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Ortensia

Ortensia Medium humanoid, Loot Value 4,500, any alignment CR 18 20,000 xp

  • Armor class 21 (Leather)
  • Hit points 195 (26d8+78)
  • Speed 35ft. (Walking)
  • STR14 (+2)
  • DEX20 (+5)
  • CON16 (+3)
  • INT20 (+5)
  • WIS16 (+3)
  • CHA16 (+3)

Save Throws:DEX +12, CON +10, INT +12, WIS +10, CHA +10,

Skills:Sleight of Hand +12, Stealth +19, Arcana +12, History +12, Investigation +19, Religion +19, Insight +10, Percep. +17, Deception +17, Persuasion +10,

Senses:Truesight 20ft., Psv Per 27
Social: Bluff DC 16, Bribe DC 30, 4kgp
Utility: Carry 210lbs., Push 420lbs.

Languages:

Challenge:CR 18 (20,000 xp)

The Trickster makes One attack with their Bladebow, then may choose to apply Sneak Attack damage, cast a spell, or make 3 Attacks with their BladeBow.

BladeBow. Weapon Attack. +12 to hit, Range 30/120.
Hit. 31 (3d16+5) Piercing damage.
Sneak Attack. The Trickster adds 32 (9d6) to their damage or may cast a spell.

Knockout Bolt. The Trickster doubles their normal damage after an attack. If this damage exceeds the target's current HP they are immediately put into a magical slumber per Sleep spell. Otherwise, the target takes zero damage.

===Reactions===

Mage Slayer. The Trickster may make an Opportunity Attack if a creature casts a spell within 30ft of it. The creature must make a Concentration check vs half the damage for the spell to succeed in casting.

Actions

Legendary Actions


Cunning Action. The Trickster can Dash, Disengage, or Hide as a Bonus Action.

Spellcasting. The Ortensia is a L6 spellcaster, and has prepared 11 Spells through INT. Their Spell Save DC is 20 and their Spell Attack mod is +12
Spell Points. 32
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO

Lord of Blades

Lord of Blades Medium Construct, Loot Value 1,000, Chaotic Neutral CR 14 11,500 xp

  • Armor class 19 (Natural)
  • Hit points 136 (16d8+64)
  • Speed 40ft
  • STR20 (+5)
  • DEX15 (+2)
  • CON18 (+4)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA18 (+4)

Save Throws:STR +11, CON +10, INT +10, WIS +9,

Skills:Athletics +11, Stealth +8, Arcana +10, History +10, Investigation +10, Religion +16, Insight +9, Percep. +9,

Damage Resistances:Necrotic, Poison

Damage Immunities:Crits, NM Physical

Condition Immunities:Charmed, Exhaustion, Frightened

Senses:Psv Per 19, Bluff DC 17, Bribe DC 29, 900gp
Utility: Carry 300lbs., Push 600lbs.

Languages:3

Challenge:CR 14 (11,500 xp)

Multiattack. The Lord of Blades makes one Blade Throw attack or makes 3 Melee attacks, only one of which can be a Wing attack. The Lord of Blades may also cast spells in lieu of attacking, consuming one attack per spell slot cast.

Charge. If the Lord of Blades moves at least 10ft straight towards a target before hitting it with a weapon attack, the target takes an additional11 (2d10) Damage and must make a DC 19 STR save or be pushed 10ft away and knocked prone.

2x Bladesword Multiattack Weapon Attack. +11 to hit, Reach 10ft.
Hit. 33 (5d10+5) Slashing damage. The Lord of Blades may also Smite, adding 9 (2d8) Force damage per level of spell slot expeded.

Wings. Melee Weapon: +11 to hit.
Hit: 12 (1d12+5) slashing damage.

Blade Dash. Leg. Action The Lord of Blades Dashes without provoking attacks. All creatures within 5ft of it's path must make a DC 19 DEX save or take damage from the Bladesword.

Blade Throw. Spell Attack, +11 to hit, Range 80ft.
Hit. 87 (15d10+4) Force damage.
The target must succeed on a DC 19 CON Save or start bleeding, taking 10 hp necrotic damage at the start of each turn until they receive any healing, or a creature succeeds on a DC 18 Medicine check as an action.

Spellcasting. The Lord of Blades is a L8 spellcaster, and has prepared 12 Spells through INT. Their Spell Save DC is 18 and their Spell Attack mod is +10
Spell Points. 44
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OO

Actions

Legendary Actions


Warforged Resilience. The Lord of Blades has advantage against being poisoned, is immune to disease, and magic can't put him to sleep.

Pride

Pride Medium Humanoid, Loot Value 150, Any Lawful CR 10 5,900 xp

  • Armor class 22 (Plate, Shield)
  • Hit points 136 (16d8+64)
  • Speed 30ft.
  • STR20 (+5)
  • DEX13 (+1)
  • CON18 (+4)
  • INT11 (0)
  • WIS13 (+1)
  • CHA19 (+4)

Save Throws:STR +10, WIS +6, CHA +9,

Skills:Athletics +10, Deception +9, Intimidation +9,

Damage Resistances:Radiant

Condition Immunities:Charmed, Frightened

Senses:Psv Per 11, Bluff DC 15, Bribe DC 25, 100gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Common, Celestial

Challenge:CR 10 (5,900 xp)


Aura of Hate & Protection. The Pride grants a +4 bonus to the saving throws , Attack, and Damage of all allies within 15ft.

Greatsword Master The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

2x Longsword +3 Multiattack. Melee Weapon Attack. +17 to hit.
Hit. 16 (2d8+16) Radiant damage.

Radiant Lure. Spell Attack, Range 45ft., Creature must make a DC 18 STR save or be pulled 20ft. closer to the paladin and take 26 (4d10+4) Radiant damage. A successful save halves the damage and the creature is not pulled.

Wrathful Smite (Recharge 5-6). Melee Attack. +17 to hit.
Hit. 34 (4d8+16) Slashing Plus 36 (7d8) Radiant damage.
Creatures hit by this attack must make a DC 17 CON Save or be ignited, taking 22 (4d8) Fire damage at the start of each turn until someone uses an action to extinguish the fire.

Greed

Greed Huge Dragon, Loot Value 150, Lawful Good CR 10 5,900 xp

  • Armor class 16 (Natural)
  • Hit points 150 (12d12+72)
  • Speed 30ft. (Walking)
    60ft. (Flying)
    30ft (Swim)
  • STR23 (+6)
  • DEX12 (+1)
  • CON23 (+6)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA22 (+6)

Save Throws:DEX +5, CON +10, WIS +5, CHA +10,

Skills:Stealth +5, Perception +5, Persuasion +10,

Damage Immunities:Fire

Senses:Blindsight 40ft., Psv Per 15, Bluff DC 17, Bribe DC 25, 100gp
Utility: Carry 1,380lbs., Push 2,760lbs.

Languages:Common, Draconic

Challenge:CR 10 (5,900 xp)


Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOO/day). When the Greed fails a saving throw, it may choose to succeed instead.

Spellcasting. The Greed is a L12 spellcaster, and has prepared 18 Spells through CHATheir Spell Save DC is 18 and their Spell Attack mod is +10 Spell Points. 73

Regeneration. When the Dragon takes the Dodge action, it may expend hit die to heal, and end spells affecting it by spending a number of hit dice equal to the level of the spell.

Actions

Multiattack. The Dragon uses its Frightful Presence, then makes one Ranged attack or 2 Melee attacks, only one of which can be a Bite attack.

Frightful Presence. Each creature of the dragon's choice that is within 80ft of the dragon and aware of it must succeed on a DC 18 WIS Save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon, +10 to hit,
Hit: 11 (1d8+6) Piercing damage.

Claw. Melee Weapon, +10 to hit,
Hit: 10 (1d6+6) Slashing damage.

Tail. Reaction Attack, Movement w/i 5ft. +10 to hit,
Hit: 11 (1d8+6) Bludgeoning damage.

Fire Bolt. Spell Attack, +10 to hit, Range 60ft.
Hit: 17 (2d10+6) Fire damage.

Fire Breath (Recharge 6). The dragon exhales fire in a 40ft cone. Each creature in that area must make a DC 18 DEX Save, taking 1 (8d8) Fire damage on a failed save, or half as much damage on a successful one. Creatures that fail the save by 6 or more have flaming gold stuck to them, taking an additional 1 (4d8) Fire damage at the start of each turn until using an action to extinguish the flames.

Weakening Breath (Recharge 5). The dragon exhales gas in a 40ft cone. Each creature in that area must make a DC 18 STR Save, or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Guttony

Guttony Large Ooze, Loot Value 10000, unaligned CR 10 5,900 xp

  • Armor class 9 (Natural)
  • Hit points 196 (17d10+102)
  • Speed 15 ft
  • STR18 (+4)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +9, CON +11, WIS +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 540lbs., Push 1,080lbs.

Languages: --

Challenge:CR 10 (5,900 xp)


Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 17 Athletics check, and the creature making the attempt takes 23 (5d8) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.

Actions

4x Pseudopod Multiattack. Melee Weapon: +9 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 17 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 17 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 17 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.