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Scout; Medium Humanoid (Any Race); Any Alignment; 13; ; 16; 3d8+3; 30 ft.; 11; 14; 12; 11; 13; 11; ; Nature +4

Scout; Medium Humanoid (Any Race); Any Alignment; 13; ; 16; 3d8+3; 30 ft.; 11; 14; 12; 11; 13; 11; ; Nature +4 Perception +5, Stealth +6 0 xp

  • Armor class Survival +5; ; ; ; Passive Perception 15; Any one language (usually Common); 1/2; 100; ; Multiattack.
    The scout makes two melee attacks or two ranged attacks.

    Shortsword.
    Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Hit points one target. Hit: 5 (1d6 + 2) piercing damage.

    Longbow.
    Ranged Weapon Attack: +4 to hit (ranged 150/600 ft.)
  • Speed one target. Hit: 6 (1d8 + 2) piercing damage.; ; Keen Hearing and Sight.
    The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.; https://www.dndbeyond.com/avatars/thumbnails/0/163/1000/1000/636252759915100020.jpeg
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Water Weird ; Large Elemental; Neutral; 13; ; 58; 9d10 + 9; 0 ft.

Water Weird ; Large Elemental; Neutral; 13; ; 58; 9d10 + 9; 0 ft. swim 60 ft. ; 17; 16; 13; 11; 10; 10; ; ; Fire, Bludgeoning 0 xp

  • Armor class Piercing (and Slashing from Nonmagical Attacks; Poison; Exhaustion)
  • Hit points Grappled (Paralyzed)
  • Speed Poisoned
  • STR Prone (-5)
  • DEX Restrained (-5)
  • CON Unconscious; Blindsight 30 ft. (-5)
  • INT Passive Perception 10 ; Aquan understands but doesn’t speak; 3; 700; ; Constrict.
    Melee Weapon Attack: +5 to hit (-5)
  • WIS reach 10 ft. (-5)
  • CHA one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller (-5)

Save Throws: it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends

Skills: the target is restrained

Damage Resistances: the water weird tries to drown it

Damage Immunities: and the water weird can’t constrict another target.; ; Invisible in Water.
The water weird is invisible while fully immersed in water.

Water Bound.
The water weird dies if it leaves the water to which it is bound or if that water is destroyed.; https://www.dndbeyond.com/avatars/thumbnails/30836/496/1000/1000/638063938477200551.png

Languages:

Challenge: (0 xp)

Actions

Gray Ooze; Medium Ooze; Unaligned; 8; ; 22; (3d8 + 9); 10 ft.

Gray Ooze; Medium Ooze; Unaligned; 8; ; 22; (3d8 + 9); 10 ft. climb 10 ft. ; 12; 6; 16; 1; 6; 2; ; Stealth +2; Acid, Cold 0 xp

  • Armor class Fire; ; Blinded (Charmed)
  • Hit points Deafened (Exhaustion)
  • Speed Frightened
  • STR Prone; Blindsight 60 ft. (blind beyond this radius) (-5)
  • DEX Passive Perception 8; -; 1/2; 100; ; Pseudopod.
    Melee Weapon Attack: +3 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage (-5)
  • WIS and if the target is wearing nonmagical metal armor (-5)
  • CHA its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.; ; Amorphous
    The ooze can move through a space as narrow as 1 inch wide without squeezing.

    Corrode Metal.
    Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage (-5)

Save Throws: the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5

Skills: the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick

Damage Resistances: nonmagical metal in 1 round.

False Appearance.
While the ooze remains motionless

Damage Immunities: it is indistinguishable from an oily pool or wet rock.; https://www.dndbeyond.com/avatars/thumbnails/30834/153/1000/1000/638063882595415196.png

Languages:

Challenge: (0 xp)

Actions

Zombie; Medium Undead; Neutral Evil; 8; ; 22; (3d8 + 9); 20 ft.; 13; 6; 16; 3; 6; 5; WIS +0; ; ; Poison; Poisoned; Darkvision 60 ft.

Zombie; Medium Undead; Neutral Evil; 8; ; 22; (3d8 + 9); 20 ft.; 13; 6; 16; 3; 6; 5; WIS +0; ; ; Poison; Poisoned; Darkvision 60 ft. Passive Perception 8; understands the languages it knew in life but can't speak ; 1/4; 50; ; Slam.
Melee Weapon Attack: +3 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 4 (1d6 + 1) bludgeoning damage.; ; Undead Fortitude.
    If damage reduces the zombie to 0 hit points (it must make a Constitution saving throw with a DC of 5 + the damage taken)
  • Hit points unless the damage is radiant or from a critical hit. On a success (the zombie drops to 1 hit point instead.; https://www.dndbeyond.com/avatars/thumbnails/30836/823/1000/1000/638063945376881949.png)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cultist; Medium Humanoid (Any Race); Any Non-Good Alignment; 12; ; 9; (2d8); 30 ft.; 11; 12; 10; 10; 11; 10; ; Deception +2

Cultist; Medium Humanoid (Any Race); Any Non-Good Alignment; 12; ; 9; (2d8); 30 ft.; 11; 12; 10; 10; 11; 10; ; Deception +2 Religion +2; ; ; ; Passive Perception 10; Any one language (usually Common); 1/8; 25; ; Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft.
0 xp

  • Armor class one creature. Hit: 4 (1d6 + 1) slashing damage.; ; Dark Devotion.
    The cultist has advantage on saving throws against being charmed or frightened.; https://www.dndbeyond.com/avatars/thumbnails/14/481/1000/1000/636364323106021375.png
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cult Fanatic; Medium Humanoid (Any Race); Any Non-Good Alignment; 13; ; 33; (6d8 + 6); 30 ft.; 11; 14; 12; 10; 13; 14; ; Deception +4

Cult Fanatic; Medium Humanoid (Any Race); Any Non-Good Alignment; 13; ; 33; (6d8 + 6); 30 ft.; 11; 14; 12; 10; 13; 14; ; Deception +4 Persuasion +4, Religion +2; ; ; ; Passive Perception 11 ; Any one language (usually Common) ; 2 ; 450 ; ; Multiattack.
The fanatic makes two melee attacks.

Dagger.
Melee or Ranged Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft. or range 20/60 ft. (one creature. Hit: 4 (1d4 + 2) piercing damage.
    ; ; Dark Devotion.
    The fanatic has advantage on saving throws against being charmed or frightened.

    Spellcasting.
    The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11)
  • Hit points +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

    Cantrips (at will): light (sacred flame)
  • Speed thaumaturgy

    1st level (4 slots): command
  • STR inflict wounds (-5)
  • DEX shield of faith

    2nd level (3 slots): hold person (-5)
  • CON spiritual weapon; https://www.dndbeyond.com/avatars/thumbnails/0/259/1000/1000/636252768307230924.jpeg (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Shadow ; Medium Undead; Chaotic Evil; 12; ; 16; 3d8 + 3; 40 ft.; 6; 14; 13; 6; 10; 8; ; Stealth +4 ; Acid

Shadow ; Medium Undead; Chaotic Evil; 12; ; 16; 3d8 + 3; 40 ft.; 6; 14; 13; 6; 10; 8; ; Stealth +4 ; Acid Cold, Fire a new shadow rises from the corpse 1d4 hours later.; ; Damage Vulnerabilities: Radiant


Amorphous.
The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth.
While in dim light or darkness 0 xp

  • Armor class Lightning (Thunder)
  • Hit points Bludgeoning (Piercing)
  • Speed and Slashing from Nonmagical Attacks ; Necrotic
  • STR Poison ; Exhaustion (-5)
  • DEX Frightened (-5)
  • CON Grappled (-5)
  • INT Paralyzed (-5)
  • WIS Petrified (-5)
  • CHA Poisoned (-5)

Save Throws: Prone

Skills: Restrained; Darkvision 60 ft.

Damage Resistances: Passive Perception 10 ; -; 1/2; 100; ; Strength Drain.
Melee Weapon Attack: +4 to hit

Damage Immunities: reach 5 ft.

Condition Immunities: one creature. Hit: 9 (2d6 + 2) necrotic damage

Senses: and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise

Languages: the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack

Challenge: a new shadow rises from the corpse 1d4 hours later.; ; Damage Vulnerabilities: Radiant


Amorphous.
The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth.
While in dim light or darkness (0 xp)

the shadow has disadvantage on attack rolls

Actions

ability checks

Legendary Actions

and saving throws.; https://www.dndbeyond.com/avatars/thumbnails/30835/825/1000/1000/638063922274815873.png