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Ultroloth

Ultroloth Medium Fiend, Loot Value 3,000, Neutral Evil CR 6 2,300 xp

  • Armor class 17 (Natural)
  • Hit points 68 (9d8+27)
  • Speed 30ft, Fly 60ft.
  • STR16 (+3)
  • DEX16 (+3)
  • CON16 (+3)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA15 (+2)

Skills:Stealth +6, Intimidation +5,

Damage Resistances:Cold, Fire, Lightning, Non-Magical Attacks

Damage Immunities:Acid, Poison

Condition Immunities:Charmed, Frightened, Poisoned

Senses:Truesight 80ft., Psv Per 12, Bluff DC 14, Bribe DC 20, 10,000 gp, Carry 240lbs., Push 480lbs.

Languages:Abyssal, Infernal, Telepathy 120ft.

Challenge:CR 6 (2,300 xp)


Magic Resistance. The ultroloth has advantage on saving throws against spells and other magical effects.

Teleport. The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

Magical Absorption. If the Ultraloth is affected by magic greater than a Cantrip, it may roll to recharge it's special abilities.

Fiendish Healing. The Ultraloth heals when taking Acid or Poison damage.

Actions

Longsword. Melee Weapon Attack: +6 to hit.
Hit. 14 (2d10+3) magical slashing damage.

Hypnotic Gaze. The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it.
If the target can see the ultroloth, the target must succeed on a DC 13 WIS Save against this magic or be charmed and stunned until the end of the ultroloth's next turn. On Success, the target is immune to the ultroloth's gaze for the next 24 hours.

Wall of Fire. (Recharge 5). Concentration, Lasts 1min.
Create a wall of fire on a solid surface within range. The wall is 20ft high, 1ft thick, and can either be 40ft long or have a 10ft radius. When the wall appears, each creature within the area must make a DC 13 DEX Save. On a failed save, the creature takes 14 (3d8) fire damage, or half as much on a successful save. Creatures also take damage when they enter the wall for the first time on a turn, or end their turn there.

Fear (Recharge 6). Each creature within a 20 cone must make a DC 13 WIS Save vs the frightened condition for 1 minute or until the caster loses concentration. While frightened by this spell, creatures must take the Dash action to move away from you by the safest available route on each of their turns. If the creature ends its turn out of your line of sight they may repeat the save to no longer be frightened.

Legendary Actions

Innate Spellcasting. Spellcasting ability: Charisma (Spell Save DC 13), and can cast the following at Spell Level 3:
At will. Alter Self, Clairvoyance, Darkness, Detect Magic, Detect Thoughts, Dispel Magic, Invisibility (self only), Suggestion.
Dimension Door. (1/day) Teleport yourself and one willing creature within 5ft up to 500ft.