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Alseid Medium fey, chaotic good 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 18 (+4)

Skills: Persuasion +6

Damage Resistances: radiant

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: passive Perception 12

Languages: Common, Sylvan

Challenge: 1 (200 xp)

Hide in Plain Sight. The alseid has advantage on Dexterity (Stealth) checks made to hide when it is in grassland.

Innate Spellcasting. The alseid's spellcasting ability is Charisma (spall save DC 14). It can innately cast the following spells, requiring no material components:

3/day each: cure wounds,charm person,sleep
1/day each: calm emotions,lesser restoration,plan growth

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


Multiattack. The alseid makes two radiant touch attacks.

Radiant Touch. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) radiant damage.


Dryad Medium fey, neutral 1 200 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 22 (5d8)
  • Speed 30 feet
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Perception +4, Stealth +5

Senses: darkvision 60ft., passive Perception 14

Languages: Elvish, Sylvan

Challenge: 1 (200 xp)

Innate Spellcasting. The dryad's innate spellcasting ability is charisma (spell save DC 14). the dryad can innately cast the following splls, requiring no material components:

At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh

Magic Resistance. The dryad has advantage on saving thros against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.


Club. Melee weapon attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise the effect last 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is sucessful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.