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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.

Languages:Terran

Challenge:CR 3 (700 xp)

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

Actions

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)

Actions

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.

Shadow Demon, CR 5

Shadow Demon, CR 5 Medium Fiend, Loot Value 25, Chaotic Evil CR 5 1,800 xp

  • Armor class 14 (Natural)
  • Hit points 72 (13d8+13)
  • Speed 30ft. Fly 30ft.
  • STR1 (-5)
  • DEX17 (+3)
  • CON12 (+1)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Save Throws:DEX +6, CHA +5,

Skills: Stealth +9,

Damage Resistances:Acid, Fire, Necrotic, Thunder, NM Physical
Damage Vulnerabilities: Radiant

Damage Immunities:Cold, Lightning, Poison

Condition Immunities:Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses:Magical Darkvision, 120ft.Psv Per 11
Social: Bluff DC 13, Bribe DC 19, 15gp
Utility: Carry 15lbs., Push 30lbs.

Languages:Abyssal, Telepathy 120ft

Challenge:CR 5 (1,800 xp)

Actions

Claw. Natural Weapon: +6 to hit.
Hit (Normal). 10 (2d6+3) psychic damage.
Hit (Advantage). 17 (4d6+3) psychic damage.

Abilities

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Wight, CR 4

Wight, CR 4 Medium undead, Loot Value 75, neutral evil CR 4 1,100 xp

  • Armor class 14 (Studded Leather)
  • Hit points 60 (7d8+28)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON18 (+4)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Skills:Stealth +4, Perception +3,

Damage Resistances:necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered

Damage Immunities:poison

Condition Immunities:exhaustion, poisoned

Senses:Darkvision 60 ft., Psv Per 13, Bluff DC 13, Bribe DC 17, 300 gp

Languages: the languages it knew in life

Challenge:CR 4 (1,100 xp)

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two Weapon attacks, or it can use its Life Drain in place of them.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit. 15 (2d6+4) necrotic damage.
The target must succeed on a DC 14 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit: 15 (2d10+8) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., Hit: 13 (2d8+4) piercing damage.

Flameskull, CR 5

Flameskull, CR 5 Tiny undead, Loot Value 25, neutral evil CR 5 1,800 xp

  • Armor class 13 (Natural)
  • Hit points 41 (9d4+18)
  • Speed Fly 40ft. (Hover)
  • STR1 (-5)
  • DEX3 (-4)
  • CON14 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA11 (0)

Skills:Arcana +5, Perception +4,

Damage Resistances:Lightning, Necrotic, Piercing
Magic Resistance. Advantage on saves vs Magic.

Damage Immunities:cold, fire, poison

Condition Immunities:Charm, Fear, Paralyzed, Poison

Senses:Darkvision 60 ft., Psv Per 14
Social: Bluff DC 10, Bribe DC 14, 15gp
Utility: Carry 4lbs., Push 8lbs.

Languages: Common

Challenge:CR 5 (1,800 xp)

Illumination. The Flameskull sheds either dim light in a 10ft. radius, or a bright light in a 10ft. radius and dim light for an additional 10 feet.

Spellcasting The Flameskull is a 5th level Spellcaster,
Spell Attack +5, Spell Save DC 13.
Spell Slots. L1: OOOO, L2: OOO, L3: OO


Actions

2x Fire Ray Multiattack Spell Attack: +5 to hit, Range 35ft.
Hit: 11 (3d6) fire damage.

Magic Missile. Range 140ft., 4 Glowing darts hit one or several targets, dealing 3 (1d4+1) Force damage each.

Fireball (Recharge 5-6). Range 140ft., All creatures within 30ft take 25 (7d6) fire damage, or half with successful DC 13 DEX save.

Legendary Actions

Rejuvenation. When the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprikled on its remains or a dispel magic or remove curse spell is cast on them.

Giant Spider, CR 2

Giant Spider, CR 2 Large Beast, Loot Value 400, unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 42 (6d8+12)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA4 (-3)

Skills:Stealth + 7,

Senses:Blindsight 10 ft., Darkvision 60 ft., Psv Per 11, Bluff DC 8, Carry 420lbs., Push 840lbs.

Languages:

Challenge:CR 2 (450 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. The spider also ignores movement restrictions caused by webbing.

Actions

Bite. Natural Weapon, +5 to hit.
Hit. 17 (3d8+3) piercing damage.
Target must also make a DC 12 CON Save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack, +5 to hit, Range 30/60 ft.,
Hit. The target is restrained by webbing.

As an action, the restrained target can make a DC 12 STR check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10, HP 6, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Mummy, CR 4

Mummy, CR 4 Medium Undead, Loot Value 10, Lawful Evil CR 4 1,100 xp

  • Armor class 11 (Natural)
  • Hit points 75 (10d8+30)
  • Speed 20ft.
  • STR16 (+3)
  • DEX8 (-1)
  • CON17 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA12 (+1)

Save Throws:WIS +2,

Damage Resistances:N.M. Physical

Damage Immunities:Necrotic, Poison

Condition Immunities:Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses:Darkvision 60ft.Psv Per 10
Social: Bluff DC 11, Bribe DC 15, 5gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Languages it knew in life

Challenge:CR 4 (1,100 xp)

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Natural Weapon: +5 to hit.
Hit. 14 (3d6+3) bludgeoning damage plus 24 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 CON Save or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 24 (6d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 70 feet of it. If the target can see the mummy, it must succeed on a DC 11 WIS Save against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Mimic, CR 3

Mimic, CR 3 Small Monstrosity (Shapechanger), Loot Value 50, neutral CR 3 700 xp

  • Armor class 12 (Natural)
  • Hit points 28 (5d6+10)
  • Speed 15 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON15 (+2)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Athletics +5, Stealth +6,

Damage Immunities:Acid

Condition Immunities:Prone

Senses:Darkvision 60 Ft., Psv Per 11, Bluff DC 9, Carry 225lbs.

Languages:

Challenge:CR 3 (700 xp)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it and be grappling up to 1 creatures at a time.

Nimble Escape The Mimic can dash or disengage as a Bonus Action.

Actions

Multiattack. The Mimic can attack 2 targets within 10ft.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 12 (2d8+3) bludgeoning damage.
If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 12 (2d8+3) piercing damage plus 9 (2d8) acid damage.

Legendary Actions

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (Escape DC 15). Ability checks made to escape this grapple have disadvantage. Failure by 6 or more causes the creature to become restrained.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.