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Needle Lord

Needle Lord Large plant, chaotic evil 3 700 xp

  • Armor class 15 (natural)
  • Hit points 45 (6d10 + 12)
  • Speed 40 ft
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 12 (+1)

Skills: Athletics +6, Perception +4, Stealth +2

Condition Immunities: blinded, deafened, exhaustion

Senses: blindsight 30 ft., passive Perception 14

Languages: Sylvan

Challenge: 3 (700 xp)

Unnatural Ally. A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest.

Needle Defense. Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage.

Actions

Multiattack. The nettle lord makes 2 raking vine attacks.

Needle Volley. The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.

Raking Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.

Needle. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 2 (1d4) piercing damage.

Needle Spawn

Needle Spawn Medium plant, chaotic evil 1/2 100 xp

  • Armor class 13
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft, climb 20 ft
  • STR 13 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Stealth +5

Condition Immunities: blinded, deafened, exhaustion

Senses: blindsight 30ft, passive perception 11

Languages: Sylvan

Challenge: 1/2 (100 xp)

Roving Corpses. Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.

Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack is also within 5 feet of the needle spawn.

Actions

Needle Volley. The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.

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

Needle. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Assassin Vine

Assassin Vine Large Plant, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10 + 30)
  • Speed 5 ft., climb 5 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 1 (-5)

Damage Resistances: cold, fire

Condition Immunities: blinded, deafened, exhaustion, prone

Senses: blindsight 30 ft., passive Perception 10

Languages:

Challenge: 3 (700 xp)

An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.

False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Vine Blight

Vine Blight Medium plant, natural evil 1/2 100 xp

  • Armor class 12 (natural)
  • Hit points 26 (4d8 + 4)
  • Speed 10 ft
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.

Living Iron Statue

Living Iron Statue Medium construct, unaligned 5 1,800 xp

  • Armor class 16 (natural armor)
  • Hit points 102 (12d8 + 48)
  • Speed 20 ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: lightning, poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge: 5 (1,800 xp)

This squat, solid-looking statue, currently guarding the evil cult's treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons

Damage Vulnerabilities acid

Immutable Form. The statue is immune to any spell or effect that would alter its form

Actions

Multiattack. The statue makes two attacks: one with its blade and one with its hammer.

Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is knocked prone.

Whirl (Recharge 5–6). The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.