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Cal-ra-tolc The skull spider

Armor Class 19 (natural armor)
Hit Points 60 (15d10 + 60)
Speed 40 ft., claiming 40 ft., burrow 25 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
Saving Throws; INT +5, WIS +6, CHA +7
Skills; Deception +7, Insight +6, stealth +7
  Damage Resistances; Slashing, necrotic and cold
Damage Vulnerability; Bludgeoning, fire and Silvered weapon Damage
Damage Immunities; Poison, piercing
Condition Immunities; Poisoned
  Senses; Darkvision 120 ft., Passive Perception 12
Languages; Infernal, Telepathy 120 ft.
  Challenge 9 (5,000 XP) Proficiency Bonus +4   Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.   Claw. (1 LA) Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Sting. (2 LA) Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 4) piercing damage plus 6 (3d4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned 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.
Release Captive. (3 LA) the bone divel cuts lose a body from its webbing and it re animates as a skeleton
poison bone shard. (1 LA) ranged Melee Weapon Attack, 30ft-60ft range, one target. 2 (d4+3) piecing and the target must succeed on a DC 14 Constitution saving throw or take 3 (1d6) posin.
  Spiders Stride. as a bones action on the skull spiders turn it may hide or dash   The Bone devil takes up to 3 Legendary Actions at the end of each turn.         Skeleton Medium Undead, Lawful Evil   Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft.   STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)   Damage Vulnerabilities Bludgeoning Damage Immunities Piecing and Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Understands all languages it knew in life but can't speak Challenge 1/4 (50 XP) Proficiency Bonus +2   Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.     Imp Tiny Fiend (Devil), Lawful Evil   Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft.   STR 6 (-2) DEX 17 (+3) CON 13 (+1) INT 11 (+0) WIS 12 (+1) CHA 14 (+2)   Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities Fire, Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 11 Languages Common, Infernal Challenge 1 (200 XP) Proficiency Bonus +2   Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Devil's Sight. Magical darkness doesn't impede the imp's darkvision.   Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.   Actions Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.   Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
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