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Vampire Dragon

Vampire Dragon Large Undead Dragon, Loot Value 150, Neutral Evil CR 10 5,900 xp

  • Armor class 17 (Natural)
  • Hit points 133 (14d10+56)
  • Speed Walk/Swim 40 ft.
    Burrow 30 ft.
    Fly 80 ft.
  • STR18 (+4)
  • DEX18 (+4)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA18 (+4)

Save Throws:DEX +8, WIS +6,

Skills:Stealth +12, Perception +10,

Damage Resistances:Necrotic, NM Physical

Senses:Darkvision 100ft., Psv Per 20, Bluff DC 16, Bribe DC 24, 100gp
Utility: Carry 1,080lbs., Push 2,160lbs.

Languages:Draconic, Undercommon, Any 2

Challenge:CR 10 (5,900 xp)


Regeneration. The Dragon regains 20 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.

Actions

Bite. Natural Weapon. +8 to hit.
Hit. 32 (5d10+4) Piercing and Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

Engulf. The Dragon swallows a creature it is grappling. To keep an unwilling creature down, the Dragon must make a concentration check when taking damage.
While engulfed, creatures are restrained and blinded, take 28 (5d10) Necrotic damage at the start of each turn (DC 16 CON for half), and take half the damage dealt to the Dragon from outside.

2x Claw Multiattack Natural Weapon. +8 to hit.
Hit. 11 (2d6+4) Slashing damage.

Tail. Natural Weapon. +8 to hit.
Hit. 15 (2d10+4) Bludgeoning damage, and the target must make a DC 16 STR save vs half the damage or be Grappled Failure by 5 or more and they are restrained.

Vampiric Bite. +8 to hit grappled creature.
Hit. 32 (5d10+4) Necrotic damage, and is Grappled (DC 16).The dragon then makes 2x Claw attacks.

Nightmare Breath (Recharge 5–6). The dragon exhales a dark cloud in a 60ft cone. Each creature in that area must make a DC 16 WIS Save. On a failed save, the creature takes 33 (6d10) Psychic damage, and it is Frightened by the dragon for 1 minute. (Half on Success and no Fear). A Firghtened creature can repeat the save at the end of each of its turns (up to three times), ending the effect on success.

Commanding Presence. The dragon commands up to 3 creatures within 30ft that can hear it. The target must succeed on a DC 16 WIS save or use its reaction to make a weapon attack against a random creature within range.
If no creatures are within reach, or the target can’t take a reaction, it takes 6 (1d10) Psychic damage.
Creatures Frightened by the dragon have disadvantage.

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.

Wild Magic Elemental

Wild Magic Elemental Medium elemental, Loot Value 4,000, neutral CR 7 2,900 xp

  • Armor class 17 (Natural)
  • Hit points 95 (10d8+50)
  • Speed 30 ft., Misty Step 30ft.
  • STR22 (+6)
  • DEX8 (-1)
  • CON20 (+5)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Damage Resistances:Nonmagical physical damage
Damage Vulnerabilities: Thunder

Damage Immunities:poison

Condition Immunities:Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses:Darkvision 60 ft., Tremorsense 60 ft, Psv Per 10, Bluff DC 10, Bribe DC 16, 20,000 gp, Carry 660lbs., Push 1,320lbs.

Languages:Common, Primordial

Challenge:CR 7 (2,900 xp)


Antimagic Susceptibility. The Elemental is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the Elemental must succeed on a CON save vs the caster's spell save DC or fall unconscious for 1 minute per level of spell slot used.

Wild Magic Aura If a creature casts a spell within 30ft. of the Elemental, they must check for a Wild Magic Surge, adding the level of the spell cast to their chance of triggering a surge. If the elemental takes damage from any source, the nearest creature must also check for a a surge. If a surge is triggered, the saving throw is a DC 16.

Actions

2x Slam Multiattack

Slam. Melee Attack: +9 to hit, Reach 10 ft.
Hit. 17 (3d6+6) bludgeoning damage. The target must also roll a d20 for a Wild Magic Surge. Each hit adds to the chance of a surge triggering.

Wild Magic Boulder (Recharge 5-6) Range 30ft.
The Elemental breaks off a large piece of itself and throws a boulder of Wild Magic Crystals a point it can sense. Creatures within 15ft of that point must make a must make a DC 16 DEX Save.
On Fail. Creatures take 30 (6d6+6) Force damage, and a Wild Magic Surge triggers in each.
On Success. Creatures take half the damage and do not trigger a surge.

Legendary Actions

Beastmode.The creature has as many Legendary Actions as it has consumed Legendary Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOOO/day). When the creature fails a saving throw, it may choose to succeed instead, expending a Resistance point and adding to its Legendary Action pool.

This elemental was created in a cave filled with Wild Magic crystals, and has since been awakened. As it is constantly radiating Wild Magic, there are many triggers that could potentially trigger a surge in creatures nearby. These triggers are cummulative, and continue to build up until a surge is triggered. Casting Dispel Magic on a creature will safely reset its surge chances. The save for any effects from this creature is a DC 16.

Counterspell. As a reaction, the Elemental can eat the spells cast by a creature within 60ft, healing for 3x the Spell's level.

Spell Eater. The Elemental can substitute any save vs a spell with a CON Save. On success, the spell deals no damage, and grants the elemental 6x the Spell's Level in Temp HP. The Elemental has advantage on Saving Throws vs Magical Effects while it has these temp HP.

Vampire Spawn

Vampire Spawn Medium Undead, Loot Value 700, Neutral Evil CR 3 700 xp

  • Armor class 14 (Natural)
  • Hit points 60 (8d8+24)
  • Speed 30 ft., Spider Climb, 30ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON16 (+3)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:DEX +5, WIS +2,

Skills:Stealth +5, Perception +2,

Damage Resistances:Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks.

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 11, Bribe DC 15, 2,000 gp, Carry 240lbs., Push 480lbs.

Languages:Languages that it knew in life.

Challenge:CR 3 (700 xp)


Regeneration. The vampire regains 7 (2d6) 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.

Actions

Multiattack. The vampire makes 2 attacks, only one of which can be a Bite attack.

Bite. Natural Melee Weapon: +5 to hit, Reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 7 (2d6+3) piercing plus 4 (1d6) 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 Max HP to 0.

Claws. Natural Melee Weapon: +5 to hit, reach 5 ft.,
Hit: 7 (2d3+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (Escape DC 12).

Legendary Actions


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 14(4d6) acid damage when it starts its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 14(4d6) radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.