercing, and slashing damage from nonmagical attacks

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 15

Languages: Abyssal

Challenge: 4 (0 xp)

SC Wisdom (spell save DC 11),darkness, dispel magic, fear, heat metal, levitate

Actions

Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Spear (Melee, One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Spear (Melee, Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Spear (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d6 + 4) piercing damage.
Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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.

Bulezau

Bulezau demon, 3 0 xp

  • Armor class 14
  • Hit points 52
  • Speed 40 FT
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 6 (-2)

Damage Resistances: Cold, fire, lightning

Damage Immunities: poison

Condition Immunities: Charmed, frightened, poisoned

Senses: Darkvision 120 ft., passive Perception 9

Languages: Abyssal, telepathy 60 ft.

Challenge: 3 (0 xp)

Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.
Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Barbed Tail. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d12+2) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.

Rutterkin

Rutterkin demon, 2 0 xp

  • Armor class 12
  • Hit points 37
  • Speed 20 fty
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances: Cold, fire, lightning

Damage Immunities: Poison

Condition Immunities: Charmed, frightened, poisoned

Senses: Darkvision 120 ft., passive Perception 11

Languages: Understands Abyssal but can’t speak

Challenge: 2 (0 xp)

Crippling Fear. When a creature that isn’t a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success.

Actions

Bite. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (3d6+2) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch.

DEMON, PSOGLAV

DEMON, PSOGLAV , 7 0 xp

  • Armor class 17
  • Hit points 115
  • Speed 40 ft., fly 60 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Save Throws: Dex +9, Con +8, Wis +7, Cha +7

Skills: Acrobatics +9, Perception +6, Intimidation +7, Stealth +9

Damage Resistances: cold, lightning

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 16

Languages: Common, Infernal, telepathy 60 ft

Challenge: 7 (0 xp)

An immense creature sniffs at the air. Most of its head is covered by a helmet from which one baleful eye gazes out. Its muzzle fuses flesh and machinery, and sharp metal teeth glint from under its lips.

Innate Spellcasting. The psoglav’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:
1/day: greater invisibility
Magic Weapon. The psoglav’s attacks are magical.
Shadow Door (4/Day). The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.

Actions

Multiattack. The psoglav demon makes three bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: (2d12 + 5) piercing damage.
Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon.

If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12

BONE COLLECTIVE

BONE COLLECTIVE small undead, CE 8 0 xp

  • Armor class 17 (natural)
  • Hit points 230
  • Speed 30
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Save Throws: Dex +8

Skills: Arcana +5, Deception +6, Perception +3, Stealth +11

Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Damage Immunities: necrotic, poison

Condition Immunities: exhaustion, poisoned

Senses: pp 13

Languages:

Challenge: 8 (0 xp)

Actions

Multiattack. The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (4d12 + 5) piercing damage. The target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom
Swarm (More than half HP). Melee Weapon Attack: +8 to hit, reach 0 ft., one creature. Hit: (8d12 + 5) piercing damage. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom
Swarm (Half or less HP). Melee Weapon Attack: +8 to hit, reach 0 ft., one creature. Hit: (4d12 + 5) piercing damage. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom
Wyrmblood Venom (Injury). Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic

Necromancer

Necromancer , 9 5,000 xp

  • Armor class 12/15
  • Hit points 66
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, History +7

Damage Resistances: necrotic

Senses: PP 11

Languages: 4

Challenge: 9 (5,000 xp)

Spellcaster,DC 15, +7 to HIT
1st level (4 slots): false life,^ mage armor, ray of sickness^ • 2nd level (3 slots): blindness/deafness,^ ray of enfeeblement,^ web • 3rd level (3 slots): animate dead,^ bestow curse,^ vampiric touch^ • 4th level (3 slots): blight,^ dimension door, stoneskin • 5th level (2 slots): Bigby’s hand, cloudkill • 6th level (1 slot): circle of death^

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Chill Touch. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (3d8) necrotic damage. The target can't regain hit points until the start of the necromancer's next turn
Ray of Enfeeblement. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: (1d0) spell damage. The target deals only half damage with weapon attacks that use strength until the spell ends At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends
Ray of Sickness. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: (2d8) poison damage. The target must succeed on a dc 15 constitution saving throw or it is poisoned until the end of the necromancer's next turn
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d4) necrotic damage.
Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The necromancer regains hit points equal to half the amount of necrotic damage dealt Until the spell ends, the necromancer can make the attack again on each of its turns as an action