+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+3 | Strength | |
+4 | Dexterity | |
+7 | Constitution | |
+0 | Intelligence | |
-1 | Wisdom | |
+13 | Charisma |
+4 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+13 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
+9 | Intimidation | CHA | |
+0 | Investigation | INT |
-1 | Medicine | WIS | |
+0 | Nature | INT | |
-1 | Perception | WIS | |
+5 | Performance | CHA | |
+9 | Persuasion | CHA | |
+0 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scepter of Charm | +7 | STR | d6+3 | Bludgeoning | |
Cast charm person or Comprehend Languages. | |||||
Dagger | +7 | STR | d4+3 | slashing |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Shapechanger: Imp can use it's action to polymorph into a beast form that resembles (speed 20ft), a raven ( speed 20ft fly 60ft), or a spider (speed 20 ft, climb 20ft. Or back to it's true form. It's statistics are the same in each form except for the speed changes noted. Any equipment it is wearing does not turn invisible. It reverts to it's true form if it dies. Devil's Sight. - Magical darkness doesn't impede the imps darkvision. Magical Resistance. - The imp has advantage on saving throws against spells and other magical effects.
Sting (Bite in Beast Form) - melee weapon attack +5 to hit. 5ft reach, 1 target, hit: 5(1d4+3) piercing damage and the target must make a DC 11 constitution saving throw taking 10 (3d6) poison damage on failure or half as much on success. Invisibility. The imp turns magically invisible until it attacks or until it's concentration ends (as if concentrating on any spell) any equipment the imp carries or wears is invisible as well.
Monster Manual
Echolocation. The swarm can't use its blindsight while deafened. Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) 2d4 piercing damage, or 2 (1d4) 1d4 piercing damage if the swarm has half of its hit points or fewer.
Environments. Hill, Mountain, Underdark, Urban
Fierce Multiattack. The Hell Hound makes a Tackle attack, two Claw attacks, and if capable makes a Firebreath attack.
Lustful Multiattack. The Hell Hound makes a Tackle attack and then make a Bite attack.
Tackle. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 19 2d12+6 bludgeoning damage. The creature must make a DC 18 strength save or become grappled. The creature may decide to use their turn to remake this save to escape. If the Hellhound moved 30ft to make this attack they gain advantage to hit and the DC increases by 3.
Claw. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 13 2d6+6 magical slashing damage plus 16 3d10 fire damage.
Bite. Melee Unarmed Attack: +10 to hit 1d20+10 , 5ft reach, one target. Hit 15 2d8+6 magical piercing damage plus 27 5d10 necrotic damage. This attack automatically hits if the attacked creature is grappled. The creature must make a DC 18 Constitution saving throw. On a failure, the creature becomes afflicted with Infernal Desire after 24 hours have passed. A creature whose hp is reduced to 0 is stable but becomes paralyzed for an hour and automatically fails its Constitution save. Once a creature afflicted by Infernal Desire sexually desires something they immediately turn into a Hell Hound and become Chaotic Evil falling under the control of the Hive Mind.
Firebreath(Recharge 5-6). The Hell Hound exhales a cone of 15ft of fire. Each creature in that area must make a DC 18 Dex save. On a failure, the creatures take 21 6d6 fire damage and 21 6d6 necrotic damage. On a success, the creatures take half that amount.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
0-level (Cantrip) Conjuration
TCoE
0-level (Cantrip) Enchantment
PHB
0-level (Cantrip) Illusion
0-level (Cantrip) Evocation
XGtE
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Transmutation
PHB
1-level Enchantment
1-level Abjuration
PHB
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerXGtE
2-level Transmutation
PHB
2-level Enchantment
XGtE
3-level Enchantment
PHB
3-level Illusion
XGtE
4-level Necromancy
PHB
5-level Illusion
XGtE
5-level Necromancy
PHB
5-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.