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<blockquote data-quote="DaveDash" data-source="post: 6517843" data-attributes="member: 6786202"><p><span style="font-size: 18px"><strong>Custom NPCs:</strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong></strong></span><span style="font-size: 15px"><strong>Troglodyte Barbarian</strong></span></p><p><em>Troglodyte Barbarian – Chaotic Evil</em></p><p><strong>Armor Class</strong> 15 (natural armour)</p><p><strong>Hit Points</strong> 116</p><p><strong>Speed: </strong>40ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>18 (+4)</td><td>10 (+0)</td><td>18 (+4)</td><td>8 (-1)</td><td>10(+0)</td><td>10 (+0)</td></tr></table><p><strong>Saving Throws </strong>Strength +10, Constitution +7</p><p><strong>Skills</strong> Athletics +7, Stealth +3</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 10</p><p><strong>Languages</strong> Troglodyte</p><p><strong>Challenge </strong>7 (2,900 XP)</p><p></p><p><strong><em>Chameleon Skin. </em></strong>The troglodyte has advantage on Dexterity (stealth) checks made to hide.</p><p><strong><em>Stench. </em></strong>Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.</p><p><strong><em>Sunlight Sensitivity. </em></strong>While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks. </p><p><strong><em>Rage (1/short rest). </em></strong>The Troglodyte can rage as per a Barbarian as a bonus action.</p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The troglodyte makes three attacks: either one with its bite and two with its claws, or one with its bite and two greatsword attacks.</p><p><strong><em>Greatsword. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5ft., one target. <em>Hit:</em> 15 (2d6+8) slashing damage.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5ft., one target. <em>Hit:</em> 21 (3d8+8) piercing damage.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5ft., one target. <em>Hit:</em> 15 (2d6+8) slashing damage.</p><p></p><p><span style="font-size: 15px"><strong>Troglodyte Cleric</strong></span></p><p><em>Male Troglodyte Cleric– Chaotic Evil</em></p><p><strong>Armor Class</strong> 20 (plate)</p><p><strong>Hit Points</strong> 131</p><p><strong>Speed: </strong>30ft </p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>16 (+3)</td><td>10 (+0)</td><td>16 (+3)</td><td>8 (-1)</td><td>16(+3)</td><td>10 (+0)</td></tr></table><p><strong>Saving Throws </strong>Wisdom +6</p><p><strong>Skills</strong> Knowledge (Religion) +6, Stealth +3</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Troglodyte</p><p><strong>Challenge </strong>7 (2,900)</p><p></p><p><strong><em>Chameleon Skin. </em></strong>The troglodyte has advantage on Dexterity (stealth) checks made to hide.</p><p><strong><em>Stench. </em></strong>Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.</p><p><strong><em>Sunlight Sensitivity. </em></strong>While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks. </p><p><strong><em>Spellcasting. </em></strong>The troglodyte is a 10[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC15, +6 to hit with spell attacks). The troglodyte has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, poison spray, resistance, spare the dying, thaumaturgy</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>bless, ray of sickness, cure wounds</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>silence, hold person, spiritual weapon</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>mass healing word, dispel magic</em></p><p>4[SUP]th[/SUP] level (3 slots): <em>blight, dispel evil and good</em></p><p>5[SUP]th[/SUP] level (2 slots): <em>flame strike, harm</em></p><p><em></em></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The troglodyte makes three attacks: either one with its bite and two with its claws, or one with its bite and two mace attacks.</p><p><strong><em>Mace. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5ft., one target. <em>Hit:</em> 8 (1d8+3) bludgeoning damage.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5ft., one target. <em>Hit:</em> 16 (3d8+3) piercing damage.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5ft., one target. <em>Hit:</em> 10 (2d6+3) slashing damage.</p><p></p><p><span style="font-size: 15px"><strong>Kir-Lanan Fighter/Sorcerer</strong></span></p><p><em>Medium Monstrosity (Kir-Lanan), Chaotic Evil</em></p><p><strong>Armor Class</strong> 16(natural armour)</p><p><strong>Hit Points </strong>175</p><p><strong>Speed: </strong>30ft., fly 60ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>15 (+2)</td><td>14 (+2)</td><td>10 (+0)</td><td>10(+0)</td><td>18 (+4)</td></tr></table><p><strong>Saving Throws</strong> Str +8, Con +5, Cha +7</p><p><strong>Skills</strong> Perception +3, Stealth +5</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>8 (3,900XP)</p><p></p><p><strong><em>Spellcasting. </em></strong>Ghindul is a 3[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Charisma (spell save DC15, +6 to hit with spell attacks). The Kir-Lanan has the following sorcerer spells prepared:</p><p>Cantrips (at will): <em>ray of frost, acid splash, blade ward</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>shield, magic missile</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>mirror image</em></p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The Kir-Lanan makes two claw attacks.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>8<em> (</em>1d6+5) slashing damage plus 18 (4d8) necrotic damage. The creature must succeed at a DC16 constitution saving throw or the damage also reduces their hit point maximum.</p><p><strong><em>Ray of Enfleeblement (Recharge 5-6). </em></strong><em>Ranged Spell Attack: </em>+7 to hit, range 60ft., one target. <em>Hit: </em>On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn.</p><p></p><p><span style="font-size: 15px"><strong>Kir-Lanan Half Shadow Dragon Fighter</strong></span></p><p><em>Medium Monstrosity (Kir-Lanan), Chaotic Evil</em></p><p><strong>Armor Class</strong> 16(natural armour)</p><p><strong>Hit Points </strong>190</p><p><strong>Speed: </strong>30ft., fly 60ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>15 (+2)</td><td>14 (+2)</td><td>10 (+0)</td><td>10(+0)</td><td>10 (+0)</td></tr></table><p><strong>Saving Throws</strong> Str +9, Dex +6, Con +6</p><p><strong>Skills</strong> Perception +4, Stealth +6</p><p><strong>Damage Vulnerabilities</strong> radiant</p><p><strong>Senses</strong> darkvision 60ft., passive Perception 13</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>9 (5,000 XP)</p><p></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The Kir-Lanan makes two claw attacks.</p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack: </em>+7 to hit, reach 5ft., one target. <em>Hit: </em>8<em> (</em>1d6+5) slashing damage plus 22 (5d8) necrotic damage. The creature must succeed at a DC16 constitution saving throw or the damage also reduces their hit point maximum.</p><p><strong><em>Ray of Enfleeblement (Recharge 5-6). </em></strong><em>Ranged Spell Attack: </em>+7 to hit, range 60ft., one target. <em>Hit: </em>On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn.</p><p><strong><em>Breath Weapon (Recharge 5-6). </em></strong>Phaikkul xhales necrotic in a 15ft cone. Each creature in that area must make a DC 16 saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one.</p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong><span style="font-size: 15px">Drow Death Domain Cleric</span></strong></span></p><p><span style="font-size: 18px"><strong></strong></span><em>Female Drow Cleric of Death – chaotic evil.</em></p><p><strong>Armor Class</strong> 19 (Scale mail +1, Shield)</p><p><strong>Hit Points</strong> 176 </p><p><strong>Speed: </strong>30ft</p><p> </p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>14 (+2)</td><td>12 (+1)</td><td>13 (+1)</td><td>19(+4)</td><td>18 (+4)</td></tr></table><p><strong>Saving Throws</strong> Con +5, Wis +8, Cha +8</p><p><strong>Skills</strong> Insight +8, Perception +8, Religion +5, Stealth +5</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 18</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge </strong>11 (7200 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charisma (spell save DC16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Spellcasting. </em></strong>The drow is a 15[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drow has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, poison spray, resistance, spare the dying, thaumaturgy</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>bane, ray of sickness, false life*, inflict wounds</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>blindness/deafness, hold person, ray of enfeeblement</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>vampiric touch, dispel magic, animate dead</em></p><p>4[SUP]th[/SUP] level (3 slots): <em>blight, deathward*</em></p><p>5[SUP]th[/SUP] level (2 slots): <em>flame strike, harm</em></p><p>6[SUP]th[/SUP] level (1 slots): <em>true seeing*, word of recall</em></p><p>7[SUP]th[/SUP] level (1 slots): <em>fire storm</em></p><p>8[SUP]th[/SUP] level (1 slot): <em>anti magic field</em></p><p></p><p></p><p>Actions</p><p><strong><em>Multiattack.</em></strong><em> The drow makes two scourge attacks.</em></p><p><strong><em>Scourge. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, reach 5ft., one target. <em>Hit:</em> (1d6+2) piercing damage plus 5d6 poison damage.</p><p></p><p>Equipment</p><p><em>Scale Mail +1, potion of lesser restoration. </em></p><p></p><p><span style="font-size: 15px"><strong>Drow Ooze Domain Cleric</strong></span></p><p><em>Male Drow Cleric of Ghaundar – chaotic evil.</em></p><p><strong>Armor Class</strong> 19 (Scale mail +1, Shield)</p><p><strong>Hit Points</strong> 176 </p><p><strong>Speed: </strong>30ft</p><p> </p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>14 (+2)</td><td>14 (+2)</td><td>16 (+3)</td><td>13 (+1)</td><td>19(+4)</td><td>18 (+4)</td></tr></table><p><strong>Saving Throws</strong> Con +7, Wis +8, Cha +8</p><p><strong>Skills</strong> Insight +8, Perception +8, Religion +5, Stealth +5</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 18</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge </strong>11 (7200 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charisma (spell save DC16). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Spellcasting. </em></strong>The drow is a 15[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drow has the following cleric spells prepared:</p><p>Cantrips (at will): <em>guidance, poison spray, resistance, spare the dying, thaumaturgy</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>bane, divine favour, shield of faith, cure wounds</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>enhanced ability, hold person, melf’s acid arrow</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>bestow curse, dispel magic, protect from elements</em></p><p>4[SUP]th[/SUP] level (3 slots): <em>Evards Black Tentacles, freedom of movement</em></p><p>5[SUP]th[/SUP] level (2 slots): <em>cloudkill, harm</em></p><p>6[SUP]th[/SUP] level (1 slots): <em>blade barrier, word of recall</em></p><p>7[SUP]th[/SUP] level (1 slots): <em>divine word</em></p><p>8[SUP]th[/SUP] level (1 slot): <em>holy aura</em></p><p></p><p></p><p>Actions</p><p><strong><em>Multiattack.</em></strong><em> The drow makes two warhammer attacks</em></p><p><strong><em>Warhammer. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5ft., one target. <em>Hit:</em> 6 (1d8+2) piercing damage plus 17 (5d6) poison damage.</p><p><strong><em>Summon Ooze (1/Day). </em></strong>The drow attempts to magically summon a Black Pudding with a 30 percent chance of success. If the attempt fails, the drow takes 1d10 acid damage. Otherwise the summoned ooze appears in an unoccupied space within 60ft of its summoner, acts as an ally of its summoner, It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</p><p></p><p>Equipment</p><p><em>Scale Mail +1</em></p><p><em></em></p><p><em></em><span style="font-size: 15px"><strong>Drow Oathbreaker Paladin</strong></span></p><p><em>Male Drow Dark Paladin – chaotic evil.</em></p><p><strong>Armor Class</strong> 22 (Drow Plate + 1, Shield, Defensive Fighting Style)</p><p><strong>Hit Points</strong> 135 (18d8+54) </p><p><strong>Speed: </strong>30ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>16 (+3)</td><td>16 (+3)</td><td>10 (+0)</td><td>12(+1)</td><td>14 (+2)</td></tr></table><p><strong>Saving Throws</strong> Wis +6, Cha +6</p><p><strong>Skills</strong> Athletics +10, Perception +6, Intimidate +10, Stealth +8 (disadv)</p><p><strong>Damage Resistances </strong>resistance to bludgeoning, piercing, and slashing from non-magical weapons</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 16</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge </strong>13 (10,000 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charisma (spell save DC114). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Spellcasting. </em></strong>The drow is a 18[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Charisma (spell save DC15, +7 to hit with spell attacks). The drow has the following Paladin spells prepared:</p><p>1[SUP]st[/SUP] level (4 slots): <em>hellish rebuke, inflict wounds, shield of faith, compelled duel</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>crown of madness, darkness, magic weapon</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>animate dead, bestow curse, dispel magic</em></p><p>4[SUP]th[/SUP] level (3 slots): <em>blight, confusion, death ward</em></p><p>5[SUP]th[/SUP] level (1 slots): <em>contagion, dominate person</em></p><p><strong><em>Dreadful Aspect (1/short rest). </em></strong>As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a wisdom saving throw (DC15) if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.</p><p><strong><em>Aura of Hate. </em></strong>The drow, as well as any fiends or undead within 30 feet of the paladin, gain a bonus to melee weapon damage equal to +2. This has already been factored into the Paladins weapon damage.</p><p><strong><em>Improved Divine Smite. </em></strong>Whenever the drow hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. The drow can also expend a paladin spell slot to deal additional radiant damage to the target on top of your divine smite. The extra damage is 2d8 for a 1[SUP]st[/SUP] level spell slot, plus 1d8 for each spell level higher than 1[SUP]st[/SUP], to a maximum of 5d8. The damage increases 1d8 if the target is a celestial or fey.</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The paladin makes two dire flail attacks.</p><p><strong><em>Flail. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 5ft., one target. <em>Hit:</em> 7 (1d8+7) bludgeoning damage, plus 10 (3d6) poison damage, plus 22 (5d8) radiant damage.</p><p></p><p>Equipment</p><p>Drow Plate +1, Flail +1</p><p></p><p><span style="font-size: 15px"><strong>Kuo-Toa Assassin</strong></span></p><p><em>Medium Humanoid (Kua-Toa), Neutral Evil</em></p><p><strong>Armor Class</strong> 18 (natural armour)</p><p><strong>Hit Points </strong>266</p><p><strong>Speed: </strong>30ft., swim 30ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>20 (+5)</td><td>18 (+4)</td><td>11 (+0)</td><td>14(+2)</td><td>16 (+3)</td></tr></table><p><strong>Saving Throws</strong> Dexterity +10, Constitution +9, Wisdom +7</p><p><strong>Skills</strong> Perception +10, Stealth +7, Acrobatics +7</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 20</p><p><strong>Languages</strong> Undercommon</p><p><strong>Challenge </strong>14 (11,500 XP)</p><p></p><p><strong><em>Amphibious. </em></strong>The kuo-toa can breath air and water.</p><p><strong><em>Slippery.</em></strong> The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.</p><p><strong>Assassinate. </strong>During its first turn, the kuo-toa has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</p><p><strong><em>Evasion. </em></strong>When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</p><p><strong>Sneak attack (1/turn). </strong>The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll.</p><p> </p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The kua-toa makes two dagger attacks.</p><p><strong><em>Dagger. </em></strong><em>Melee Weapon Attack: </em>+10 to hit, reach 5ft., one target. <em>Hit: </em>7<em> (</em>1d4+5) piercing damage plus 24 (8d6) poison damage, and the target must make a DC 17 constitution saving throw of be poisoned. </p><p></p><p><span style="font-size: 15px"><strong>Half Drow/Half Dragon Fighter/Sorcerer</strong></span></p><p><em>Male Half-Drow/Half Dragon Fighter/Sorcerer – Chaotic Evil</em></p><p><strong>Armor Class</strong> 18 (natural armour, bracers of defence)</p><p><strong>Hit Points</strong> 295</p><p><strong>Speed: </strong>30ft., fly 30ft.</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>20 (+5)</td><td>16 (+3)</td><td>15 (+2)</td><td>16 (+3)</td><td>10(+0)</td><td>20 (+5)</td></tr></table><p><strong>Saving Throws </strong>Charisma +10, Constitution +7</p><p><strong>Skills</strong> Athletics +10, Deception +9, Perception +5,</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Senses</strong> darkvision 120ft., blindsight 10ft., passive Perception 15</p><p><strong>Languages</strong> Draconic, Undercommon</p><p><strong>Challenge </strong>16 (15,000 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The half-dragon has advantage on saving throws against being charmed, and magic can’t put him to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>Sshumath innate spell casting ability is Charisma (spell save DC18). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Magic Resistance. </em></strong>The half-dragon has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Fire Affinity. </em></strong>The half-dragon adds his charisma bonus to the damage of any fire spell he casts</p><p><strong><em>Empower Spell. </em></strong>The half-dragon can reroll up to 5 dice on any damage he does. He must use the new rolls. </p><p><strong><em>Spellcasting. </em></strong>The half-dragon is a 9th level spellcaster. His spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). He has the following Sorcerer spells prepared:</p><p>Cantrips (at will): <em>ray of frost, fire bolt</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>shield, magic missile</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>see invisibility, scorching ray, misty step, magic weapon</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>fireball, blink </em></p><p>4[SUP]th[/SUP] level (3 slots): <em>greater invisibility, wall of fire</em></p><p>5[SUP]th[/SUP] level (1 slot): <em>hold monster</em></p><p><em></em></p><p>Actions</p><p><strong><em>Multiattack. </em></strong>The half-dragon makes three greatsword or longbow attacks.</p><p><strong><em>Greatsword. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5ft., one target. <em>Hit:</em> 10 (2d6+3) bludgeoning damage plus 21 (6d6) fire damage.</p><p><strong><em>Longbow. </em></strong><em>Ranged Weapon Attack: </em>+10 to hit, range 150/600ft., one target. <em>Hit: </em>7<em> (</em>1d8+3) piercing damage plus 21 (6d6) fire damage.</p><p><strong><em>Fire Breath (Recharge 5-6). </em></strong>The half-dragon exhales fire in a 15ft cone. Each creature in that area must make a DC 18 saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</p><p></p><p>Equipment</p><p>Supreme Potion Cure Wounds, Potion of Speed, Bracer's of Defence.</p><p></p><p><span style="font-size: 15px"><strong>Drow Archmage</strong></span></p><p><em>Male Drow Archmage – Neutral Evil</em></p><p><strong>Armor Class</strong> 20 (Elven Chain Shirt +1, Ring of Protection +1, Cloak of Protection +1)</p><p><strong>Hit Points</strong> 251</p><p><strong>Speed: </strong>30ft</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>10 (+0)</td><td>16 (+3)</td><td>14 (+2)</td><td>20 (+5)</td><td>14(+2)</td><td>18 (+4)</td></tr></table><p><strong>Saving Throws </strong>Strength +2, Dexterity +5, Wisdom +10, Charisma +12, Constitution +10, Intelligence +13</p><p><strong>Skills</strong> Arcana +13, Deception +9, Perception +7, Stealth +8, History +13</p><p><strong>Senses</strong> darkvision 120ft., passive Perception 17</p><p><strong>Languages</strong> Elvish, Undercommon</p><p><strong>Challenge </strong>16 (15,000 XP)</p><p></p><p><strong><em>Fey Ancestry. </em></strong>The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.</p><p><strong><em>Innate Spellcasting. </em></strong>The drow’s innate spellcasting ability is Charisma (spell save DC17). It can innately cast the following spells, requiring no material components:</p><p>At will: <em>Dancing Lights</em></p><p>1/day each: <em>darkness, faerie fire, levitate (self only)</em></p><p><strong><em>Magic Resistance (Ring of Spell Turning). </em></strong>Solom has advantage on saving throws against spells and other magical effects. In addition, if he rolls a 20 on his saving throw and the spell is 7[SUP]th[/SUP] level or lower, the spell instead targets the original caster.</p><p><strong><em>Spell Mastery. </em></strong>The drow chooses a 1[SUP]st[/SUP] and 2[SUP]nd[/SUP] level spell that he has prepared, he can cast them without expending a spell slot.</p><p><strong><em>Signature Spell. </em></strong>The drow has mastery over the following third level spells, he always has them prepared, and can cast each of them once at 3[SUP]rd[/SUP] level without expending a spell slot. <em>Counterspell and dispel magic</em></p><p></p><p><strong><em>Spellcasting. </em></strong>The drow is a 20[SUP]th[/SUP] level spellcaster. His spellcasting ability is Intelligence (spell save DC18, +10 to hit with spell attacks). He has the following Wizard spells prepared:</p><p>Cantrips (at will): <em>mage hand, poison spray, minor illusion, ray of frost, fire bolt</em></p><p>1[SUP]st[/SUP] level (4 slots): <em>mage armour, shield*, magic missile, thunderwave</em></p><p>2[SUP]nd[/SUP] level (3 slots): <em>see invisibility, mirror image, scorching ray*</em></p><p>3[SUP]rd[/SUP] level (3 slots): <em>fireball, blink, protection from energy; dispel magic and counterspell as signature spells</em></p><p>4[SUP]th[/SUP] level (3 slots): <em>greater invisibility, fire shield, banishment</em></p><p>5[SUP]th[/SUP] level (3 slots): <em>wall of force, bigby’s hand, hold monster</em></p><p>6[SUP]th[/SUP] level (2 slot): <em>chain lightning, disintegrate</em></p><p>7[SUP]th[/SUP] level(2 slot): <em>etherealness, force cage</em></p><p>8[SUP]th[/SUP] level(1 slot): <em>feeblemind, power word stun </em></p><p>9[SUP]th[/SUP] level(1 slot): <em>foresight</em></p><p><em>*Spell mastery spells</em></p><p><em></em></p><p>Actions</p><p><strong><em>Staff. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage plus 1d6 poison damage.</p><p></p><p>Equipment</p><p>Supreme Potion Cure Wounds, Ring of Protection +1 (attuned), wand of magic missile (see DMG), Boccobs blessed book, diamond dust (250gp), Ruby Dust (1500gp), Elven Chain Shirt, Ring of Spell Turning (attuned), Cloak of Protection +1 (attuned)</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6517843, member: 6786202"] [SIZE=5][B]Custom NPCs: [/B][/SIZE][SIZE=4][B]Troglodyte Barbarian[/B][/SIZE] [I]Troglodyte Barbarian – Chaotic Evil[/I] [B]Armor Class[/B] 15 (natural armour) [B]Hit Points[/B] 116 [B]Speed: [/B]40ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]18 (+4)[/TD][TD]10 (+0)[/TD][TD]18 (+4)[/TD][TD]8 (-1)[/TD][TD]10(+0)[/TD][TD]10 (+0)[/TD][/TR][/TABLE][B]Saving Throws [/B]Strength +10, Constitution +7 [B]Skills[/B] Athletics +7, Stealth +3 [B]Senses[/B] darkvision 60ft., passive Perception 10 [B]Languages[/B] Troglodyte [B]Challenge [/B]7 (2,900 XP) [B][I]Chameleon Skin. [/I][/B]The troglodyte has advantage on Dexterity (stealth) checks made to hide. [B][I]Stench. [/I][/B]Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. [B][I]Sunlight Sensitivity. [/I][/B]While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks. [B][I]Rage (1/short rest). [/I][/B]The Troglodyte can rage as per a Barbarian as a bonus action. Actions [B][I]Multiattack. [/I][/B]The troglodyte makes three attacks: either one with its bite and two with its claws, or one with its bite and two greatsword attacks. [B][I]Greatsword. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5ft., one target. [I]Hit:[/I] 15 (2d6+8) slashing damage. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5ft., one target. [I]Hit:[/I] 21 (3d8+8) piercing damage. [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5ft., one target. [I]Hit:[/I] 15 (2d6+8) slashing damage. [SIZE=4][B]Troglodyte Cleric[/B][/SIZE] [I]Male Troglodyte Cleric– Chaotic Evil[/I] [B]Armor Class[/B] 20 (plate) [B]Hit Points[/B] 131 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]16 (+3)[/TD][TD]10 (+0)[/TD][TD]16 (+3)[/TD][TD]8 (-1)[/TD][TD]16(+3)[/TD][TD]10 (+0)[/TD][/TR][/TABLE][B]Saving Throws [/B]Wisdom +6 [B]Skills[/B] Knowledge (Religion) +6, Stealth +3 [B]Senses[/B] darkvision 60ft., passive Perception 13 [B]Languages[/B] Troglodyte [B]Challenge [/B]7 (2,900) [B][I]Chameleon Skin. [/I][/B]The troglodyte has advantage on Dexterity (stealth) checks made to hide. [B][I]Stench. [/I][/B]Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. [B][I]Sunlight Sensitivity. [/I][/B]While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks. [B][I]Spellcasting. [/I][/B]The troglodyte is a 10[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC15, +6 to hit with spell attacks). The troglodyte has the following cleric spells prepared: Cantrips (at will): [I]guidance, poison spray, resistance, spare the dying, thaumaturgy[/I] 1[SUP]st[/SUP] level (4 slots): [I]bless, ray of sickness, cure wounds[/I] 2[SUP]nd[/SUP] level (3 slots): [I]silence, hold person, spiritual weapon[/I] 3[SUP]rd[/SUP] level (3 slots): [I]mass healing word, dispel magic[/I] 4[SUP]th[/SUP] level (3 slots): [I]blight, dispel evil and good[/I] 5[SUP]th[/SUP] level (2 slots): [I]flame strike, harm [/I] Actions [B][I]Multiattack. [/I][/B]The troglodyte makes three attacks: either one with its bite and two with its claws, or one with its bite and two mace attacks. [B][I]Mace. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5ft., one target. [I]Hit:[/I] 8 (1d8+3) bludgeoning damage. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5ft., one target. [I]Hit:[/I] 16 (3d8+3) piercing damage. [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5ft., one target. [I]Hit:[/I] 10 (2d6+3) slashing damage. [SIZE=4][B]Kir-Lanan Fighter/Sorcerer[/B][/SIZE] [I]Medium Monstrosity (Kir-Lanan), Chaotic Evil[/I] [B]Armor Class[/B] 16(natural armour) [B]Hit Points [/B]175 [B]Speed: [/B]30ft., fly 60ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]15 (+2)[/TD][TD]14 (+2)[/TD][TD]10 (+0)[/TD][TD]10(+0)[/TD][TD]18 (+4)[/TD][/TR][/TABLE][B]Saving Throws[/B] Str +8, Con +5, Cha +7 [B]Skills[/B] Perception +3, Stealth +5 [B]Damage Vulnerabilities[/B] radiant [B]Senses[/B] darkvision 60ft., passive Perception 13 [B]Languages[/B] Undercommon [B]Challenge [/B]8 (3,900XP) [B][I]Spellcasting. [/I][/B]Ghindul is a 3[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Charisma (spell save DC15, +6 to hit with spell attacks). The Kir-Lanan has the following sorcerer spells prepared: Cantrips (at will): [I]ray of frost, acid splash, blade ward[/I] 1[SUP]st[/SUP] level (4 slots): [I]shield, magic missile[/I] 2[SUP]nd[/SUP] level (3 slots): [I]mirror image[/I] Actions [B][I]Multiattack. [/I][/B]The Kir-Lanan makes two claw attacks. [B][I]Claw. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]8[I] ([/I]1d6+5) slashing damage plus 18 (4d8) necrotic damage. The creature must succeed at a DC16 constitution saving throw or the damage also reduces their hit point maximum. [B][I]Ray of Enfleeblement (Recharge 5-6). [/I][/B][I]Ranged Spell Attack: [/I]+7 to hit, range 60ft., one target. [I]Hit: [/I]On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn. [SIZE=4][B]Kir-Lanan Half Shadow Dragon Fighter[/B][/SIZE] [I]Medium Monstrosity (Kir-Lanan), Chaotic Evil[/I] [B]Armor Class[/B] 16(natural armour) [B]Hit Points [/B]190 [B]Speed: [/B]30ft., fly 60ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]15 (+2)[/TD][TD]14 (+2)[/TD][TD]10 (+0)[/TD][TD]10(+0)[/TD][TD]10 (+0)[/TD][/TR][/TABLE][B]Saving Throws[/B] Str +9, Dex +6, Con +6 [B]Skills[/B] Perception +4, Stealth +6 [B]Damage Vulnerabilities[/B] radiant [B]Senses[/B] darkvision 60ft., passive Perception 13 [B]Languages[/B] Undercommon [B]Challenge [/B]9 (5,000 XP) Actions [B][I]Multiattack. [/I][/B]The Kir-Lanan makes two claw attacks. [B][I]Claw. [/I][/B][I]Melee Weapon Attack: [/I]+7 to hit, reach 5ft., one target. [I]Hit: [/I]8[I] ([/I]1d6+5) slashing damage plus 22 (5d8) necrotic damage. The creature must succeed at a DC16 constitution saving throw or the damage also reduces their hit point maximum. [B][I]Ray of Enfleeblement (Recharge 5-6). [/I][/B][I]Ranged Spell Attack: [/I]+7 to hit, range 60ft., one target. [I]Hit: [/I]On a hit, the target deals only half damage with weapon attacks that rely on strength until the end of the Kir-Lanan’s next turn. [B][I]Breath Weapon (Recharge 5-6). [/I][/B]Phaikkul xhales necrotic in a 15ft cone. Each creature in that area must make a DC 16 saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one. [SIZE=5][B] [SIZE=4]Drow Death Domain Cleric[/SIZE] [/B][/SIZE][I]Female Drow Cleric of Death – chaotic evil.[/I] [B]Armor Class[/B] 19 (Scale mail +1, Shield) [B]Hit Points[/B] 176 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]14 (+2)[/TD][TD]12 (+1)[/TD][TD]13 (+1)[/TD][TD]19(+4)[/TD][TD]18 (+4)[/TD][/TR][/TABLE][B]Saving Throws[/B] Con +5, Wis +8, Cha +8 [B]Skills[/B] Insight +8, Perception +8, Religion +5, Stealth +5 [B]Senses[/B] darkvision 120ft., passive Perception 18 [B]Languages[/B] Elvish, Undercommon [B]Challenge [/B]11 (7200 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charisma (spell save DC16). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Spellcasting. [/I][/B]The drow is a 15[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): [I]guidance, poison spray, resistance, spare the dying, thaumaturgy[/I] 1[SUP]st[/SUP] level (4 slots): [I]bane, ray of sickness, false life*, inflict wounds[/I] 2[SUP]nd[/SUP] level (3 slots): [I]blindness/deafness, hold person, ray of enfeeblement[/I] 3[SUP]rd[/SUP] level (3 slots): [I]vampiric touch, dispel magic, animate dead[/I] 4[SUP]th[/SUP] level (3 slots): [I]blight, deathward*[/I] 5[SUP]th[/SUP] level (2 slots): [I]flame strike, harm[/I] 6[SUP]th[/SUP] level (1 slots): [I]true seeing*, word of recall[/I] 7[SUP]th[/SUP] level (1 slots): [I]fire storm[/I] 8[SUP]th[/SUP] level (1 slot): [I]anti magic field[/I] Actions [B][I]Multiattack.[/I][/B][I] The drow makes two scourge attacks.[/I] [B][I]Scourge. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, reach 5ft., one target. [I]Hit:[/I] (1d6+2) piercing damage plus 5d6 poison damage. Equipment [I]Scale Mail +1, potion of lesser restoration. [/I] [SIZE=4][B]Drow Ooze Domain Cleric[/B][/SIZE] [I]Male Drow Cleric of Ghaundar – chaotic evil.[/I] [B]Armor Class[/B] 19 (Scale mail +1, Shield) [B]Hit Points[/B] 176 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]14 (+2)[/TD][TD]14 (+2)[/TD][TD]16 (+3)[/TD][TD]13 (+1)[/TD][TD]19(+4)[/TD][TD]18 (+4)[/TD][/TR][/TABLE][B]Saving Throws[/B] Con +7, Wis +8, Cha +8 [B]Skills[/B] Insight +8, Perception +8, Religion +5, Stealth +5 [B]Senses[/B] darkvision 120ft., passive Perception 18 [B]Languages[/B] Elvish, Undercommon [B]Challenge [/B]11 (7200 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charisma (spell save DC16). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Spellcasting. [/I][/B]The drow is a 15[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): [I]guidance, poison spray, resistance, spare the dying, thaumaturgy[/I] 1[SUP]st[/SUP] level (4 slots): [I]bane, divine favour, shield of faith, cure wounds[/I] 2[SUP]nd[/SUP] level (3 slots): [I]enhanced ability, hold person, melf’s acid arrow[/I] 3[SUP]rd[/SUP] level (3 slots): [I]bestow curse, dispel magic, protect from elements[/I] 4[SUP]th[/SUP] level (3 slots): [I]Evards Black Tentacles, freedom of movement[/I] 5[SUP]th[/SUP] level (2 slots): [I]cloudkill, harm[/I] 6[SUP]th[/SUP] level (1 slots): [I]blade barrier, word of recall[/I] 7[SUP]th[/SUP] level (1 slots): [I]divine word[/I] 8[SUP]th[/SUP] level (1 slot): [I]holy aura[/I] Actions [B][I]Multiattack.[/I][/B][I] The drow makes two warhammer attacks[/I] [B][I]Warhammer. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5ft., one target. [I]Hit:[/I] 6 (1d8+2) piercing damage plus 17 (5d6) poison damage. [B][I]Summon Ooze (1/Day). [/I][/B]The drow attempts to magically summon a Black Pudding with a 30 percent chance of success. If the attempt fails, the drow takes 1d10 acid damage. Otherwise the summoned ooze appears in an unoccupied space within 60ft of its summoner, acts as an ally of its summoner, It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Equipment [I]Scale Mail +1 [/I][SIZE=4][B]Drow Oathbreaker Paladin[/B][/SIZE] [I]Male Drow Dark Paladin – chaotic evil.[/I] [B]Armor Class[/B] 22 (Drow Plate + 1, Shield, Defensive Fighting Style) [B]Hit Points[/B] 135 (18d8+54) [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]16 (+3)[/TD][TD]16 (+3)[/TD][TD]10 (+0)[/TD][TD]12(+1)[/TD][TD]14 (+2)[/TD][/TR][/TABLE][B]Saving Throws[/B] Wis +6, Cha +6 [B]Skills[/B] Athletics +10, Perception +6, Intimidate +10, Stealth +8 (disadv) [B]Damage Resistances [/B]resistance to bludgeoning, piercing, and slashing from non-magical weapons [B]Senses[/B] darkvision 120ft., passive Perception 16 [B]Languages[/B] Elvish, Undercommon [B]Challenge [/B]13 (10,000 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charisma (spell save DC114). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Spellcasting. [/I][/B]The drow is a 18[SUP]th[/SUP] level spellcaster. Its spellcasting ability is Charisma (spell save DC15, +7 to hit with spell attacks). The drow has the following Paladin spells prepared: 1[SUP]st[/SUP] level (4 slots): [I]hellish rebuke, inflict wounds, shield of faith, compelled duel[/I] 2[SUP]nd[/SUP] level (3 slots): [I]crown of madness, darkness, magic weapon[/I] 3[SUP]rd[/SUP] level (3 slots): [I]animate dead, bestow curse, dispel magic[/I] 4[SUP]th[/SUP] level (3 slots): [I]blight, confusion, death ward[/I] 5[SUP]th[/SUP] level (1 slots): [I]contagion, dominate person[/I] [B][I]Dreadful Aspect (1/short rest). [/I][/B]As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a wisdom saving throw (DC15) if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. [B][I]Aura of Hate. [/I][/B]The drow, as well as any fiends or undead within 30 feet of the paladin, gain a bonus to melee weapon damage equal to +2. This has already been factored into the Paladins weapon damage. [B][I]Improved Divine Smite. [/I][/B]Whenever the drow hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. The drow can also expend a paladin spell slot to deal additional radiant damage to the target on top of your divine smite. The extra damage is 2d8 for a 1[SUP]st[/SUP] level spell slot, plus 1d8 for each spell level higher than 1[SUP]st[/SUP], to a maximum of 5d8. The damage increases 1d8 if the target is a celestial or fey. Actions [B][I]Multiattack. [/I][/B]The paladin makes two dire flail attacks. [B][I]Flail. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 5ft., one target. [I]Hit:[/I] 7 (1d8+7) bludgeoning damage, plus 10 (3d6) poison damage, plus 22 (5d8) radiant damage. Equipment Drow Plate +1, Flail +1 [SIZE=4][B]Kuo-Toa Assassin[/B][/SIZE] [I]Medium Humanoid (Kua-Toa), Neutral Evil[/I] [B]Armor Class[/B] 18 (natural armour) [B]Hit Points [/B]266 [B]Speed: [/B]30ft., swim 30ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]20 (+5)[/TD][TD]18 (+4)[/TD][TD]11 (+0)[/TD][TD]14(+2)[/TD][TD]16 (+3)[/TD][/TR][/TABLE][B]Saving Throws[/B] Dexterity +10, Constitution +9, Wisdom +7 [B]Skills[/B] Perception +10, Stealth +7, Acrobatics +7 [B]Senses[/B] darkvision 120ft., passive Perception 20 [B]Languages[/B] Undercommon [B]Challenge [/B]14 (11,500 XP) [B][I]Amphibious. [/I][/B]The kuo-toa can breath air and water. [B][I]Slippery.[/I][/B] The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight. [B]Assassinate. [/B]During its first turn, the kuo-toa has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. [B][I]Evasion. [/I][/B]When the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw for half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. [B]Sneak attack (1/turn). [/B]The kuo-toa deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn’t incapacitated, and the ally doesn’t have disadvantage on the attack roll. Actions [B][I]Multiattack. [/I][/B]The kua-toa makes two dagger attacks. [B][I]Dagger. [/I][/B][I]Melee Weapon Attack: [/I]+10 to hit, reach 5ft., one target. [I]Hit: [/I]7[I] ([/I]1d4+5) piercing damage plus 24 (8d6) poison damage, and the target must make a DC 17 constitution saving throw of be poisoned. [SIZE=4][B]Half Drow/Half Dragon Fighter/Sorcerer[/B][/SIZE] [I]Male Half-Drow/Half Dragon Fighter/Sorcerer – Chaotic Evil[/I] [B]Armor Class[/B] 18 (natural armour, bracers of defence) [B]Hit Points[/B] 295 [B]Speed: [/B]30ft., fly 30ft. [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]20 (+5)[/TD][TD]16 (+3)[/TD][TD]15 (+2)[/TD][TD]16 (+3)[/TD][TD]10(+0)[/TD][TD]20 (+5)[/TD][/TR][/TABLE][B]Saving Throws [/B]Charisma +10, Constitution +7 [B]Skills[/B] Athletics +10, Deception +9, Perception +5, [B]Damage Resistances[/B] fire [B]Senses[/B] darkvision 120ft., blindsight 10ft., passive Perception 15 [B]Languages[/B] Draconic, Undercommon [B]Challenge [/B]16 (15,000 XP) [B][I]Fey Ancestry. [/I][/B]The half-dragon has advantage on saving throws against being charmed, and magic can’t put him to sleep. [B][I]Innate Spellcasting. [/I][/B]Sshumath innate spell casting ability is Charisma (spell save DC18). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Magic Resistance. [/I][/B]The half-dragon has advantage on saving throws against spells and other magical effects. [B][I]Fire Affinity. [/I][/B]The half-dragon adds his charisma bonus to the damage of any fire spell he casts [B][I]Empower Spell. [/I][/B]The half-dragon can reroll up to 5 dice on any damage he does. He must use the new rolls. [B][I]Spellcasting. [/I][/B]The half-dragon is a 9th level spellcaster. His spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). He has the following Sorcerer spells prepared: Cantrips (at will): [I]ray of frost, fire bolt[/I] 1[SUP]st[/SUP] level (4 slots): [I]shield, magic missile[/I] 2[SUP]nd[/SUP] level (3 slots): [I]see invisibility, scorching ray, misty step, magic weapon[/I] 3[SUP]rd[/SUP] level (3 slots): [I]fireball, blink [/I] 4[SUP]th[/SUP] level (3 slots): [I]greater invisibility, wall of fire[/I] 5[SUP]th[/SUP] level (1 slot): [I]hold monster [/I] Actions [B][I]Multiattack. [/I][/B]The half-dragon makes three greatsword or longbow attacks. [B][I]Greatsword. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5ft., one target. [I]Hit:[/I] 10 (2d6+3) bludgeoning damage plus 21 (6d6) fire damage. [B][I]Longbow. [/I][/B][I]Ranged Weapon Attack: [/I]+10 to hit, range 150/600ft., one target. [I]Hit: [/I]7[I] ([/I]1d8+3) piercing damage plus 21 (6d6) fire damage. [B][I]Fire Breath (Recharge 5-6). [/I][/B]The half-dragon exhales fire in a 15ft cone. Each creature in that area must make a DC 18 saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Equipment Supreme Potion Cure Wounds, Potion of Speed, Bracer's of Defence. [SIZE=4][B]Drow Archmage[/B][/SIZE] [I]Male Drow Archmage – Neutral Evil[/I] [B]Armor Class[/B] 20 (Elven Chain Shirt +1, Ring of Protection +1, Cloak of Protection +1) [B]Hit Points[/B] 251 [B]Speed: [/B]30ft [TABLE][TR][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD][B]INT[/B][/TD][TD][B]WIS[/B][/TD][TD][B]CHA[/B][/TD][/TR][TR][TD]10 (+0)[/TD][TD]16 (+3)[/TD][TD]14 (+2)[/TD][TD]20 (+5)[/TD][TD]14(+2)[/TD][TD]18 (+4)[/TD][/TR][/TABLE][B]Saving Throws [/B]Strength +2, Dexterity +5, Wisdom +10, Charisma +12, Constitution +10, Intelligence +13 [B]Skills[/B] Arcana +13, Deception +9, Perception +7, Stealth +8, History +13 [B]Senses[/B] darkvision 120ft., passive Perception 17 [B]Languages[/B] Elvish, Undercommon [B]Challenge [/B]16 (15,000 XP) [B][I]Fey Ancestry. [/I][/B]The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. [B][I]Innate Spellcasting. [/I][/B]The drow’s innate spellcasting ability is Charisma (spell save DC17). It can innately cast the following spells, requiring no material components: At will: [I]Dancing Lights[/I] 1/day each: [I]darkness, faerie fire, levitate (self only)[/I] [B][I]Magic Resistance (Ring of Spell Turning). [/I][/B]Solom has advantage on saving throws against spells and other magical effects. In addition, if he rolls a 20 on his saving throw and the spell is 7[SUP]th[/SUP] level or lower, the spell instead targets the original caster. [B][I]Spell Mastery. [/I][/B]The drow chooses a 1[SUP]st[/SUP] and 2[SUP]nd[/SUP] level spell that he has prepared, he can cast them without expending a spell slot. [B][I]Signature Spell. [/I][/B]The drow has mastery over the following third level spells, he always has them prepared, and can cast each of them once at 3[SUP]rd[/SUP] level without expending a spell slot. [I]Counterspell and dispel magic[/I] [B][I]Spellcasting. [/I][/B]The drow is a 20[SUP]th[/SUP] level spellcaster. His spellcasting ability is Intelligence (spell save DC18, +10 to hit with spell attacks). He has the following Wizard spells prepared: Cantrips (at will): [I]mage hand, poison spray, minor illusion, ray of frost, fire bolt[/I] 1[SUP]st[/SUP] level (4 slots): [I]mage armour, shield*, magic missile, thunderwave[/I] 2[SUP]nd[/SUP] level (3 slots): [I]see invisibility, mirror image, scorching ray*[/I] 3[SUP]rd[/SUP] level (3 slots): [I]fireball, blink, protection from energy; dispel magic and counterspell as signature spells[/I] 4[SUP]th[/SUP] level (3 slots): [I]greater invisibility, fire shield, banishment[/I] 5[SUP]th[/SUP] level (3 slots): [I]wall of force, bigby’s hand, hold monster[/I] 6[SUP]th[/SUP] level (2 slot): [I]chain lightning, disintegrate[/I] 7[SUP]th[/SUP] level(2 slot): [I]etherealness, force cage[/I] 8[SUP]th[/SUP] level(1 slot): [I]feeblemind, power word stun [/I] 9[SUP]th[/SUP] level(1 slot): [I]foresight[/I] [I]*Spell mastery spells [/I] Actions [B][I]Staff. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5ft., one target. [I]Hit:[/I] 3 (1d6) bludgeoning damage plus 1d6 poison damage. Equipment Supreme Potion Cure Wounds, Ring of Protection +1 (attuned), wand of magic missile (see DMG), Boccobs blessed book, diamond dust (250gp), Ruby Dust (1500gp), Elven Chain Shirt, Ring of Spell Turning (attuned), Cloak of Protection +1 (attuned) [/QUOTE]
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