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Celestial Spirit;Large Celestial;Neutral;11 + the spell’s level + 2(Defender only);;40 + 10 for each spell level above 5;;30 ft.

Celestial Spirit;Large Celestial;Neutral;11 + the spell’s level + 2(Defender only);;40 + 10 for each spell level above 5;;30 ft. Fly 40ft.;16;14;16;10;14;16; ; ;Radiant;;Charmed, Frightened;Darkvision 60 ft. 0 xp

  • Armor class Passive Perception 12;Celestial (understands the language you know;None;0; ;MultiattackThe spirit makes a number of attacks equal to half this spell’s level (round down).

    Radiant Bow (Avenger Only).Ranged Attack Roll: Bonus equals your spell attack modifier)
  • Hit points range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.

    Radiant Mace (Defender Only).Melee Attack Roll: Bonus equals your spell attack modifier (reach 5ft. Hit: 1d10 + 3 + the spell’s level Radiant damage)
  • Speed and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.

    Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Plant Spirit;Medium (Large if Oaken) Plant;Neutral;11 + the spell’s level;;20 (Blooming and Thorny Only) or 30 (Oaken Only) + 10 for each spell level above 2;;30 ft.

Plant Spirit;Medium (Large if Oaken) Plant;Neutral;11 + the spell’s level;;20 (Blooming and Thorny Only) or 30 (Oaken Only) + 10 for each spell level above 2;;30 ft. Climb 30 ft. (Blooming and Thorny Only);16;13;19;4;12;10;;;;;Blinded, Deafened 0 xp

  • Armor class Exhaustion (Stunned;Tremorsense 30 ft. (Blind beyond this radius))
  • Hit points Pasive Perception 11;Understands the languages you know;None;0;Sylvan Regeneration. The spirit regains 1 Hit Point at the start of its turn if it has at least 1 Hit Point and is in direct sunlight.;Multiattack. The plant makes a number of attacks equal to half this spell’s level (rounded down).
    Petal Burst (Blooming Only). The plant causes a burst of petals to fill the air within a 10-foot Emanation. The area is Heavily Obscured for 1 minute.
    Slam. Melee Attack Roll: Bonus equals your spell attack modifier (reach 5 ft.
    Hit: 1d8 + 3 + the spell’s level Bludgeoning or Piercing damage (Thorn Only).

    Reactions

    Oaken Shield (Oaken Only). When a creature within 5 feet of the plant takes damage from an attack)
  • Speed the plant takes the damage instead.
    Prickly Protection (Thorn Only).When a creature within 5 feet of the plant attacks it
  • STR the plant makes a Slam attack with Advantage against the creature.; (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Sea Serpent Spirit;Large Monstrosity;Neutral;11 + the spell’s level;;30 + 10 for each spell level above 3;;30 ft.

Sea Serpent Spirit;Large Monstrosity;Neutral;11 + the spell’s level;;30 + 10 for each spell level above 3;;30 ft. Fly 40 ft. (Scaled Wings only), Swim 60 ft.;16;14;13;4;10;10;;;Cold;;Prone;Darkvision 60 ft. 0 xp

  • Armor class Passive Perception 10;Understands the languages you know;None;0;Flyby (Scaled Wings only). The sea serpent doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.;Multiattack. The sea serpent makes a number of attacks equal to half this spell’s level (rounded down).
    Allure (Glowing Lantern only). The sea serpent causes a lantern hanging from one of its fins to glow eerily. Wisdom Saving Throw: DC equals you spell save DC (each creature in a 30-foot Emanation originating from the sea serpent. Failure: The target is Charmed by the sea serpent until the start of its next turn. Creatures have Advantage on the saving throw if the sea serpent has dealt damage to them already this turn)
  • Hit points and the Charmed condition ends immediately if the sea serpent deals damage to a creature Charmed by this ability.
    Inhale (Enormous Mouth only). Strength Saving Throw: DC equals your spell save DC (each creature in a 15-foot Cone. Failure: 1d6 + the spell’s level Psychic damage and the creature is pulled 5 feet straight toward it or)
  • Speed if the creature is already within 5 feet of the sea serpent
  • STR it takes an additional 2d6 Piercing damage. Success: Half damage.
    Bite. Melee Attack Roll: Bonus equals your spell attack modifier (-5)
  • DEX reach 5 ft.
    Hit: 1d6 + 3 + the spell’s level Piercing damage and the creature has the Grappled condition (escape DC equals your spell save DC). The Grappled condition ends if the sea serpent bites a different creature.
    Trash. Melee Attack Roll: Bonus equals your spell attack modifier (-5)
  • CON reach 10 ft.
    Hit: 1d10 + 3 + the spell’s level Bludgeoning damage and the target is pushed 5 feet away from the sea serpent. ; (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions