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Crawling Claw

Crawling Claw Tiny undead, neutral evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 10

Languages: understands Common but can't speak

Challenge: 0 (10 xp)

Turn Immunity. The claw is immune to effects that turn undead.


Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).


Harpy Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8 + 7)
  • Speed 20 ft., fly 40 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: passive Perception 10

Languages: Common

Challenge: 1 (200 xp)


Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.

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

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.