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Twig Blight

Twig Blight Small PLant, Neutral Evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Damage Immunities: Blinded, Deafened

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 9

Languages: understands Common but can’t speak

Challenge: 1/8 (25 xp)

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

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

Grick

Grick Medium Monstrosity, Neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses: Darkvision 60 ft., Passive Perception 12

Languages:

Challenge: 2 (450 xp)

Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one creature.
Hit:4 (1d6 + 1) slashing damage.

Mormesk the Wraith

Mormesk the Wraith Medium undead, neutral evil 3 700 xp

  • Armor class 13
  • Hit points 45 (6d8+18)
  • Speed 0 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft.

Languages: Common, Infernal

Challenge: 3 (700 xp)

Incorporeal Movement. The wraith can move through an object or another creature, but can’t stop there.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

Nezznar the Black Spider

Nezznar the Black Spider Medium humanoid (elf), neutral evil 2 450 xp

  • Armor class 11 (14 with mage armor)
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +4

Skills: Arcana +5, Perception +4, Stealth +3

Senses: darkvision 120 ft.

Languages: Elvish, Undercommon

Challenge: 2 (450 xp)

pecial Equipment. Nezznar has a spider staff.

Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.

Actions

Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.

Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire (save DC 12)Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard’s spell list:

Cantrips (at will): mage hand, ray of frost, shocking grasp

1st Level (4 slots): mage armor, magic missile, shield

2nd Level (3 slots): invisibility, suggestion