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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.

Mezzoloth

Mezzoloth Medium Fiend (Yugoloth), Neutral Evil 5 1,800 xp

  • Armor class 18 (natural armor)
  • Hit points 75 (10d8+30)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +3

Damage Resistances: Cold, Fire, Lightning, Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities: Acid, Poison

Condition Immunities: Poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., Passive Perception 13

Languages: Abyssal, Infernal, telepathy 60 ft.

Challenge: 5 (1,800 xp)

Innate Spellcasting. The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:

2/day each: darkness, dispel magic

1/day: cloudkill

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

Magic Weapons. The mezzoloth's weapon attacks are magical.

Actions

,b>Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.

Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Vez (Oni)

Vez (Oni) Large Giant, lawful Evil 7 2,900 xp

  • Armor class 16 (Chain mail)
  • Hit points 110 (13d10+39)
  • Speed 30 ft., Fly 30 ft.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Dex +3, Wis +4, Con +6, Cha +5

Skills: Arcana +5, Deception +8, Perception +4

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Giant

Challenge: 7 (2,900 xp)

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: charm person, cone of cold, gaseous form, sleep

Magic Weapons. The oni's weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Doppelganger

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6 Insight +3

Condition Immunities: charmed

Senses: darkvision 60 ft. passive Perception 11

Languages: Common

Challenge: 3 (700 xp)

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics other than its size are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range the doppelganger can continue reading its thoughts as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Mastiff

Mastiff Medium Beast, Unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8+1)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Winter's Bite (Young White Dragon)

Winter's Bite (Young White Dragon) Large Dragon, Chaotic Evil 6 2,300 xp

  • Armor class 17 (Natural Armor)
  • Hit points 133 (14d10+56)
  • Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +3, Con +7, Wis +3, Cha +4

Skills: Perception +6, Stealth +3

Damage Immunities: Cold

Senses: Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.