D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Beast by LoranDeSore (copyright Loran DeSore)

Ivan Dilisnya (WIP)
Elite Medium humanoid (human), neutral evil
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Armor Class 11/15 (apparatus of dilisyna)
Hit Points 4 (1d8)
Speed 30 ft. (50 ft. in the apparatus of dilisyna)
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STRDEXCONINTWISCHA
11 (+0)12 (+1)11 (+0)12 (+1)14 (+2)16 (+3)
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Saving Throws Wis +4, Cha +5
Skills Deception +7, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Gnomish
Challenge* 1/2 (200 elite XP) Proficiency Bonus +2
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DarkLord (EliteTrait, recharges after a Rest). When Ivan is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, all conditions and effects he is suffering end for him, he regains 4 hit points, he has the bloodied condition, and he can use his Elite Actions.

Apparatus of Dilisnya.* A Large magical toll that Ivan typical rides. See Equipment for more information.

*Ivan's CR assumes he is riding/operating the Apparatus of Dilisnya.

ACTIONS
Leg Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.

REACTIONS
Force Shield (3/Day). If Ivan would be hit by an attack or is the target of the magic missile spell, he activates the apparatus' magical barrier. The apparatus and Ivan gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, the takes no damage from the magic missile spell.

LEGENDARY ACTIONS
Ivan can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ivan regains spent legendary actions at the start of his turn

Quick Strike. The apparatus makes one Leg Strike attack against a prone target.
Vitality Serum (3/Rest). Ivan injects an elixir from the apparatus and gains 5 temporary hit points.
Sleep Dart (Costs 2 Actions). Ivan launches a dart from the apparatus. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute.

ELITE ACTIONS
If Ivan's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Shock Darts (Cost 2 actions, 1/Rest). Ivan launches a volley of darts from the apparatus. Each creature within a 60-foot radius of Ivan must make a DC 13 Dexterity saving throw. Creatures within 30 feet of Ivan make the throw with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of Ivan's next turn.

EQUIPMENT
Apparatus of Dilisnya

Wonderous item, very rare
This item appears to be a large chair or throne made of metal and gears when it is at rest. When the activation crystal on the right arm-rest is pushed it sprouts 4 spider-like legs to become a one-person carriage armed for attack and defensive counter measures.

Armor Class. 15
Hit Points. 50; bloodied 25
Speed. 50 ft., climb 30 ft.
Damage Immunities. poison, psychic
While riding in the apparatus, the operate can move the apparatus of dilisnya up to its speed as a bonus action and use their action to create one of the following effects:
  • Leg Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Leg Swipe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the tagert is a Large or smaller creature it must make a DC 13 Strength saving throw or be knocked prone.
  • Vitality Serum. The operator is injected with an elixir that grants 5 temporary hit points. The apparatus can store 3 doses of this elixir.
  • Sleep Dart. The apparatus launches a dart and makes the following attack at a target of the operators choice. Range Weapon Attack. +3 to hit, range 30/60 ft., one target. Hit. If the target has 20 hit points or less, it falls unconscious for 1 minute. If the target has more than 20 hit points, it must make a DC 13 Constitution saving throw or have its speed reduced to 10 feet for 1 minute. The apparatus can store 20 of these darts.
  • Shock Darts. The operator can cause a volley of darts to explode from the apparatus. Each creature within a 60-foot radius of the apparatus must make a DC 13 Dexterity saving throw. Creatures within 30 feet make the roll with disadvantage. On a failure, the target takes 7 (2d6) lightning damage and is stunned until the end of operator's next turn. The apparatus can store enough darts for one use of this action.
Additionally, as a reaction, the operator take the following action:
  • Force Shield (3/Day). If the operator would be hit by an attack or is the target of the magic missile spell, magical barrier activates. The apparatus and the operator gain a +5 bonus to their AC until the start of Ivan's next turn. Additionally, they take no damage from the magic missile spell.
 
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dave2008

Legend
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Eladrin: Summer by David Baldridge (copyright David Baldridge)

Isolde
Elite Medium fey (elf), chaotic neutral
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Armor Class 19 (Natural Armor)
Hit Points 254 (17d8 + 51) x 2; bloodied 127)
Speed 50 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)14 (+2)12 (+1)16 (+3)
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Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Elvish, Infernal, Sylvan
Challenge 10 (11,800 elite XP) Proficiency Bonus +4
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DarkLord (Elite Trait, recharges after a Rest). When Isolde is first bloodied, all conditions and effects she is suffering end for her and she can use her Elite Actions.

Majestic Presence. Any non-eladrin creature that starts its turn within 60 feet of Isolde must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of, or charmed by Isolde for 1 minute. A charmed target obeys Isolde’s spoken commands, but can repeat the saving throw if it suffers any harm from Isolde or another creature or receives a suicidal command from Isolde. Additionally, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Isolde’s Majestic Presence for the next 24 hours

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

Magic Weapons. The magical longsword Nepenthe is a sentient holy avenger. When Isolde hits a fiend or undead with Nepenthe it deals an extra 11 (2d10) radiant damage. Additionally, when drawn it radiates an aura in a 10-foot radius around Isolde. Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.*

*Isolde's CR assumes Nepenthe's aura is active.

ACTIONS
Multiattack. Isolde makes two weapon attacks or uses her Fire Ray twice.

Nepenthe. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d8 + 7) slashing damage, or 12 (1d10 + 7) slashing damage if used with two hands, plus 4 (1d8) fire damage.

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.

Change Appearance (3/Day, Concentration). Isolde magically transforms her appearance for up to 1 hour. She can change her appearance to look like any Medium humanoid creature, even mimicking specific individuals with which she is familiar, though none of her statistics change. At any time for the duration of the spell, she can use her action to change her appearance in this way again.

Detect Magic (3/Day, Concentration). Isolde magically senses the presence of magic within 30 feet of her for the next 10 minutes. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

BONUS ACTIONS
Fey Step (Recharge 4–6). Isolde can teleport up to 30 feet to an unoccupied space she can see.

REACTIONS
Parry.
Isolde adds 4 to her AC against one melee attack that would hit it. To do so, the Isolde must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
Isolde can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Isolde regains spent legendary actions at the start of her turn

Quick Feet. Isolde moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Isolde makes a Nepenthe or Fire Ray attack.

ELITE ACTIONS
If Isolde's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Trip Strike (Cost 2 actions). Isolde makes one Nepenthe attack. On a hit, the target must make a DC 16 Strength saving throw or be knocked prone.
 
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dave2008

Legend
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Swords of Eiru - Lady Maedre, Wielder of the Mist Blade by Benjamin Ee (copyright Benjamin Fe)

Alcio "Baron" Metus
Medium Undead (Shapechanger), chaotic evil
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Armor Class 16 (natural armor)
Hit Points 153 (18d8 + 72; bloodied 76)
Speed 40 ft., climb 30 ft.
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STRDEXCONINTWISCHA
20 (+5)20 (+5)19 (+4)18 (+4)17 (+3)20 (+5)
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Saving Throws Dex +10, Con +10, Wis +8
Skills Arcana +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Damage Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 240 ft., passive perception 23
Languages any language it knew in life
Challenge 15 (13,000 XP) Proficiency Bonus +5
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Brutal. Alcio deals an extra 5 damage when she hits with a melee weapon attack (included in the attack). Additionally, she can wield her greatsword with one hand.

Misty Retreat. When Alcio drops to 0 hit points, instead of falling unconscious , she turns into her mist form. She can't revert to her vampire form, and she must reach her resting place within 4 hours or be destroyed. Once in her resting place, she reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way she can be destroyed normally.

Mist Form. While in mist form, Alcio can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Regeneration. When Alcio is not in her mist form, she regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If Alcio takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

Spider Climb. Alcio can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, Alcio has disadvantage on attack rolls and ability checks.

Undead Resistance. Alcio has advantage on saving throws to resist effects that inflict the incapacitated, paralayzed, petrified, or stunned conditions.

ACTIONS
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (1d6 + 10) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 18 strength saving throw or be grappled. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (1d4 + 10) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Greatsword (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage and Alcio can use one of the following maneuvers:
  • Distracting Strike. The attack does an additional 5 (1d10) slashing damage and the next attack roll against the target by an attacker other than Alcio has advantage if the attack is made before the start of her next turn.
  • Pushing Attack. The attack does an additional 5 (1d10) slashing damage and if the target is a Large or Smaller creature it must make a DC 18 Strength saving throw or be pushed 15 feet.
  • Trip Attack. The attack does an additional 5 (1d10) slashing damage and if the target is a Large or Smaller creature it must make a DC 18 Strength saving throw or be knocked prone.
Charm. Alcio targets a creature within 60 feet, forcing it to make a DC 17 Wisdom saving throw . On a failure, the target is charmed by Alcio for 24 hours. While charmed it regards Alcio as a trusted friend and is a willing target for her bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to Alcio’s Charm for 24 hours.

Shapechange. Alcio transforms into a swarm of bats, dire wolf, mist form or back into her true form. While transformed, she has the beast’s size and movement modes. It can’t use reactions or legendary actions, and can’t speak. Otherwise, it uses the vampire’s statistics. Anything it’s carrying transforms with it.

Children of the Night (1/Rest). Alcio magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, Alcio can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Alcio and obeying her spoken commands. The beasts remain for 1 hour, until Alcio dies, or until the she dismisses them as a bonus action.

BONUS ACTIONS
Lord of Shadows.
If Alcio is in dim light or darker, she can take the Hide action.

Undead Speed. Alcio can take the Bite, Dash, or Disengage actions. Additionally, when she takes the Dash action she can move up to twice her speed (80 feet).

LEGENDARY ACTIONS
Alcio can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Alcio regains spent legendary actions at the start of its turn

Unarmed Strike. Alcio makes one unarmed strike.
Unstoppable. Alcio removes one condition or effect she is suffering.
Bite (Costs 2 Actions). Alcio makes one bite attack.
Dominate (Cost 3 Actions). Alcio commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. Alcio choses the action and the target.
Whirlwind Blade (Cost 3 Actions, Recharge 4-6). Alcio moves up to twice her speed (80 ft.) without provoking opportunity attacks, and she can make one one Longsword attack (vampire form only) against each creature she moves past.
 
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dave2008

Legend
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Red Specter by Unkown (at least by me)

Draculus Rex
Medium undead, chaotic evil
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Armor Class 12
Hit Points 97 (13d8 + 39)
Speed 20 ft., climb 20 ft.
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STRDEXCONINTWISCHA
8 (-1)15 (+2)17 (+3)17 (+3)13 (+1)10 (+0)
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Saving Throws Con +6, Int +6, Wis +4
Skills arcana +9, stealth +5
Damage Resistances acid, necrotic; slashing and piercing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 11
Languages Comm, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Amorphous. Draculus can move through a space as narrow as 1 foot wide without squeezing.

Legendary Resistance (2/Day). If Draculus fails a saving throw, it can choose to succeed instead.

Rejuvenation. Unless his lifeless remains are splashed with holy water or placed in a vessel under the effects of the hallow spell, the destroyed Draculus re-forms in 1d10 days, regaining all his hits points and appearing in the place he died or in the nearest unoccupied space.

Spider Climb. Draculus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unusual Nature. Draculus doesn’t require air, food, drink, or sleep.

ACTIONS
Multiattack. Draculus makes two attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn.

Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the necrichor’s next turn.

Blood Puppeteering (Recharge 5-6). Draculus targets a creature he can see within 5 feet of him that is missing any of its hit points. If the target isn’t a Construct or an Undead, it must succeed on a DC 14 Constitution saving throw or Draculus enters the target’s space and attaches itself to the target for 1 minute. While attached, Draculus takes only half damage dealt to it (round down), and the target takes the remaining damage. Draculus can attach to only one creature at a time.

The attached Draculus can telepathically control the target’s move, action, or both. When controlled this way, the target can take only the Attack action (Draculus chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from Draculus and forcing him to move into the nearest unoccupied space on a success.

Bloody Ramage (Recharge 5-6). Draculus can move up to his speed and move through other creature's spaces. The first time Draculus enters a creature's space, he can make a pseudopod attack on that creature. It must end is movement in an unoccupied space and this movement does not provoke opportunity attacks.

REACTIONS.
Pseudopod Shield.
When Draculus would be hit by a range attack from 30 or more feet away, he adds 5 to his AC against ranged attacks from the triggering attacker until the start of his next turn.
 
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dave2008

Legend

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War of the Crown Cover Art by Hugh Pindur (copyright Paizo)

Madame Talisveri Eris
Elite Medium humanoid (human), neutral evil
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Armor Class 13 (leather + ring of protection)
Hit Points 13 (3d8; bloodied 6)
Speed 30 ft.
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STRDEXCONINTWISCHA
7 (-2)12 (+1)11 (+0)15 (+2)14 (+2)16 (+3)
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Saving Throws Wis +4, Cha +5
Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 12
Languages Common
Challenge 1/8 (25 XP) Proficiency Bonus +2
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Curse of Invisibility.* Talisveri's body is permanently invisible, but her cosmetics and clothing aren’t. It takes her at least 10 minutes to create a visible form.

*Talisveri's CR assumes she is visible. If she removes her clothes and cosmetics, her CR is 1/4 (50 XP).

Magic Weapons. Talisveri had three daggers and holster that she coats with a magic elixir every day. Once coated they are considered magical and are invisible for next 24 hours.

Master of Disguise. Talisveri often disguises herself as a fictitious family member. If someone succeeds on a DC 15 Wisdom (Insight) check they can determine something is not what it seems. If they succeed on the check by 5 or more, and they know who Talisveri is, they see through the disguise and know it is Madame Talisveri.

Silver Tongued. When Talisveri makes a Charisma (Persuasion or Deception) check, she treats any d20 roll of 9 or lower as a 10.

ACTIONS
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

BONUS ACTIONS
Hide in Plain Sight.
If Talisveri is invisible, she can take the Hide action.

Inspiring Words. Talisveri chooses one creature she can see within 60 feet of her that can hear her. The creature can roll a d6 and add it to one ability check, attack roll, or saving throw it makes within the next 10 minutes.

Unsettling Words. Talisveri rolls a d6 and chooses on creature she can see within 60 feet of her. The creature must subtract the number rolled from the next saving throw it makes before the start of Talisveri's next turn.

REACTIONS
Parry. Talisveri adds 2 to her AC against one melee attack that would hit her. To do so, Talisveri must see the attacker and be wielding a melee weapon.
 
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dave2008

Legend
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Lich by Dima Zasimovich (copyright Dima Zasimovich)

Azalin Rex
Elite Medium undead, lawful evil
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Armor Class 17 (Natural Armor)
Hit Points 270 ((18d8 + 54) x 2; bloodied 135)
Speed 30 ft.
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STRDEXCONINTWISCHA
11 (+0)16 (+3)16 (+3)20 (+5)14 (+2)16 (+3)
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Saving Throws Dex +9, Con +9, Int +11, Wis +8
Skills Arcana +17, History +11, Insight +8, Perception +8
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 18
Languages Abyssal, Common, Infernal, Draconic, Dwarvish, Elvish, Giant, Goblin
Challenge 19 (44,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Azalin is first bloodied, all conditions and effects he is suffering end for him, all of his abilities and spell slots recharge, and he can use his Elite Actions.

Legendary Resistance (3/Day). If Azalin fails a saving throw, he can choose to succeed instead.

Rejuvenation. If Azalin's body is destroyed, but not his phylactery, he gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance. Azalin has advantage on saving throws against any effect that turns undead.

ACTIONS
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Azalin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Azalin has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost**
1st level (4 slots): detect magic, magic missile, shield,** thunderwave
2nd level (3 slots): detect thoughts, invisibility, melf's acid arrow, mirror image*
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball,** fly
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate,** globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Evocation spells are in bold text, Azalin gains a +5 damage bonus with these spells.
*Azalin casts these spells on himself before combat and his CR assumes they are in effect.
**See Actions, Azalin's CR assumes he attacks with these spells, cast at the highest possible level when noted.

Acid Arrow (Spell Mastery).
Ranged Spell Attack. +12 to hit, range 90 ft., one target. Hit. 15 (4d4 + 5) acid damage and an additional 5 (2d4) acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Ray of Frost.** Ranged Spell Attack. +12 to hit, range 60 ft., one target. Hit. 23 (4d8 + 5) cold damage and target's speed is reduced to 10 feet until the end of Azalin's next turn.

Disintegrate (1 spell slot).** Azalin's conjures a bolt of green light that streaks to a target he can see within 60 feet of him. The target must make a DC 20 Dexterity saving throw, taking 75 (10d6 + 40) forced damage, see below, on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated. If Azalin cast this spell at a higher level, increase the damage:
  • 9th level slot: 106 (19d6 + 40) force damage.
  • 8th level slot: 96 (16d6 + 40) force damage
  • 7th level slot: 84 (16d6 + 40) force damage
Fireball (1 spell slot).** A bright streak flashes to a point Azalin chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 20 Dexterity saving throw, taking 33 (8d6 + 5) fire damage on a failed save, or half as much damage on a successful one. If Azalin cast this spell at a higher level, increase the damage:
  • 9th level slot: 54 (14d6 + 5) fire damage.
  • 8th level slot: 50 (13d6 + 5) fire damage
  • 7th level slot: 47 (12d6 + 5) fire damage
REACTIONS
Counterspell (1 spell slot).
Azalin interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.

Shield (Spell Mastery). If Azalin would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

LEGENDARY ACTIONS
Azalin can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Azalin regains spent legendary actions at the start of her turn

Quick Casting. Azalin uses his Ray of Frost or Acid Arrow action.
Paralyzing Touch (Costs 2 Actions). Azalin uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Azalin fixes its gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened and suffer one level of exhaustion for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 30 feet of Azalin must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6)necrotic damage on a failed save, or half as much damage on a successful one.

ELITE ACTIONS
If Azalin's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord.

Teleport. Azalin teleports to an unoccupied space he can see within 60 feet of him.
Drain Phylcatery (Cost 3 actions). Until the end of Azalin's next turn, he gains a +2 bonus to his AC, he can cast an at will spell as a bonus action, and all of his spells do maximum damage. If Azalin is reduced to 0 hit points before the end of his next turn, he dies.
 
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dave2008

Legend
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Ravenous Wraith / Soul Sucking Demon by Andrew Gaia (copyright Andrew Gaia)

Saidra d'Honaire
Elite Medium undead, chaotic evil
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Armor Class 14
Hit Points 150 ((10d8 + 30)x2; bloodied 75)
Speed 0 ft., fly 60 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)18 (+4)16 (+3)14 (+2)16 (+3)17 (+3)
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Saving Throws Dex +7, Wis +6, Cha +6
Skills Stealth +6
Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses parkvision 90 Ft., truesight 30 ft., passive perception 12
Languages Common
Challenge 7 (5,800 elite XP) Proficiency Bonus +3
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DarkLord (EliteTrait, recharges after a Rest). When Saidra is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her Elite Actions.

Incorporeal Movement. Saidra can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Incorporeal Stealth. While in dim light or darkness, Saidra can take the Disengage or Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Saidra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS
Life Drain.
The wraith chooses on creature within 5 feet of it. The target must make a DC 15 Constitution saving throw, suffering one level of exhaustion, taking 21 (6d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken on a failed save, or half as much damage on a successful one. This reduction and exhaustion last until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Necrotic Bolt. Ranged Spell Attack. +6 to hit, range 60 ft., one creature. Hit. 13 (3d8) necrotic damage, and the target can’t regain hit points until the end of the wraith's next turn.

Corporeal Form (1/Day). Saidra takes on a material form. In material form, she looses her Incorporeal Movement and Incorporeal Stealth traits, her fly speed, and her immunity to the grappled, prone, and restrained conditions. Saidra instantly reverts to her incorporeal form if she is bloodied, and she can do so voluntarily at any time as a bonus action.

REACTIONS
Disintegrate.* When a person within 90 feet of Saidra is revealed to have been lying about who they are, a green bolt erupts from Saidra's outstretched hand targeting the liar. The target must make a DC 18 Dexterity saving throw, taking 75 (10d6 + 40) forced damage on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated.

LEGENDARY ACTIONS
Saidra can take 2 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Saidra regains spent legendary actions at the start of its turn

Spectral Dash. Saidra moves up to her speed. This movement does not provoke opportunity attacks.
Bolt (Costs 2 Actions). Saidra makes one necrotic bolt attack.

ELITE ACTIONS
If Saidra's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Confession (Cost 2 actions). Saidra attempts to magically compel one creature she can see within 90 feet of her to tell the truth. The creature must make a DC 14 Wisdom saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must reveal who they are and what they want to Saidra at the start of their next turn.

*Saidra's CR assumes she uses disintegrate once. If she does not use it, her CR is 6 (4,600 elite XP).
 
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dave2008

Legend

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Female Knight by Timkongart (copyright Timkongart)

Vladeska Drakov
Elite Medium humanoid (human), neutral evil
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Armor Class 18 (Plate)
Hit Points 104 (8d8 + 16) x 2; bloodied 52)
Speed 30 ft.
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STRDEXCONINTWISCHA
16 (+3)11 (+0)14 (+2)11 (+0)12 (+1)15 (+2)
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Saving Throws Con +4, Wis +3
Skills Athletics +5, History +2, Perception +4, Persuasion +4
Senses passive perception 14
Languages Common
Challenge 4 (2,200 elite XP) Proficiency Bonus +2
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Brave. Vladeska has advantage on saving throws against being frightened.

DarkLord (EliteTrait, recharges after a Rest). When Vladeska is first bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she can use her Elite Actions.

Magic Weapons. Vladeska wields a +1 greatsword.

ACTIONS
Multiattack. Vladeska makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and Vladeska can use one of the following maneuvers (5/Rest):
  • Distracting Strike. The attack does an additional 4 (1d8) slashing damage and the next attack roll against the target by an attacker other than Vladeska has advantage if the attack is made before the start of her next turn.
  • Maneuvering Attack. The attack does an additional 4 (1d8) slashing damage and Vladeska chooses one ally that can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (1/Rest). For 1 minute, Vladeska can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Vladeska. A creature can benefit from only one Leadership die at a time. This effect ends if Vladeska is incapacitated.

REACTIONS
Parry. Vladeska adds 2 to her AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
Vladeska can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Vladeska regains spent legendary actions at the start of its turn

Quick Feet. Vladeska moves up to half her speed. This movement does not provoke opportunity attacks.
Attack (Costs 2 Actions). Vladeska makes a greatsword attack.

ELITE ACTIONS
If Vladeska's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Commander's Strike (Recharge 4-6). Vladeska choose an ally who can see or hear her. That creature can immediately use its reaction to make one weapon attack with a +4 bonus to its damage roll.
Rally (Recharge 4-6). Vladeska choose an ally who can see or hear her. That creature gains 6 temporary hit points.
 
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dave2008

Legend

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Lord of Sand by plutus0519 (copyright plutus0519)

Ankhtepot
Medium undead, lawful evil
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Armor Class 19 (Natural Armor)
Hit Points 340 (20d8 + 80) x2; bloodied 170)
Speed 20 ft. (40 ft. on sand)
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STRDEXCONINTWISCHA
18 (+4)10 (+0)18 (+4)15 (+2)21 (+5)19 (+4)
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Saving Throws Dex +6, Con +10, Int +8, Wis +11, Cha +10
Skills Arcana +8, Athletics +10, History +8, Intimidation +10, Perception +11, Religion +8
Damage Resistances cold, force
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 21
Languages Common, telepathy 120 ft.
Challenge 17 (36,000 elite XP) Proficiency Bonus +6
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DarkLord (EliteTrait, recharges after a Rest). When Ankhtepot is first bloodied, all conditions and effects he is suffering end for him, all of his abilities recharge, and he can use his Elite Actions.

Limited Magic Immunity. Ankhtepot is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.

Marshall Undead. Unless Ankhtepot is incapacitated, he and undead creatures of his choice within 120 feet of him have advantage on saving throws against features that turn undead.

Necrotic Weapons. Ankhtepot attacks are magical and deal an extra 21 (6d6) necrotic damage on a hit. Additionally, Ankhtepot wields a magic +3 kopesh. If Ankhtepot is destroyed the kopesh crumbles into sand and is reformed with his body (see rejuvenation).

Negative Energy Aura. Ankhtepot is surround by an aura of negative energy and he can senses the ka of living creatures in the aura, gaining knowledge of their health: their current hit points, any conditions they are suffering, etc. Additionally, any living creature within 90 feet of him can't regain hit points.

Regeneration. Ankhtepotregains 20 hit points at the start of each of his turns. If Ankhtepot is sprinkled with holy water or takes fire damage when he reaches 0 hit points, this trait doesn’t function at the start of his next turn and it is destroyed (see rejuvenation).

Rejuvenation. If Ankhtepot is destroyed, he gains a new body in 24 hours if his heart is intact, regaining all his hit points and becoming active again. The new body appears within 5 feet of the his heart.

Undead Strength. Ankhtepot does not take extra damage from critical hits, gains a +2 bonus on Strength (Athletic) checks, and a melee weapon deals one extra die of its damage when he hits with it (included in the attack).

ACTIONS
Multiattack. Ankhtepot can use its Dreadful Glare and makes two melee attacks.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

If a Large or smaller creature is hit by two rotting firsts on the same turn, it is also grappled (escape DC 20).

Khopesh. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 21 (6d6) necrotic damage or 40 (4d8 + 22) slashing damage on a critical hit.

Dreadful Glare. Ankhtepot targets one creature it can see within 90 feet of it. If the target can see Ankhtepot, it must succeed on a DC 18 Wisdom saving throw against this magic or become frightened until the end of Ankhtepot's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and Ankhtepot for the next 24 hours.

Burial Magic (1/Short Rest each). Ankhtepot creates one of the following magical effects.
  • Animate Dead. Ankhtepot selects up to 4 dead humanoids within 180 feet of him. The targets rise as mummies. The mummies act on their own initiative, are allies of Ankhtepot and listen to his commands.
  • Desert Petrification. Ankhtepot selects one creature he can see within 180 feet of him. The creature must succeed on a DC 18 Constitution saving throw. On a failed save, the creature begins to turn to sand and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature turns into a sandstone statue until freed by the greater restoration spell or other magic.
  • Putrid Cloud. Ankhtepot selects a point hecan see within 180 feet of him and conjures a 20-foot-radius sphere of biting insects. The swarm spreads around corners, and its area is heavily obscured. The swarm lingers in the air until it dissipates at the start of Ankhtepot's next turn.
    Each creature within the swarm at the start of its turn must make a DC 18 Constitution saving throw. On a failure, the creature takes 27 (5d10) poison damage and cannot take bonus actions or reactions and has disadvantage on its attacks, checks, and saving throws until the end of Ankhtepot's next turn. On a success, the creature takes half as much damage.
Sandstorm Breath (Recharge 5-6). Ankhtepot exhales a 90-foot cone of sand. Each creature in the cone must make a DC 18 Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much on a success.

Sandy Teleport. If Ankhtepot is standing on sand or sandstone it can teleport up to 90 feet to an unoccupied area it can see. The location it teleports to must also be made sand or sandstone.

REACTIONS
Bandage Parry. Ankhtepot adds 6 to its AC against one ranged attack that would hit it. To do so, he must see the attacker.

Rotting Grasp. A creature that ends its turn grappled by Ankhtepot takes 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until removed by a greater restoration spell, similar powerful magic, or the creature ingests the desiccated blood of a greater mummy's heart. The target dies if this effect reduces its hit point maximum to 0, crumbling into a pile of sand.

LEGENDARY ACTIONS
Ankhtepot can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Ankhtepot regains spent legendary actions at the start of its turn

Blinding Dust. Blinding dust and sand swirls magically around Ankhtepot. Each creature within 20 feet of Ankhtepot must succeed on a DC 18 Constitution saving throw or lose any resistance to necrotic damage and be blinded until the end of the creature's next turn.
Glare. The mummy uses its Dreadful Glare.
Sand Javelin. Ankhtepot coalesces sand into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 17 (3d8 + 4) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Blasphemous Word (Costs 2 Actions). Ankhtepot utters a blasphemous word. One living creature that Ankhtepot can see within 90 feet of it, that can hear the magical utterance, and has less than 100 hit points is stunned until the end of Ankhtepot next turn.
Teleport (Cost 2 Actions). Ankhtepot recharges Sandy Teleport and immediately uses it.
Attack (Costs 3 Actions). Ankhtepot makes two melee attacks.
Desert Magic (Cost 3 Actions). The greater mummy recharges its Desert Petrification, if needed, and uses this magic.

ELITE ACTIONS
If Ankhtepot's elite trait is active, he can use the options below as legendary actions for 1 hour after using Darklord.

Quickand. Ankhtepot choses up to four creatures he can see within 60 feet of him and turns the ground beneath them into quick sand. The creature must use it reaction and make a DC 18 Dexterity saving throw or be grappled (escape DC 18). A creature grappled this way is also restrained. If a creature does not have a reaction or choses not to use one, it automatically fails the saving throw.
Death Aura (Costs 3 Actions). Every living creature of Ankhtepot's choice within his negative energy aura takes 16 (3d10) necrotic damage:
 
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dave2008

Legend
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Dormammu Concept by JeradSMarantz (copyright by Jerad S Marantz)

Hazlik
Elite Medium humanoid (human), neutral evil
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Armor Class 17 (Robe of the Archmagi)
Hit Points 208 ((16d8 + 32) x 2; bloodied 104)
Speed 30 ft.
1599771486387.png

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)20 (+5)15 (+2)16 (+3)
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Saving Throws Int +9, Wis +6
Skills Arcana +13, Deception +8, History +13, Intimidation +8
Damage Resistances Nonmagical Bludgeoning, Piercing, and Slashing (from stoneskin)
Damage Immunities psychic (from mind blank)
Condition Immunities charmed (from mind blank)
Senses Passive Perception 12
Languages Celestial, Common, Draconic, Elvish, Giant, Infernal, Primordial
Challenge 13 (20,000 elite XP) Proficiency Bonus +5
1599771489448.png

DarkLord (EliteTrait, recharges after a Rest). When Hazlik is first bloodied, all conditions and effects he is suffering end for him and he can use his Elite Actions.

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

Magic Weapons. Hazlik wields a Staff of the Magi and magical dagger (+1). He can cast the following spells at will from his staff: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Mind Blank (1/Day).* Hazlik is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.

ACTIONS
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)piercing damage.

Staff of the Magi (48 Charges). Melee Weapon Attack: +9 to hit, reach 5 ft. , one target. Hit. 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage when used 2-handed.

Alternately, Hazlik use a charges from his staff to cast one of the following spells:
  • Fireball (7 charges). A bright streak flashes from the staff to a point Hazlik chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • Wall of Fire (4 charges). Hazlik conjures a wall of fire on a solid surface he can see within 120 feet of him. The wall is 1-foot thick and up to 60 feet long and 20 feet high that is opaque and last for 1 minute. When the wall appears, a creature in the area of the wall must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.

    Each creature that ends it turn within 10 feet of one side of the wall (selected by Hazlik) or enters the wall for the first time in a turn, takes 22 (5d8) fire damage.
  • Ice Storm (4 charges). A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point Hazlik chooses within 300 feet of him. Each creature in the cylinder must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.

    Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
Spellcasting. Hazlik is an 16th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). Hazlik has the following wizard spells prepared:

Cantrips (at will): fire bolt**, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, magic missile, thunderwave
2nd level (3 slots): detect thoughts, melf's acid arrow, misty step
3rd level (3 slots): counterspell, fly, lightning bolt*
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability, sunbeam
7th level (1 slot): forcecage
8th level (1 slot): mind blank*

Evocation spells are in bold text, Hazlik gains a +5 damage bonus with these spells.
*Hazlik casts these spells on himself before combat and his CR assumes they are in effect.
**See Actions, Hazlik's CR assumes he attacks with these spells cast at the highest possible level.


Fire bolt. Ranged Spell Attack. +10 to hit, range 120 ft., one target. Hit. 27 (4d10 + 5) fire damage.

Overchannel Lightning Bolt (one 5th level slot). A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Hazlik in a direction he chooses. Each creature in the line must make a DC 16 Dexterity saving throw, taking 65 (10d6 + 5) lightning damage on a failed save, or half as much damage on a successful one

REACTIONS
Ring of Evasion (3 Charges).
Hazlik spends one of his ring's charges when he fails a Dexterity saving throw, turning the failed save into a successful one.

Spell Absorption. Hazlik's staff absorbs the magic of a spell that targets him, cancelling the spell's effect and his staff regains charges equal to the absorbed spell's level.

LEGENDARY ACTIONS
Hazlik can take 2 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Hazlik regains spent legendary actions at the start of her turn

Quick Feet. Hazlik moves up to half his speed. This movement does not provoke opportunity attacks.
Attack. Hazlik makes a staff or dagger attack.
Quick Casting (Cost 2 actions). Hazlik casts a cantrip.

ELITE ACTIONS
If Hazlik's elite trait is active, she can use the options below as legendary actions for 1 hour after using Darklord.

Potion (Costs 2 Actions). Hazlik drinks on of the following potions:
  • Flying. Hazlik gains a flying speed of 30 feet for 1 hour.
  • Giant Strength. Hazlik's strength becomes 27 for 1 hour. He gains +5 bonus to his weapon attack and damage rolls.
  • Supreme Healing. Hazlik regains 45 (10d4 + 20) hit points.
---

EQUIPMENT
Hazlik has many magical items and equipment in his possession. He is typical wearing or carrying the following magic items:
  • Robe of the Archmagi (attuned)
  • Staff of the Magi (attuned, 48 charges)
  • Ring of Evasion (attuned, 3 charges)
  • Dagger (+1)
  • Potions: flying, giant strength, supreme healing
 
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