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Victor Krum

Victor Krum 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 Victor Krum 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.

John Brown

John Brown Medium Humanoid, Loot Value 150, Chaotic Neutral CR 10 5,900 xp

  • Armor class 16 (John Brown)
  • Hit points 128 (15d8+60)
  • Speed 45ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON18 (+4)
  • INT8 (-1)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +10, CON +9,

Skills:Athletics +15, Stealth +12, Animal Handling +6, Perception +6,

Damage Resistances:Non-Magical, Poison

Condition Immunities:Mind Affecting spells

Senses:Darkvision 60ft, Psv Per 16
Social: Bluff DC 10, Bribe DC 20, 80gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Humanoid

Challenge:CR 10 (5,900 xp)

Actions

2x Maul Multiattack. Melee Weapon. +10 to hit.
Hit: 28 (5d6 + 10) bludgeoning damage.

Javelin. Ranged Weapon: +10 to hit, Range 35/140 ft.
Hit: 55 (10d8+10) Piercing damage.

Kingsley Shacklebolt

Kingsley Shacklebolt Medium Humanoid, Loot Value 150, Lawful Good CR 10 5,900 xp

  • Armor class 21 (Bladesinger)
  • Hit points 119 (14d8+56)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX16 (+3)
  • CON18 (+4)
  • INT20 (+5)
  • WIS18 (+4)
  • CHA15 (+2)

Save Throws:CON +12, INT +8, WIS +7,

Skills:Arcana +11, Investigation +8, Insight +7, Percep. +7, Intimidation +5,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 20ft., Psv Per 17, Bluff DC 16, Bribe DC 22, 100gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 10 (5,900 xp)


Spellcasting. The Kingsley Shacklebolt is a L14 spellcaster, and has prepared 19 Spells through INTTheir Spell Save DC is 16 and their Spell Attack mod is +8
Warlock Spell Slots L5 OOO (Short Rest).

Actions

1x DaggerWand Multiattack Weapon Attack. +8 to hit.
Hit. 8 (2d4+3) Force damage, and the target must make a DC 16 WIS save or become Paralyzed until they succeed at the end of one of their turns.

3x Eldritch Blast Multiattack Spell Attack. +8 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage, and the target must make a DC 16 STR save or be pushed 25ft towards or away from the Kingsley Shacklebolt.

Expelliarmus Spell Attack. +8 to hit, Range 120ft.
Hit. 12 (2d6+5) Force damage and the target must make a DC 16 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Kingsley Shacklebolt.

===Reactions===

Shield (Recharge 6). As a reaction, the Kingsley Shacklebolt can add +8 to it's AC until the start of its next turn and is immune to Magic Missile.

Wrangler

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

  • Armor class 18 (Studded Leather, Shield)
  • Hit points 105 (14d8+42)
  • Speed 30ft. Walking
  • STR11 (0)
  • DEX14 (+2)
  • CON16 (+3)
  • INT14 (+2)
  • WIS22 (+6)
  • CHA13 (+1)

Save Throws:WIS +9,

Skills:Nature +5, Medicine +9, Perception +9, Survival +9,

Senses:Psv Per 19, Bluff DC 17, Bribe DC 23, 100gp
Utility: Carry 165lbs., Push 330lbs.

Languages:Wrangleric, BeastsFALSE1

Challenge:CR 10 (5,900 xp)


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

Spellcasting. The Wrangler is a L14 spellcaster, and has prepared 20 Spells through WIS
Their Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 83
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O

Actions

2x Shilleagh MultiattackMelee Spell. +9 to hit.
Hit. 24 (4d8+6) Force damage.Draining Whip Ranged Spell Attack: +9 to hit, Range 30ft.
Hit. 28 (4d10+6) Necrotic damage, and the target is Grappled (Escape DC 17)
At the start of each turn, Grappled targets must succeed on a DC 17 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Wrangler for half as much.

Poisonous Gas L3 Spell, Concentration, 30 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 17 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 17 CON save or become poisoned for 1 minute.
Poison Effects. For every 5 under the DC 17 CON Save, apply one of the following effects until the creature succeeds three DC 17 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.

Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 21 (6d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 1 they are below the DC 17 save.
Disruption. The victim is deafened. Casters must make a DC 17 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 17 Arcana check to use Somatic components.

Medium Humanoid, Loot Value 90, Lawful Good CR 8 3,900 xp

  • Armor class 20 (Bladesinger)
  • Hit points 83 (11d8+33)
  • Speed 30ft. Walking
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT20 (+5)
  • WIS17 (+3)
  • CHA15 (+2)

Save Throws:CON +10, WIS +5,

Skills:Arcana +9, Investigation +7, Insight +5, Percep. +5, Intimidation +4,

Damage Resistances:Force

Condition Immunities:Charmed

Senses:Truesight 15ft., Psv Per 15, Bluff DC 15, Bribe DC 19, 70gp
Utility: Carry 150lbs., Push 300lbs.

Languages:Celestial, Telepathy 70ft. , Any 4

Challenge:CR 8 (3,900 xp)


Spellcasting. The is a L11 spellcaster, and has prepared 16 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OOO (Short Rest).

Actions

1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 13 (2d10+2) Force damage.

3x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 16 (2d10+5) Force damage.

Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the .

===Reactions===

Shield (Recharge 6). As a reaction, the can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.

Counterspell (Recharge 5). As a reaction, the can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the must make an Intelligence check.

Medium humanoid (any race), Loot Value 1,000, any alignment CR 8 3,900 xp

  • Armor class 21 (Armor)
  • Hit points 72 (13d8+13)
  • Speed 30
  • STR9 (-1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT18 (+4)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +7, WIS +4,

Skills:Arcana + 7, History + 7,

Senses:Psv Per 16, Bluff DC 11, Bribe DC 17, 5,500 gp, Carry 135lbs., Push 270lbs.

Languages: any four languages

Challenge:CR 8 (3,900 xp)


Wild Magic. has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.

Superior Senses. The sees through through magical darkness, and has advantage on Perception checks.

Black Blooded. Whenever the takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.

Actions

Fire Bolt +7 to hit, Range 120ft,
Hit. 17 (3d10) Fire Damage.

Disarming Missile. The mage creates 3 darts of magical force. Each deals 9 (1d8+4) force damage to its target, and the target must make a DC 15 STR save or drop one of the things it is holding.

Firebomb (Recharge 4). Each creature in a 25ft radius sphere make a DC 15 DEX Save, taking 46 (13d6) fire damage on a failed save, half on success.

Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 30-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 15 DEX Save, taking taking 27 (6d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the 's next turn.

Elemental Blast (Recharge 6). Each creature in a 80ft. cone must make a DC 15 CON Save. A creature takes 59 (13d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 4 Restoration spell or higher.

Spells Per Day
knows 17 spells and 6 Cantrips through INT.
Their Spell Save DC is 15 and their Spell Attack mod is +7
Spell Points. 83 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O, L7: O