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Magmin

Magmin small elemental, chaotic neutral 1/2 100 xp

  • Armor class 14 (natural armor)
  • Hit points 9 (2d6 +2)
  • Speed 30 ft
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 10 (0)

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

Damage Immunities: fire

Senses: darkvision 60ft, passive Perception 10

Languages: Ignan

Challenge: 1/2 (100 xp)

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) 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.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Azer

Azer Medium Elemental, lawful neutral 2 450 xp

  • Armor class 17 (natural armor, shield)
  • Hit points 39 (6d8 + 12)
  • Speed 30 ft
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 10 (0)

Save Throws: Con +4

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: passive Perception 11

Languages: Ignan

Challenge: 2 (450 xp)

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional10 feet.

Fire Elemental

Fire Elemental Large Elemental, neutral 5 1 xp

  • Armor class 13
  • Hit points 102 (12d10 + 36)
  • Speed 50ft
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

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

Damage Immunities: Fire, Poison

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvsion 60 ft, passive Perception 10

Languages: Ignan

Challenge: 5 (1 xp)

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Sprite

Sprite Tiny Fey, neutral good 1/4 50 xp

  • Armor class 15 (leather armor)
  • Hit points 2 (1d4)
  • Speed 10ft, fly 40 ft
  • STR 3 (-4)
  • DEX 18 (+4)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception +3, Stealth +8

Senses: passive Perception 13

Languages: common, elfish, sylvan

Challenge: 1/4 (50 xp)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC l 0 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Werewolf

Werewolf Medium humanoid shapechanger, chaotic evil 3 700 xp

  • Armor class 11, 12 in wolf (natural)
  • Hit points 58 (9d8 + 18)
  • Speed 30 ft, 40 ft in wolf
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4, Stealth +3

Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that arent silvered

Senses: passive Perception 14

Languages: Common

Challenge: 3 (700 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it, is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Brown Bear

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10 +12)
  • Speed 40ft, climb 30 ft
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception _+3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Elk

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10 +2)
  • Speed 50 ft
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions

Charge.·lf the ejk moves at least 20 feet straight toward a target and then bits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Druid

Druid Medium humanoid, any alignment 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8 +5)
  • Speed 30 ft
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: passive Perception 14

Languages: Druid plus any two languages

Challenge: 2 (450 xp)

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Actions

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.

Vanifer

Vanifer Medium Humanoid, Netural Evil 9 or 12 with lair 5 xp

  • Armor class 15 (studded leather)
  • Hit points 112 (15d8 +45)
  • Speed 30 ft
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 19 (+4)

Skills: Arcana +5, Deception +8, Performance +8

Damage Immunities: Fire

Senses: darkvision 60ft, passive Perception 11

Languages: Common, Ignan, Infernal

Challenge: 9 or 12 with lair (5 xp)

For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair.

Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. Legendary Resistance (2/Day).

If Vanifer fails a saving throw, she can choose to succeed instead.

Actions

Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate person


Multiattack. Vanifer makes two attacks.

Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage.

Legendary Actions

Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or hypnotic pattern.

If Vanifer casts misty step using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 (3d8 + 2) hit points.

Elizar Dryflagon

Elizar Dryflagon Medium Humanoid, neutral evil 5 1 xp

  • Armor class 14 (Hide)
  • Hit points 71 (11d8 +22)
  • Speed 30 ft
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 10 (0)

Skills: Arcana +3, Deception +3

Senses: passive Perception 14

Languages: Common, Druidic

Challenge: 5 (1 xp)

Elizar was a druid who claims to be a member of the Circle of the Scarlet Moon. However, Elizar is really in service to Imix, maintaining some druidic power through a connection to the elements.

Actions

Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, poison spray, produce flame
1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
2nd level (3 slots): flame blade, spike growth
3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire

Summon Mephits (Recharges after a Long Rest). By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.

+1 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bastian Thermandar

Bastian Thermandar Medium humanoid, neutral evil 8 3 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 78 (12.d + 24)
  • Speed 30 ft
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 9 (-1)
  • CHA 18 (+4)

Skills: Aarcana +3, Decpetion +7

Damage Resistances: Fire

Senses: darkvision 60ft, passive Perception 9

Languages: Common, Ignan

Challenge: 8 (3 xp)

Like many in the fire cult, Bastian burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself.

As a practitioner of the arcane arts who learned much of his fire magic from Vanifer herself, Bastian relies on his spells in a fight, and he is a “quick burn” sort who tries to deliver maximum impact early in the fight. If he knows a fight is coming but can’t preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray.

Actions

Innate Spellcasting. Bastian’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
At will: produce flame
1/day: burning hands

Spellcasting. Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:
Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (3 slots): dimension door, wall of fire
5th level (1 slot): hold monster

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Razerblast

Razerblast Medium humanoid, Chaotic Evil 5 1 xp

  • Armor class 17 (Splint)
  • Hit points 112 (15d8 + 75)
  • Speed 30 ft
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Intimidation +4, Perception +3

Damage Immunities: fire

Senses: passive Perception 13

Languages: Common, Ignan

Challenge: 5 (1 xp)

Searing Armor. The razerblast’s armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature’s turn.

Shrapnel Explosion. When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast’s body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful o

Actions

Multiattack. The razerblast makes three melee attacks.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Legendary Actions

A razerblast seethes with hate for the enemies of the fire cult. The razerblast’s elemental overlords have replaced its heart with a flaming orb that detonates if the razerblast dies.

Razerblasts remember little of their life before they the power of elemental fire transformed them. Now they follow the orders of the flamewraths and the cult leaders without question. Razerblasts fight confidently because they know that even if they lose, they go out in a blaze of glory.

Flamewrath

Flamewrath Medium Humanoid, Chaotic Evil 6 2 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 105 (14d8 + 42)
  • Speed 30 ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 16 (+3)

Skills: Aarcana +3, Religion +3

Damage Immunities: Fire

Senses: passive Perception 10

Languages: Common, Ignan

Challenge: 6 (2 xp)

A flamewrath is a spellcaster that has earned the favor of Imix, the Prince of Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers.

Actions

Spellcasting. The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* fire bolt, friends, light, minor illusion
1st level (4 slots): burning hands, color spray, mage armor
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern
4th level (1 slot): fire shield (see Wreathed in Flame)

Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of “until dispelled.” The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Eternal Flame Priest

Eternal Flame Priest medium humanoid, neutral evil 3 700 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 52 (8d8 + 16)
  • Speed 30 ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Skills: Deception +5, Intimidation +5, Religion +2

Damage Resistances: Fire

Senses: passive Perception 10

Languages: common, Ignan

Challenge: 3 (700 xp)

Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic.

Actions

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):

Cantrips (at will): control flames,* create bonfire,* fire bolt, light, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Eternal Flame Guardian

Eternal Flame Guardian medium humanoid, chaotic evil 2 450 xp

  • Armor class 17 (Breastplate, shield)
  • Hit points 45 (7d8 + 14)
  • Speed 30 ft
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 13 (+1)

Skills: Intimidation +3, Perception +2

Damage Resistances: fire

Senses: passive perception 12

Languages: common

Challenge: 2 (450 xp)

Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about what else nearby might catch fire.


Actions

Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.

Multiattack. The guard makes two melee attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Heavy

Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.