Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Nezznar the Black Spider

Nezznar the Black Spider Medium humanoid, neutral evil 2 450 xp

  • Armor class 11 (14 with mage armor)
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +4

Skills: Arcana +5, Perception +4, Stealth +3

Senses: darkvision 120ft., passive Perception 14

Languages: Elvish, Undercommon

Challenge: 2 (450 xp)

Drow (dark elves) are devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards

Special Equipment. Nezznar has a spider staff
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic cant put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in the sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire (save DC 12)
Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:
- Cantrips (at will): mage hand, ray of frost, shocking grasp
- 1st Level (4 slots): mage armor, magic missile, shield
- 2nd Level (3 slots): invisibility, suggestion

Actions

Spider Staff. Melee Weapon Attack: +1 to hit, reach 5ft., on target. Hit 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Mormesk the Wraith

Mormesk the Wraith Medium. undead, neutral evil 3 700 xp

  • Armor class 13
  • Hit points 45 (6d8 + 18)
  • Speed 0ft., fly 60ft
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft., passiver Perception 12

Languages: Common, Infernal

Challenge: 3 (700 xp)

A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead.

Incorporeal Movement. The wraith can move through an object or another creature, but cant stop there.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 16 (3d8 + 3) necrotic damage and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the targets hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

Grick

Grick Medium monstrosity, neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30ft. climb 30ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances: bludgeoning, piercing,and slashing damage from nonmagical weapons

Senses: darkvision 60ft., passive Perception 12

Languages: -

Challenge: 2 (450 xp)

The worm like grick blends in with the stonework of its lair. Only when prey comes near it does it rear up, its 4 tentacles unfurling to reveal a hungry, snapping beak.

Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in a rocky terrain

Actions

Multiattack: The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Flameskull

Flameskull Tiny undead, neutral evil 4 1 xp

  • Armor class 13
  • Hit points 40 (9d4 + 18)
  • Speed 0ft., fly 40ft.
  • STR 1 (-5)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Arcana +5, Perception +2

Damage Resistances: lightning, necrotic, piercing

Damage Immunities: cold, fire, poison

Condition Immunities: charmed, frightened, paralyzed, poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Common

Challenge: 4 (1 xp)

Spellcasters fashion flameskulls from the remains od dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.

Illumination. The flameskull sheds either dim light in a 15-foot radius or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell on them.
Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). It needs only verbal components to cast its spells. The flameskull knows the following spells from the wizard's spell list:
- Cantrips (at will): mage hand
- 1st Level (3 slots): magic missile, shield
- 2nd Level (2 slots): blur, flaming sphere
- 3rd Level (1 slot): fireball

Actions

Multiattack. The flameskull makes 2 attacks with its Fire Ray.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30ft., one target. Hit: 10 (3d6) fire damage

Evil Mage

Evil Mage Medium humanoid (human), lawful evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, History +5

Senses: passive Perception 11

Languages: Common, Draconic, Dwarvish, Elvish

Challenge: 1 (200 xp)

Evil mages hunger for arcane power and dwell in isolated places, where they can preform terrible magical experiments without interference.

Spellcasting. The mage is a 4the-level spellcaster that uses intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spell from the wizards spell list:
- Cantrips (at will): light, mage hand, shocking grasp
- 1st Level (4 slots): charm person, magic missile
- 2nd Level (3 slots): hold person, misty step

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, Reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.