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Arrigal,,CoS,121M,humanoid,human,,N,E,,78,12d8 + 2411,16,14,13,11,10,,+3,13,Thieves' cant plus any two languages,8,Assassinate,During its first turn, Arrigal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Arrigal scores against a surprised creature is a critical hit.,Evasion,If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Arrigal instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.,Sneak Attack (1/Turn),Arrigal deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Arrigal that isn't {@condition incapacitated} and Arrigal doesn't have disadvantage on the attack roll.,Multiattack,Arrigal makes two shortsword attacks.,Shortsword,{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Light Crossbow,{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Arrigal,,CoS,121M,humanoid,human,,N,E,,78,12d8 + 2411,16,14,13,11,10,,+3,13,Thieves' cant plus any two languages,8,Assassinate,During its first turn, Arrigal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Arrigal scores against a surprised creature is a critical hit.,Evasion,If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Arrigal instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.,Sneak Attack (1/Turn),Arrigal deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Arrigal that isn't {@condition incapacitated} and Arrigal doesn't have disadvantage on the attack roll.,Multiattack,Arrigal makes two shortsword attacks.,Shortsword,{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Light Crossbow,{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,true,Sneak Attack,,Multiattack,TC,X,I,MW,RNG,RW,,true,,15,{@item studded leather armor|phb},30,+6,,+9,,poisonP+4,+6,+3,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 11}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours. 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Rosavalda Rose Durst,,CoS,217S,L,G,11,35,10d67,13,10,10,12,1711,Common,3,Ethereal Sight,Rose can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.,Incorporeal Movement,Rose can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.Withering Touch,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.,Etherealness,Rose enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.,Possession {@recharge},One humanoid that Rose can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Rose

Rosavalda Rose Durst,,CoS,217S,L,G,11,35,10d67,13,10,10,12,1711,Common,3,Ethereal Sight,Rose can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.,Incorporeal Movement,Rose can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.Withering Touch,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.,Etherealness,Rose enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.,Possession {@recharge},One humanoid that Rose can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Rose Rose then disappears, and the target is {@condition incapacitated} and loses control of its body. Rose now controls the body but doesn't deprive the target of awareness. Rose can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.true,Incorporeal MovementC,,N,MW,true,undead0,darkvision 60 ft.,acid,,D,O,,frightenedcold,necrotic,charmed,exhaustion,frightened,grappled,paralyzed,petrified,poisoned,prone,,40,(hover),true,restrained,,fire,lightning,,incapacitated,poison,,thunder,bludgeoning,piercing,slashing,from nonmagical attacks,true,The possession lasts until the body drops to 0 hit points, Rose ends it as a bonus action, or Rose is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Rose reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.,,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Thornboldt Thorn Durst,,CoS,217S,L,G,11,35,10d67,13,10,10,12,1711,Common,3,Ethereal Sight,Thorn can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.,Incorporeal Movement,Thorn can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.Withering Touch,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.,Etherealness,Thorn enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.,Possession {@recharge},One humanoid that Thorn can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Thorn

Thornboldt Thorn Durst,,CoS,217S,L,G,11,35,10d67,13,10,10,12,1711,Common,3,Ethereal Sight,Thorn can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.,Incorporeal Movement,Thorn can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object.Withering Touch,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage.,Etherealness,Thorn enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.,Possession {@recharge},One humanoid that Thorn can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Thorn Thorn then disappears, and the target is {@condition incapacitated} and loses control of its body. Thorn now controls the body but doesn't deprive the target of awareness. Thorn can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.true,Incorporeal MovementC,,N,MW,true,undead0,darkvision 60 ft.,acid,,D,O,,frightenedcold,necrotic,charmed,exhaustion,frightened,grappled,paralyzed,petrified,poisoned,prone,,40,(hover),true,restrained,,fire,lightning,,incapacitated,poison,,thunder,bludgeoning,piercing,slashing,from nonmagical attacks,true,The possession lasts until the body drops to 0 hit points, Thorn ends it as a bonus action, or Thorn is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Thorn reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.,,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Assassin,,CoS,28M,humanoid,any race,,L,NX,,78,12d8 + 2411,16,14,13,11,10,,+3,13,Thieves' cant plus any two languages,8,Assassinate,During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.,Evasion,If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.,Sneak Attack (1/Turn),The assassin deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll.,Multiattack,The assassin makes two shortsword attacks.,Shortsword,{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Light Crossbow,{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Assassin,,CoS,28M,humanoid,any race,,L,NX,,78,12d8 + 2411,16,14,13,11,10,,+3,13,Thieves' cant plus any two languages,8,Assassinate,During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.,Evasion,If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.,Sneak Attack (1/Turn),The assassin deals an extra 14 ({@dice 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll.,Multiattack,The assassin makes two shortsword attacks.,Shortsword,{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Light Crossbow,{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,true,Sneak Attack,,Multiattack,TC,X,I,MW,RNG,RW,15,{@item studded leather armor|phb},30,+6,,+9,,poisonP+4,+6,+3,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 11}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,C,NY,,E,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Bandit,,CoS,28M,humanoid,any race,,NX,C,,11,2d8 + 211,12,12,10,10,1010,any one language (usually Common),1/8,Scimitar,{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.,Light Crossbow,{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Bandit,,CoS,28M,humanoid,any race,,NX,C,,11,2d8 + 211,12,12,10,10,1010,any one language (usually Common),1/8,Scimitar,{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage.,Light Crossbow,{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 10}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,true,C,X,P,MW,RNG,RW,12,{@item leather armor|phb},30,,SG,NYA Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,,E,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Bandit Captain,,CoS,28M,humanoid,any race,,NX,C,,65,10d8 + 2015,16,14,14,11,1410,any two languages,2,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,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.,Dagger,{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Bandit Captain,,CoS,28M,humanoid,any race,,NX,C,,65,10d8 + 2015,16,14,14,11,1410,any two languages,2,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,{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage.,Dagger,{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,trueMultiattack,X,,P,MW,RW,THW,15,{@item studded leather armor|phb},30,+5,+2S,,+4,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 12}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.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.G,NY,,+4+4ParryE,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Commoner,,CoS,28M,humanoid,any race,,A,,10,4,1d810,10,10,10,10,1010,any one language (usually Common),0,Club,{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Commoner,,CoS,28M,humanoid,any race,,A,,10,4,1d810,10,10,10,10,1010,any one language (usually Common),0,Club,{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 10}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.true,C,X,B,MW,,30,,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Guard,,CoS,28M,humanoid,any race,,A11,2d8 + 213,12,12,10,11,10,,+2,12,any one language (usually Common),1/8,Spear,{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Guard,,CoS,28M,humanoid,any race,,A11,2d8 + 213,12,12,10,11,10,,+2,12,any one language (usually Common),1/8,Spear,{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 10}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.true,C,X,P,MW,RW,THW,16,{@item chain shirt|phb},30,,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,{@item shield|phb}, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Spy,,CoS,28M,humanoid,any race,,A,,12,27,6d810,15,10,12,14,16,+4,+6,16,any two languages,1,Cunning Action,On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.,Sneak Attack (1/Turn),The spy deals an extra 7 ({@dice 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 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll.Multiattack,The spy makes two melee attacks.,Shortsword,{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.,Hand Crossbow,{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Spy,,CoS,28M,humanoid,any race,,A,,12,27,6d810,15,10,12,14,16,+4,+6,16,any two languages,1,Cunning Action,On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.,Sneak Attack (1/Turn),The spy deals an extra 7 ({@dice 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 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll.Multiattack,The spy makes two melee attacks.,Shortsword,{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.,Hand Crossbow,{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,true,Sneak Attack,,Multiattack,X,,P,MW,RNG,RW30+4,+5,list,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 13}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,,+5,+4+5 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Vistana Thug,,CoS,28M,humanoid,any race,,L,NX,,32,5d8 + 1015,11,14,10,10,1110,any one language (usually Common),1/2,Pack Tactics,The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.,,Multiattack,The thug makes two melee attacks.,Mace,{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.,Heavy Crossbow,{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow

Vistana Thug,,CoS,28M,humanoid,any race,,L,NX,,32,5d8 + 1015,11,14,10,10,1110,any one language (usually Common),1/2,Pack Tactics,The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}.,,Multiattack,The thug makes two melee attacks.,Mace,{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage.,Heavy Crossbow,{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage.,Curse (Recharges After a Long Rest),The Vistana targets one creature that it can see within 30 feet of it. The target must succeed on a {@dc 10} Wisdom saving throw or be cursed. The Vistana chooses the curse's effect from the options that follow other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:,true,Pack Tactics,,Multiattack,C,X,B,MW,RNG,RW,11,{@item leather armor|phb},30,,Plist,The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes {@damage 1d6} psychic damage.,A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, the Vistana takes {@damage 1d6} psychic damage.,The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes {@damage 3d6} psychic damage.,The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The target is {@condition blinded}, {@condition deafened}, or both. When this curse ends, the Vistana takes {@damage 5d6} psychic damage.,The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.,Evil Eye (Recharges after a Short or Long Rest),As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the {@spell animal friendship}, {@spell charm person}, or {@spell hold person} spell (Vistana's choice, spell {@dc 10}), but requires neither somatic nor material components. If the target succeeds on the save, the Vistana is {@condition blinded} until the end of the Vistana's next turn.,A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours.,C,NY+2,,E,, 0 xp

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

Languages:

Challenge: (0 xp)

Actions