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Name

Name Type, Alignment CR 0 xp

  • Armor class Armor Class (Armor Type)
  • Hit points Hit Points (HP Calc)
  • Speed Speed
  • STRSTR (-5)
  • DEXDEX (-5)
  • CONCON (-5)
  • INTINT (-5)
  • WISWIS (-5)
  • CHACHA (-5)

Save Throws:Save Throwsa

Skills:Skills

Damage Resistances:Dmg Resist

Damage Immunities:Dmg Immun

Condition Immunities:Condition Immunities

Senses:Senses

Languages:Languages

Challenge:CR (0 xp)

Descr

Extra Info

Actions

Actions

Legendary Actions

Legendary

Aberrant Zealot

Aberrant Zealot Medium Aberration, typically Chaotic Evil 8 3,900 xp

  • Armor class 16 (studded leather armor)
  • Hit points 93 (17d8 + 17)
  • Speed 30 ft
  • STR15 (+2)
  • DEX18 (+4)
  • CON12 (+1)
  • INT13 (+1)
  • WIS8 (-1)
  • CHA19 (+4)

Save Throws: Dex +7, Cha +7

Skills: Perception +5

Damage Resistances: psychic

Condition Immunities: blinded, charmed, frightened, grappled, restrained

Senses: darkvision 60 ft., truesight 10 ft., passive Perception 15

Languages: Common, Deep Speech

Challenge:8 (3,900 xp)

Aberrant zealots are cultists who have reached out to the powers of the Far Realm only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.


Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

(Tentacled only) Mind Blast (Recharge 56). The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each: arcane gate, hunger of Hadar

Legendary Actions

Bonus Actions
Void Warp (Recharge 56). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.

Brain Breaker

Brain Breaker Large Aberration (Mind Flayer), Lawful Evil 12 8,400 xp

  • Armor class 14 (ring mail)
  • Hit points 189 (18d10 + 90)
  • Speed 30 ft, fly 30 ft (hover)
  • STR15 (+2)
  • DEX10 (0)
  • CON20 (+5)
  • INT21 (+5)
  • WIS19 (+4)
  • CHA20 (+5)

Save Throws:Int +9, Wis +8, Cha +9

Skills:Arcana +9, Insight +12

Senses:blindsight 120 ft., passive Perception 14

Languages:telepathy 1 mile, understands Common, Deep Speech, and Undercommon but can't speak

Challenge:12 (8,400 xp)

Proficiency Bonus +4
Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

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

Telepathic Hub. The brain breaker can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.

Actions

Multiattack. The brain breaker makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The brain breaker can have up to four targets grappled at a time.

Mind Blast (Recharge 56). Creatures of the brain breaker's choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics). The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect thoughts, levitate

Legendary Actions

Bonus Actions
Psychic Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the brain breaker are more than 1 mile apart. The brain breaker can form psychic links with up to ten creatures at a time.