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Aberrant Spirit (Beholderkin)

Aberrant Spirit (Beholderkin) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet,
    Fly 30 feet (hover)
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Eye Ray. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.

Aberrant Spirit (Mind Flayer)

Aberrant Spirit (Mind Flayer) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)


Whispering Aura. At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Psychic Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.

Aberrant Spirit (Slaad)

Aberrant Spirit (Slaad) Medium Aberration, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 40 + 10 for each spell level above 4
  • Speed 30 feet
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Save Throws: Str +3, Dex +0, Con +2, Int +3, Wis +0, Cha –2

Damage Immunities: Psychic

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Deep Speech, understands the languages you know

Challenge: None (0 xp)


Regeneration. The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.

Fey Spirit

Fey Spirit Small Fey, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Fly 30 feet
  • STR18 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +2, Wis +0, Cha +3

Damage Immunities: Charmed

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Sylvan, understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).

Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 2d6 + 3 + the spell's level Force damage.

Bonus Actions

Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:

• Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.

• Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.

• Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.

Fiendish Spirit (Demon)

Fiendish Spirit (Demon) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 50 + 15 for each spell level above 6
  • Speed 40 feet,
    Climb 40 feet
  • STR19 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison — Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Death Throes. When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.

Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Necrotic damage.

Fiendish Spirit (Devil)

Fiendish Spirit (Devil) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 40 + 15 for each spell level above 6
  • Speed 40 feet,
    Fly 60 feet
  • STR20 (+5)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison — Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Devil's Sight. Magical Darkness doesn't impede the spirit's Darkvision.

Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Fiery Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 feet, or range 150 feet. Hit: 2d6 + 3 + the spell's level Fire damage.

Fiendish Spirit (Yugoloth)

Fiendish Spirit (Yugoloth) Large Fiend, Neutral None 0 xp

  • Armor class 12 + the spell's level
  • Hit points 60 + 15 for each spell level above 6
  • Speed 40 feet
  • STR21 (+5)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

Damage Resistances: Fire

Damage Immunities: Poison — Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Abyssal, Infernal, Telepathy 60 feet

Challenge: None (0 xp)


Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Claws. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.

Shadow Spirit (Fear)

Shadow Spirit (Fear) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Damage Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the spirit takes the Hide action.

Shadow Spirit (Fury)

Shadow Spirit (Fury) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Damage Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Terror Frenzy. The spirit has advantage on attack rolls against frightened creatures.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadow Spirit (Despair)

Shadow Spirit (Despair) Medium Monstrosity, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 35 + 15 for each spell level above 3
  • Speed 40 feet
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +3

Damage Resistances: Necrotic

Damage Immunities: Frightened

Senses: Darkvision 120 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Weight of Sorrow. Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undead Spirit (Ghostly)

Undead Spirit (Ghostly) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet,
    Fly 40 feet (hover)
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison — Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Incorporeal Passage. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Deathly Touch. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Undead Spirit (Putrid)

Undead Spirit (Putrid) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 30 + 10 for each spell level above 3
  • Speed 30 feet
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison — Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)


Festering Aura. Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Rotting Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

Undead Spirit (Skeletal)

Undead Spirit (Skeletal) Medium Undead, Neutral None 0 xp

  • Armor class 11 + the spell's level
  • Hit points 20 + 10 for each spell level above 3
  • Speed 30 feet
  • STR12 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha –1

Damage Immunities: Necrotic, Poison — Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Understands the languages you know

Challenge: None (0 xp)

Actions


Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).

Grave Bolt. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 2d4 + 3 + the spell's level Necrotic damage.