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Gargoyle, CR 3

Gargoyle, CR 3 Medium elemental, Loot Value 8, chaotic evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 51 (6d8+24)
  • Speed 30 ft., fly 60 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON18 (+4)
  • INT6 (-2)
  • WIS11 (0)
  • CHA7 (-2)

Skills: Stealth +2, Perception +2,

Damage Resistances:Non-Magical

Damage Immunities:Poison

Condition Immunities:Exhaustion, Petrified, Poisoned

Senses:Darkvision 60 ft., Psv Per 12
Social: Bluff DC 8, Bribe DC 12, 4gp
Utility: Carry 240lbs., Push 480lbs.


Challenge:CR 3 (700 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.


Multiattack. The gargoyle makes 2 attacks: One with its bite and 1 with its claws.

Bite. Natural Weapon,+5 to hit.
Hit. 6 (1d4+3) piercing damage.

Claws. Natural Weapon Attack: +5 to hit.,
Hit. 7 (1d6+3) piercing damage.

Nalfeshnee, CR 13

Nalfeshnee, CR 13 Large Fiend (Demon), Loot Value 800, Chaotic Evil CR 13 10,000 xp

  • Armor class 18 (Natural)
  • Hit points 184 (16d10+96)
  • Speed 20ft., Fly 30ft
  • STR21 (+5)
  • DEX10 (0)
  • CON22 (+6)
  • INT19 (+4)
  • WIS12 (+1)
  • CHA15 (+2)

Save Throws:CON +11, INT +9, WIS +6, CHA +7,

Damage Resistances:Cold, Fire, Lightning, N.M. Physical
Magic Resistance. Advantage on saves vs Magic.

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Truesight 120ft, Psv Per 11
Social: Bluff DC 13, Bribe DC 23, 600gp
Utility: Carry 630lbs., Push 1,260lbs.

Languages:Abyssal, Telepathy 120ft

Challenge:CR 13 (10,000 xp)


Multiattack. The Nalfanshee uses Horror Nimbus if it can, then makes 3 attacks. One with its Bite and 2 with its claws.

Bite. Melee Weapon Attack: +3 to hit.
Hit. 33 (5d10+5) piercing damage.

Claw. Melee Attack. +3 to hit, Reach 10 ft.
Hit. 16 (3d6+5) slashing damage.

Horror Nimbus (Recharge 5–6). The Nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 WIS Save or be frightened for 1 minute. A creature can repeat the Save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

Teleport. As a Bonus Action, The Nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.