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Living Burning Hands

Living Burning Hands Medium construct, unaligned 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 15 (2d8 + 6)
  • Speed 25 ft., fly 25 ft. (hover)
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 6 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: fire

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone

Senses: darkvision 60 ft., passive Perception 8

Languages: -

Challenge: 1 (200 xp)

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.

Fire absorption, Fire damage heals this living spell. damage above max health becomes temporary

Actions

Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) fire damage.

Spell Mimicry (Recharge 5–6). The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Living Magic Missile

Living Magic Missile Medium construct, unaligned 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 65
  • Speed 30 ft., fly 30 ft. (hover)
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 6 (-2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: force

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone

Senses: darkvision 60 ft., passive Perception 8

Languages: -

Challenge: 1 (200 xp)

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.

Force absorption, Force damage heals this living spell. damage above max health becomes temporary

Actions

Spell Mimicry. The living spell unleashes 3 Magic Missiles on it's first attack. 1d4+1 force damage per missile. On subsequent turns, increase the number of missiles by 1 per turn to a max of 11