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Rath Modar

Rath Modar Medium humanoid (human), lawful evil 6 2 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, Deception +3, Insight +5, Stealth +6

Senses: passive Perception 12

Languages: Common, Draconic, Infernal, Primordial, Thayan

Challenge: 6 (2 xp)

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability,

Actions

Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.

Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Sahuaguin High Priestess

Sahuaguin High Priestess Medium humanoid (sahuagin), Lawful evil 6 0 xp

  • Armor class 17 ((half-plate and shield))
  • Hit points 121 (who cares)
  • Speed 30 ft., swim 60 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 20 (+5)
  • CHA 16 (+3)

Save Throws: Wis +8, Charisma +6, Intelligence +5

Skills: Perception +8

Senses: passive Perception 18

Languages: Common, Sahuaguin

Challenge: 6 (0 xp)

Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability,

Actions

Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.

Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Sahuaguin High Priestess

Sahuaguin High Priestess Medium Humanoid, Lawful Evil 6 0 xp

  • Armor class 17 (half-plate, shield)
  • Hit points 91 (who cares)
  • Speed 30 ft, swim 40 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 20 (+5)
  • CHA 16 (+3)

Save Throws: Cha +6, Int +5, Wis +8

Skills: Perception +8

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: Darkvision 120 ft, passive perception 18

Languages: Common, Sahuaguin

Challenge: 6 (0 xp)

Custom Sahuaguin Priestess.
Modified from original, non-raw hit points.
Inspired from GOSM.

Blood Frenzy. The sahuagin high priest has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin high priest can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Serpent Hood. The sahuagin high priest has advantage on Stealth checks and, as a reaction, the sahuagin can make a bite attack against an opponent that moves within 5 ft. of it, whether or not the opponent has disengaged.
Shark Telepathy. The sahuagin high priest can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The sahuagin high priest makes two attacks: one with its bite and one with its coral mace.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Coral Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Spellcasting. The sahuagin high priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, thaumaturgy, sacred flame, spare the dying
1st level (4 slots): bless, detect magic, guiding bolt, sanctuary
2nd level (3 slots): aid, hold person, spiritual weapon (trident), warding bond
3rd level (3 slots): glyph of warding, mass healing word, spirit guardians, tongues
4th level (3 slots): death ward, divination, locate creature
5th level (2 slots): greater restoration, mass cure wounds

Legendary Actions

Adult Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Red Dragon regains spent legendary actions at the start of their turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack.The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.