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Giant Badger

Giant Badger Medium beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8+4)
  • Speed 30 ft., burrow 10 ft.
  • STR13 (+1)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA5 (-3)

Senses:darkvision 30 ft., passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d6+1 piercing damage
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 2d4+1 slashing damage

Cat

Cat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
  • STR3 (-4)
  • DEX15 (+2)
  • CON10 (0)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4

Senses:passive Perception 13

Languages:

Challenge:0 (10 xp)

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 slashing damage

Spider

Spider Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20 ft., climb 20 ft.
  • STR2 (-4)
  • DEX14 (+2)
  • CON8 (-1)
  • INT1 (-5)
  • WIS10 (0)
  • CHA2 (-4)

Skills:Stealth +4

Senses:darkvision 30 ft., passive Perception 10

Languages:

Challenge:0 (10 xp)

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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or tage 1d4 poison damage.

Axe Beak

Axe Beak Large beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 50 ft.
  • STR14 (+2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

Actions

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

Brown Bear

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40 ft., climb 30 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8+4 piercing damage
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+4 slashing damage

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 37 (5d10+10)
  • Speed 50 ft.
  • STR17 (+3)
  • DEX15 (+2)
  • CON15 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3, Stealth +4

Senses:passive Perception 13

Languages:

Challenge:1 (200 xp)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 o hit, reach 5 ft., one target. Hit: 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Octopus

Octopus Small Beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +2, Stealth +4

Senses:darkvision 30 ft., passive Perception 12

Languages:

Challenge:0 (10 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target ist grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Dolphin

Dolphin Medium Beast, unaligned 1/8 25 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed swim 60 ft.
  • STR14 (+2)
  • DEX13 (+1)
  • CON13 (+1)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:blindsight 60 ft., passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 1d6 bludgeoning damage.
Hold Breath. The dolphin can hold its breath for 20 minutes.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.