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Pentadrone; large construct; lawful neutral; 16; natural armor; 32; 5d10 + 5; 40 ft.; 15; 14; 12; 10; 10; 13; ; Perception +4; ; ; ; truesight 120 ft.

Pentadrone; large construct; lawful neutral; 16; natural armor; 32; 5d10 + 5; 40 ft.; 15; 14; 12; 10; 10; 13; ; Perception +4; ; ; ; truesight 120 ft. passive Perception 14; Modron; 2; 450;
Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend to its eternally revolving gears, their existence a clockwork routine of perfect order.

Pentadrones oversee Mechanus's worker populace and can improvise in response to new situations.
; Multiattack. The pentadrone makes five arm attacks.

Arm. Melee Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 5 (1d6 + 2) bludgeoning damage.

    Paralysis Gas (Recharge 5-6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns)
  • Hit points ending the effect on itself on a success.; ; Axiomatic Mind. The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.

    Disintegration. If the pentadrone dies (its body disintegrates into dust)
  • Speed leaving behind its weapons and anything else it was carrying.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Quadrone; medium construct; lawful neutral; 16; natural armor; 22; 4d8 + 4; 30 ft.

Quadrone; medium construct; lawful neutral; 16; natural armor; 22; 4d8 + 4; 30 ft. fly 30 ft.; 12; 14; 12; 10; 10; 11; ; Perception +2; ; ; ; truesight 120 ft., passive Perception 12; Modron; 1; 200;
Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend to its eternally revolving gears
0 xp

  • Armor class their existence a clockwork routine of perfect order.

    Astute combatants (quadrones serve as artillery and field officers in the reignments of modron armies.
    ;
    Multiattack. The quadrone makes two fist attacks or four shortbow attacks.

    Fist. Melee Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. (one target. Hit: 3 (1d4 + 1) bludgeoning damage.

    Shortbow. Ranged Weapon Attack: +4 to hit)
  • Speed range 80/320 ft.
  • STR one target. Hit: 5 (1d6 + 2) piercing damage.; ;
    Axiomatic Mind. The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.

    Disintegration. If the quadrone dies (-5)
  • DEX its body disintegrates into dust (-5)
  • CON leaving behind its weapons and anything else it was carrying. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Tridrone; medium construct; lawful neutral; 15; natural armor; 16; 3d8 + 3; 30 ft.; 12; 13; 12; 9; 10; 9; ; ; ; ; ; truesight 120 ft.

Tridrone; medium construct; lawful neutral; 15; natural armor; 16; 3d8 + 3; 30 ft.; 12; 13; 12; 9; 10; 9; ; ; ; ; ; truesight 120 ft. passive Perception 10; Modron; 1/2; 100;
Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend to its eternally revolving gears, their existence a clockwork routine of perfect order.

Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle.
; Multiattack. The tridrone makes three fist attacks or three javelin attacks.

Fist. Melee Weapon Attack: +3 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 3 (1d4 + 1) bludgeoning damage.

    Javelin. Melee or Ranged Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. or range 30/120 ft. (one target. Hit: 4 (1d6 + 1) piercing damage.; ;
    Axiomatic Mind. The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.

    Disintegration. If the tridrone dies)
  • Speed its body disintegrates into dust
  • STR leaving behind its weapons and anything else it was carrying. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Duodrone; medium construct; lawful neutral; 15; natural armor; 11; (2d8 + 2); 30 ft.; 11; 13; 12; 6; 10; 7; ; ; ; ; ; truesight 120 ft.

Duodrone; medium construct; lawful neutral; 15; natural armor; 11; (2d8 + 2); 30 ft.; 11; 13; 12; 6; 10; 7; ; ; ; ; ; truesight 120 ft. passive Perception 10; Modron; 1/4; 50;
Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend to its eternally revolving gears, their existence a clockwork routine of perfect order.

The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time.
;
Multiattack. The duodrone makes two fist attacks or two javelin attacks.

Fist. Melee Weapon Attack: +2 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 2 (1d4) bludgeoning damage.

    Javelin. Melee or Ranged Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. or range 30/120 ft. (one target. Hit: 4 (1d6 + 1) piercing damage.; ;
    Axiomatic Mind. The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.

    Disintegration. If the duodrone dies)
  • Speed its body disintegrates into dust
  • STR leaving behind its weapons and anything else it was carrying. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Monodrone; medium construct; lawful neutral; 15; natural armor; 5; 1d8 + 1; 30 ft.

Monodrone; medium construct; lawful neutral; 15; natural armor; 5; 1d8 + 1; 30 ft. fly 30 ft.; 10; 13; 12; 4; 10; 5; ; ; ; ; ; truesight 120 ft., passive Perception 10; Modron; 1/8; 25;
Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend to its eternally revolving gears
0 xp

  • Armor class their existence a clockwork routine of perfect order.

    A monodrone can perform one simple task at a time and can relay a single message of up to fourty-eight words.
    ;
    Dagger. Melee Weapon Attack: +3 to hit (reach 5 ft.)
  • Hit points one target. Hit: 3 (1d4 + 1) piercing damage.

    Javelin. Melee or Ranged Weapon Attack: +3 to hit (reach 5 ft. or range 30/120 ft.)
  • Speed one target. Hit: 4 (1d6 + 1) piercing damage.; ;
    Axiomatic Mind. The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.

    Disintegration. If the monodrone dies
  • STR its body disintegrates into dust (-5)
  • DEX leaving behind its weapons and anything else it was carrying. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Flumph; small aberration; lawful good; 12; ; 7; 2d6; 5 ft.

Flumph; small aberration; lawful good; 12; ; 7; 2d6; 5 ft. fly 30 ft.; 6; 15; 10; 14; 14; 11; ; Arcana +4, History +4 the flumph can make a DC 10 Dexterity saving throw 0 xp

  • Armor class Religion +4; vulnrable to psychic; ; ; Darkvision 60 ft. (passive Perception 12; understands Undercommon but can't speak)
  • Hit points telepathy 60 ft.; 1/8; 25;
    The mysterious flumphs drift through the Underdark (propelled through the air by the jets whose sound gives them their name. A flumph glows faintly)
  • Speed reflecting its moods in its color. Soft pink means it is amused
  • STR deep blue is sadness (-5)
  • DEX green expresses curiosity (-5)
  • CON and crimson is anger.;
    Tendrils. Melee Weapon Attack: +4 to hit (-5)
  • INT reach 5 ft. (-5)
  • WIS one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns (-5)
  • CHA the target must make a DC 10 Constitution saving throw (-5)

Save Throws: taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts

Skills: and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water

Damage Resistances: alcohol

Damage Immunities: or vinegar.; ;
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it

Condition Immunities: and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone

Senses: roll a die. On an odd result

Languages: the flumph lands upside-down and is incapacitated. At the end of each of its turns

Challenge: the flumph can make a DC 10 Dexterity saving throw (0 xp)

as well as all divination spells.

Actions