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Unicorn

Unicorn large celestial, lawful good 5 1 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 xp)


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 (spall 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 option 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.

Pentadrone

Pentadrone large construct, lawful neutral 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 32 (5d10 + 5)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Skills: Perception +4

Senses: truesight 120 ft., passive Perception 14

Languages: Modron

Challenge: 2 (450 xp)


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.


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, leaving behind its weapons and anything else it was carrying.

Actions


Multiattack. The pentadrone makes five arm attacks.

Arm. Melee Weapon Attack: +4 to hit, 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, ending the effect on itself on a success.

Quadrone

Quadrone medium construct, lawful neutral 1 200 xp

  • Armor class 16 (natural armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft., fly 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Perception +2

Senses: truesight 120 ft., passive Perception 12

Languages: Modron

Challenge: 1 (200 xp)


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.

Astute combatants, quadrones serve as artillery and field officers in the reignments of modron armies.


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, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


Multiattack. The quadrone makes two fist attacks or four shortbow attacks.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Tridrone

Tridrone medium construct, lawful neutral 1/2 100 xp

  • Armor class 15 (natural armor)
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: truesight 120 ft., passive Perception 10

Languages: Modron

Challenge: 1/2 (100 xp)


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.


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, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions

Multiattack. The tridrone makes three fist attacks or three javelin attacks.

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

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Duodrone

Duodrone medium construct, lawful neutral 1/4 50 xp

  • Armor class 15 (natural armor)
  • Hit points 11 ((2d8 + 2))
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: truesight 120 ft., passive Perception 10

Languages: Modron

Challenge: 1/4 (50 xp)


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.


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, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


Multiattack. The duodrone makes two fist attacks or two javelin attacks.

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Monodrone

Monodrone medium construct, lawful neutral 1/8 25 xp

  • Armor class 15 (natural armor)
  • Hit points 5 (1d8 + 1)
  • Speed 30 ft., fly 30 ft.
  • STR 10 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: truesight 120 ft., passive Perception 10

Languages: Modron

Challenge: 1/8 (25 xp)


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.

A monodrone can perform one simple task at a time and can relay a single message of up to fourty-eight words.


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, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 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., one target. Hit: 4 (1d6 + 1) piercing damage.

Flumph

Flumph small aberration, lawful good 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 5 ft., fly 30 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Arcana +4, History +4, Religion +4

Damage Resistances: vulnrable to psychic

Senses: Darkvision 60 ft., passive Perception 12

Languages: understands Undercommon but can't speak, telepathy 60 ft.

Challenge: 1/8 (25 xp)


The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.


Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions


Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, 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, 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, alcohol, or vinegar.