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Rock Gnome Recluse

Rock Gnome Recluse Small humanoid (gnome), chaotic neutral 1/4 50 xp

  • Armor class 10 ((13 With Mage Armor)
  • Hit points 7 (2d6)
  • Speed 25
  • STR 6 (-2)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Arcana +4, History +4

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Gnomish

Challenge: 1/4 (50 xp)

Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Spellcasting. The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)

1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shield

Actions

Magic Missile (Expends a 1st-Level Spell Slot). The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.

Ray of Frost. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.

Mimic

Mimic Medium monstrosity (shapechanger), neutral 2 450 xp

  • Armor class 12 (Natural armor)
  • Hit points 58 (9d8+18)
  • Speed 15
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Stealth +5

Damage Immunities: Acid

Condition Immunities: Prone

Senses: Darkvision 60 ft., Passive Perception 11

Languages:

Challenge: 2 (450 xp)

Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.,,

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.