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Vampire

Vampire Medium undead (shapechanger), Loot Value 2,500, lawful evil CR 10 5,900 xp

  • Armor class 15 (Natural)
  • Hit points 119 (14d8+56)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +8, WIS +6, CHA +8,

Skills:Stealth + 8, Perception + 6,

Damage Resistances:necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses:Darkvision 120 ft., Psv Per 16, Bluff DC 16, Bribe DC 24, 10,000 gp, Carry 240lbs., Push 480lbs.

Languages: the languages it knew in life

Challenge:CR 10 (5,900 xp)

Actions

Unarmed Strike (Vampire Form Only). +7 to hit.
Hit. 8 (1d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 15).

Bite (Bat or Vampire Form Only). +7 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 7 (1d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.

Legendary Actions

The vampire can take 2 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Vampire

Vampire Medium undead (shapechanger), Loot Value 3,000, lawful evil CR 11 7,200 xp

  • Armor class 15 (Natural)
  • Hit points 128 (15d8+60)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +8, WIS +6, CHA +8,

Skills:Stealth + 8, Perception + 6,

Damage Resistances:necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses:Darkvision 120 ft., Psv Per 16, Bluff DC 16, Bribe DC 24, 15,000 gp, Carry 240lbs., Push 480lbs.

Languages: the languages it knew in life

Challenge:CR 11 (7,200 xp)

Actions

Unarmed Strike (Vampire Form Only). +7 to hit.
Hit. 12 (2d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 15).

Bite (Bat or Vampire Form Only). +7 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 10 (2d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.

Legendary Actions

The vampire can take 2 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Vampire

Vampire Medium undead (shapechanger), Loot Value 4,000, lawful evil CR 12 8,400 xp

  • Armor class 16 (Natural)
  • Hit points 136 (16d8+64)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +9, WIS +7, CHA +9,

Skills:Stealth + 9, Perception + 7,

Damage Resistances:necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses:Darkvision 120 ft., Psv Per 17, Bluff DC 16, Bribe DC 26, 25,000 gp, Carry 270lbs., Push 540lbs.

Languages: the languages it knew in life

Challenge:CR 12 (8,400 xp)

Actions

Unarmed Strike (Vampire Form Only). +9 to hit.
Hit. 9 (1d8+4) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 17).

Bite (Bat or Vampire Form Only). +9 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 8 (1d6+4) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets 1 humanoid it can see within 30 feet of it, forcing it to succeed on a DC 17 WIS save or be charmed by the vampire. Victims regard the vampire as a friend to be heeded and protected for 24 hours or until the vampire is destroyed.

Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.

Legendary Actions

The vampire can take 3 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.

Red Dragon

Red Dragon Medium dragon, Loot Value 750, Loot Value 150, chaotic evil CR 10 5,900 xp

  • Armor class 17 (Natural)
  • Hit points 143 (15d8+75)
  • Speed 40 climb 40 fly 80
  • STR20 (+5)
  • DEX10 (0)
  • CON20 (+5)
  • INT13 (+1)
  • WIS10 (0)
  • CHA18 (+4)

Save Throws:DEX +3, CON +8, WIS +3,

Skills:Stealth +3, Perception +3,

Damage Immunities:Fire

Senses:Blindsight, 30ft.Psv Per 13, Bluff DC 14, Bribe DC 20, 100gp
Utility: Carry 600lbs., Push 1,200lbs.

Languages:Draconic

Challenge:CR 10 (5,900 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 16 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.

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

Actions

Multiattack. The dragon makes three attacks: one with its bite and 1 with its claws.

Bite. Melee Weapon: +8 to hit reach 10 ft.
Hit: 16 (4d10+5) Piercing plus 4 (2d6) Fire Damage.

Grappler. The Dragon may attempt to Grapple targets (Escape DC 16) 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: +8 to hit reach 5 ft.
Hit: 9 (2d6+5) slashing damage.

Tail. All creatures within 15 ft. of the dragon must make a DC 16 DEX save or take 30 (4d10+8) Bludgeoning damage and be knocked prone. Failing by 5 or more causes the creatures to be sent flying 25ft 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 18 DEX save taking 49 (15d6) fire damage on a failed save or half as much damage on a successful one.

Legendary Actions

Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOOOO/day). When the Gold Dragon fails a saving throw, it may choose to succeed instead.

Red Dragon

Red Dragon Medium dragon, Loot Value 750, Loot Value 90, chaotic evil CR 8 3,900 xp

  • Armor class 17 (Natural)
  • Hit points 119 (14d8+56)
  • Speed 40 climb 40 fly 80
  • STR19 (+4)
  • DEX10 (0)
  • CON19 (+4)
  • INT13 (+1)
  • WIS10 (0)
  • CHA17 (+3)

Save Throws:DEX +3, CON +7, WIS +3,

Skills:Stealth +3, Perception +3,

Damage Immunities:Fire

Senses:Blindsight, 30ft.Psv Per 13, Bluff DC 13, Bribe DC 19, 60gp
Utility: Carry 570lbs., Push 1,140lbs.

Languages:Draconic

Challenge:CR 8 (3,900 xp)

Actions

Multiattack. The dragon makes three attacks: one with its bite and 1 with its claws.

Bite. Melee Weapon: +7 to hit reach 10 ft.
Hit: 15 (4d10+4) Piercing plus 4 (2d6) Fire Damage.

Grappler. The Dragon may attempt to Grapple targets (Escape DC 15) 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: +7 to hit reach 5 ft.
Hit: 9 (2d6+4) slashing damage.

Tail. All creatures within 15 ft. of the dragon must make a DC 15 DEX save or take 29 (4d10+7) Bludgeoning damage and be knocked prone. Failing by 5 or more causes the creatures to be sent flying 20ft 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 17 DEX save taking 46 (14d6) fire damage on a failed save or half as much damage on a successful one.

Legendary Actions

Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOOOO/day). When the Gold Dragon fails a saving throw, it may choose to succeed instead.

Vampire

Vampire Medium undead (shapechanger), Loot Value 2,500, lawful evil CR 10 5,900 xp

  • Armor class 13 (Natural)
  • Hit points 85 (10d8+40)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA14 (+2)

Save Throws:DEX +6, WIS +6, CHA +6,

Skills:Athletics + 6, Stealth + 6,

Damage Resistances:Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical weapons

Senses:Darkvision 120 ft., Psv Per 12, Bluff DC 14, Bribe DC 22, 10,000 gp, Carry 210lbs., Push 420lbs.

Languages: the languages it knew in life

Challenge:CR 10 (5,900 xp)


Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there.In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on STR, DEX, and CON Saves, and it is immune to all nonmagical damage except the damage it takes from sunlight.

Legendary Resistance (2/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 16 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses.The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 16 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 16 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Undead Fortitude. If the Spawn is reduced to 0hp it can make a Constitution Saving Throw to have 1hp instead. The DC is the greater of 10 or half the damage dealt. It cannot use this against an attack dealing Radiant damage or a critical hit.

Actions

Multiattack. (Vampire Form Only). The vampire makes 2 attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack. +6 to hit.
Hit. 20 (4d8+2) bludgeoning damage.
Instead of dealing damage, the vampire can grapple the target (Escape DC 16).

Bite (Bat or Vampire Form Only). Melee Weapon Attack. +6 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 16 (4d6+2) piercing damage plus 5 (2d4) necrotic damage.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 25 feet of it. If the target can see the vampire, the target must succeed on a DC 14 WIS save vs this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 6d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

Undead Fortitude. If the Spawn is reduced to 0hp it can make a Constitution Saving Throw to have 1hp instead. The DC is the greater of 10 or half the damage dealt. It cannot use this against an attack dealing Radiant damage or a critical hit. The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.