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Land Bestial Spirit (4th Lvl)

Land Bestial Spirit (4th Lvl) Small beast, 0 10 xp

  • Armor class 15 (natural armor)
  • Hit points 40 (4d10)
  • Speed 30ft., Climb 30ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 12

Languages: (understands the languages you speak)

Challenge: 0 (10 xp)

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

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

Proficiency Bonus of the Beast equals your Proficiency Bonus.

Actions

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

Rend. Melee Attack Roll: Bonus equals your spell attack modifier to hit, reach 5 ft. Hit: 7 (1d8 + 8) Piercing damage.

Land Bestial Spirit (3rd Lvl)

Land Bestial Spirit (3rd Lvl) Small beast, 0 10 xp

  • Armor class 14 (natural armor)
  • Hit points 35 (3d10+5)
  • Speed 30ft., Climb 30ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 12

Languages: (understands the languages you speak)

Challenge: 0 (10 xp)

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

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

Proficiency Bonus of the Beast equals your Proficiency Bonus.

Actions

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

Rend. Melee Attack Roll: Bonus equals your spell attack modifier to hit, reach 5 ft. Hit: 7 (1d8 + 7) Piercing damage.

Land Bestial Spirit (2nd Lvl)

Land Bestial Spirit (2nd Lvl) Small beast, 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 30 (3d10)
  • Speed 30ft., Climb 30ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: Darkvision 60 ft., Passive Perception 12

Languages: (understands the languages you speak)

Challenge: 0 (10 xp)

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

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

Proficiency Bonus of the Beast equals your Proficiency Bonus.

Actions

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

Rend. Melee Attack Roll: Bonus equals your spell attack modifier to hit, reach 5 ft. Hit: 7 (1d8 + 6) Piercing damage.

Unicorn

Unicorn Large Celestial, Lawful Good 5 1,800 xp

  • Armor class 12
  • Hit points 67 (9d10 + 18)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 17 (+3)
  • CHA 16 (+3)

Damage Immunities: poison

Condition Immunities: charmed, paralyzed, poisoned

Senses: darkvision 60 ft., passive Perception 13

Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge: 5 (1,800 xp)

Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:

Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
Creatures native to the unicorn's domain have an easier time hiding, they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses affecting any good-aligned creature are suppressed.
If the unicorn dies, these effects end immediately.

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

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

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

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

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

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.