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Red Dragon

Red Dragon Medium dragon, Loot Value 750, Loot Value 250, chaotic evil CR 11 7,200 xp

  • Armor class 18 (Natural)
  • Hit points 152 (16d8+80)
  • Speed 40 climb 40 fly 80
  • STR22 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT13 (+1)
  • WIS10 (0)
  • CHA18 (+4)

Save Throws:DEX +4, CON +9, WIS +4,

Skills:Stealth +4, Perception +4,

Damage Immunities:Fire

Senses:Blindsight, 40ft.Psv Per 14, Bluff DC 14, Bribe DC 22, 150gp
Utility: Carry 660lbs., Push 1,320lbs.

Languages:Draconic

Challenge:CR 11 (7,200 xp)


Frightful Presence. Each creature of the dragon’s choice that is within 100 ft of the dragon and aware of it must succeed on a DC 18 WIS save 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 makes three attacks: one with its bite and 1 with its claws.

Bite. Melee Weapon: +10 to hit reach 10 ft.
Hit: 17 (4d10+6) Piercing plus 4 (2d6) Fire Damage.

Grappler. The Dragon may attempt to Grapple targets (Escape DC 18) it has bitten as a Bonus Action. Grappled targets take the Bite's fire damage at the start of their turn. If the dragon starts its turn grappling someone in this way, it may attempt to engulf them as an attack. Engulfed creatures must make a CON save vs the Dragon's breath weapon at the start of each turn, and take half the damage the dragon suffers until they escape. Escaping requires forcing the dragon to fail a CON save (as if a spell) with damage from within.

Claw. Melee Weapon: +10 to hit reach 5 ft.
Hit: 9 (2d6+6) slashing damage.

Tail. All creatures within 20 ft. of the dragon must make a DC 18 DEX save or take 32 (4d10+10) Bludgeoning damage and be knocked prone. Failing by 5 or more causes the creatures to be sent flying 30ft back. On success, creatures take half the damage and aren't knocked prone.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 19 DEX save taking 53 (16d6) fire damage on a failed save or half as much damage on a successful one.

Fire Snake Warrior

Fire Snake Warrior Medium Monstrosity, Loot Value 3,000, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 75 (10d8+30)
  • Speed 30 ft., Swim 30ft.
  • STR20 (+5)
  • DEX16 (+3)
  • CON16 (+3)
  • INT12 (+1)
  • WIS12 (+1)
  • CHA12 (+1)

Skills:Athletics +7, Stealth +5, Perception +3,

Damage Resistances:Radiant

Damage Immunities:Fire

Condition Immunities:Poisoned

Senses:Blindsight 10 Ft., Psv Per 13, Bluff DC 12, Bribe DC 16, 10,000 gp, Carry 300lbs., Push 600lbs.

Languages:

Challenge:CR 6 (2,300 xp)


Tail Whip. The Snake may grapple or shove a creature within 10ft as a Bonus Action if they fail a DC 15 STR Save. The snake has advantage on attacks against creatures it is grappling.

Fire Burst. As a Bonus Action, the snake can heat the area around it. All creatures within 5ft. of it take 5 fire damage

Actions

2x Longsword Multiattack

Melee Weapon Attack: +7 to hit, reach 10 ft.,
Hit. 10 (1d8+5) piercing damage plus 7 (2d6) Fire Damage.

Fire Spit. Ranged Weapon Attack. Range 90 ft.
Hit. 14 (3d6+3), and the target must make a DC 13 CON Save or take an additional 7 (2d6) Fire Damage at the start of each of their turns. Any creature may end the effect by taking an action to extinguish the fire.

Legendary Actions

Death Burst.Fire Snakes worship a dragon, and have an amulet of dedication that requires a DC 15 check to find and another to remove. If the Snake is grappled or incapacitated the emblem may be removed as an action with a similar Athletics or Sleight of Hand check. If not removed, the snake will explode in a burst of fire on its first failed death save.
Each creature within 10 feet of it must make a DC 13 DEX Save, taking 18 (3d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Creatures that fail the save by 5 or more take an additional 7 (2d6) Fire Damage at the start of each of their turns. Any creature may end the effect by taking an action to extinguish the fire.