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Shield Dwarf Noble

Shield Dwarf Noble Medium humanoid (dwarf), lawful good 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 12

Languages: Common, Dwarvish, Giant

Challenge: (25 xp)

Dwarven Resilience. The shield dwarf noble has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) or 5 (1d10 ver) bludgeoning damage,

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

Shadow Demon

Shadow Demon Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 13 (natural armor)
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft., fly 30 ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 14 (+2)

Save Throws: Dex +5, Cha +4

Skills: Stealth +7

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

Damage Immunities: cold, lightning, poison

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

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Damage Vulnerabilities radiant

Incorporeal Movement. The demon 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.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

Maegera the Dawn Titan

Maegera the Dawn Titan Gargantuan elemental, chaotic evil 23 50,000 xp

  • Armor class 16 (natural armor)
  • Hit points 341 (22d20 + 110)
  • Speed 50 ft.
  • STR 21 (+5)
  • DEX 22 (+6)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 19 (+4)

Save Throws: Con +12, Wis +7, Cha +11

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: fire, poison

Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: blindsight 120 ft., passive Perception 10

Languages: Ignan

Challenge: 23 (50,000 xp)

Fire Aura. At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.

Fire Form. Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space.

Magic Resistance. Maegera has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Maegera makes three slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 35 (10d6) fire damage

Innate Spellcasting. Maegera's spell casting ability is Charisma. Maegera's can innately cast the following spell (spell save DC 19), requiring no material components:

At will: fireball

Legendary Actions

Maegera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn.

Quench Magic. Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn.

Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are blinded and can't be seen.

Create Fire Elemental (Costs 3 Actions). Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire element obeys Maegera's commands and fights until destroyed.