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Osarat

Osarat Fiend (Demon/humanoid), Chaotic Evil 9 0 xp

  • Armor class 15 (mage armour)
  • Hit points 78
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 22 (+6)

Save Throws: Wis +4, Cha +9

Skills: Arcana +4, Deception +9, Persuasion +9, Religion +4

Damage Resistances: Slashing from non magical attacks not made with silvered weapons.

Senses: Darkvision 60ft., passive Perception 11

Languages: Common, Abyssal

Challenge: 9 (0 xp)

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 17), requiring no material components:
At will: alter self, false life, levitate (self only), mage armor (self only), silent image
1/day each: feeblemind, finger of death, plane shift
Spellcasting. The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.
Two Minds of Madness: This creature has advantage on all Intelegence, Wisdom and Charisma saving throws.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.