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Bariaur Wanderer (Parisa)

Bariaur Wanderer (Parisa) Medium Celestial, Typically Chaotic Good 3 700 xp

  • Armor class 14 (Studded Leather)
  • Hit points 71 (11d8 + 22)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 10 (0)

Save Throws: Str +6, Dex +4

Skills: Athletics +6, Perception +4, Stealth +4, Survival +6

Senses: darkvision 60 ft., Passive Perception 14

Languages: Celestial, Common

Challenge: 3 (700 xp)

Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they’re on the same plane

Actions

Multiattack. The bariaur makes two Barbed Javelin or Shortbow attacks.
Barbed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the
target is a creature, its speed is reduced by 10 feet until the start of the bariaur’s next turn.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight
toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the
target doesn’t have all its hit points.

Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
At will: dancing lights, druidcraft
1/day each: goodberry, pass without trace, tongues

Bonus Actions
Mighty Leap. The bariaur jumps a distance up to its walking speed.

Harmonium Peacekeeper

Harmonium Peacekeeper Small or Medium Humanoid, Any Alignment 3 700 xp

  • Armor class 18 (Plate Armor)
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +4

Senses: Passive Perception 14

Languages: Common plus one more language

Challenge: 3 (700 xp)

Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

PB: +2

Actions

Electrified Mancatcher. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) lightning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 13). Until the grappled condition ends, the target has the restrained condition and can't teleport, the peacekeeper can't make Electrified Mancatcher attacks, and the target takes 8 (1d10 + 3) lightning damage at the start of each of its turns.

Farrow (Elf Spy)

Farrow (Elf Spy) Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5 Insight +4 Investigation +5 Perception +6 Persuasion +5 Sleight of Hand +4 Stealth +4

Senses: passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. makes two melee attacks.

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

Hand Crossbow. Ranged Weapon Attack: +4 to hit range 30/120 ft. one target. Hit:5 (1d6 + 2) piercing damage.

Cranium Rat Squeaker

Cranium Rat Squeaker Tiny Aberation, Unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 30 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: Darkvision 30 ft., Passive Perception 10

Languages: Telepathy 30 ft. (emotions only)

Challenge: 0 (10 xp)

Shared Telepathy. Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions.

Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Bonus Actions
Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.

Cranium Rat Squeaker Swarm

Cranium Rat Squeaker Swarm Medium swarm of Tiny Aberrations, typically neutral 5 1,800 xp

  • Armor class 12
  • Hit points 76 (17d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 30 ft., Passive Perception 10

Languages: Telepathy 30 ft.

Challenge: 5 (1,800 xp)

Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage.

Spellcasting (Psionics). The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: command *, detect thoughts *, sending *

1/day each: confusion *, dominate monster *

*To cast this spell, the swarm must have more than half its hit points remaining.

Caker

Caker Medium Humanoid, Chaotic Evil 1/2 100 xp

  • Armor class 11 (Leather Armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation+2

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge: 1/2 (100 xp)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Vargouille Reflection

Vargouille Reflection Tiny Fiend, Chaotic Evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d4+10)
  • Speed 5 ft., Fly 40 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 2 (-4)

Damage Resistances: Cold, Fire, Lightning, Psychic

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands Abyssal, Infernal, and any languages it knew before becoming a vargouille, but it can't speak

Challenge: 1 (200 xp)

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) psychic damage.

Abyssal Curse. The vargouille targets one Humanoid within 5 feet of itself that has the incapacitated condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target's Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma can't increase. The curse doesn't advance while the target is in sunlight or the area of a daylight spell. When the cursed target's Charisma becomes 2, the target dies, and its head tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target's Charisma.

Horrific Reflection (Recharge 5–6). The vargouille's head mimics that of a Humanoid the vargouille can see within 120 feet of itself. The target must succeed on a DC 12 Wisdom saving throw or take 10 (3d6) psychic damage and have the frightened condition for 1 hour or until the vargouille loses concentration (as if concentrating on a spell). If the target's saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.