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Knight

Knight Medium humanoid (any race), Loot Value 5, any alignment CR 1/2 100 xp

  • Armor class 18 (Plate)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 12, Bribe DC 16, 3gp
Utility: Carry 180lbs., Push 360lbs.

Languages: any one language (usually Common)

Challenge:CR 1/2 (100 xp)

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 6, any alignment CR 1 200 xp

  • Armor class 18 (Plate)
  • Hit points 26 (4d8+8)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 12, Bribe DC 16, 4gp
Utility: Carry 210lbs., Push 420lbs.

Languages: any one language (usually Common)

Challenge:CR 1 (200 xp)

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 8, any alignment CR 3 700 xp

  • Armor class 18 (Plate)
  • Hit points 60 (8d8+24)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 12, Bribe DC 16, 5gp
Utility: Carry 240lbs., Push 480lbs.

Languages: any one language (usually Common)

Challenge:CR 3 (700 xp)

Actions

2x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 10, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 83 (11d8+33)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 12, Bribe DC 16, 6gp
Utility: Carry 240lbs., Push 480lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)

Actions

2x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 25, any alignment CR 5 1,800 xp

  • Armor class 18 (Plate)
  • Hit points 105 (14d8+42)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 12, Bribe DC 16, 15gp
Utility: Carry 270lbs., Push 540lbs.

Languages: any one language (usually Common)

Challenge:CR 5 (1,800 xp)

Actions

2x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 70, any alignment CR 7 2,900 xp

  • Armor class 19 (Plate+1)
  • Hit points 128 (17d8+51)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA17 (+3)

Save Throws:STR +8,

Skills:Athletics +8, Deception +6,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 13, Bribe DC 19, 45gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 7 (2,900 xp)

Actions

3x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 90, any alignment CR 8 3,900 xp

  • Armor class 20 (Plate+2)
  • Hit points 150 (20d8+60)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA18 (+4)

Save Throws:STR +9, CHA +8,

Skills:Athletics +9, Deception +8,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 14, Bribe DC 22, 60gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 8 (3,900 xp)

Actions

3x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 100, any alignment CR 9 5,000 xp

  • Armor class 20 (Plate+2)
  • Hit points 173 (23d8+69)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA18 (+4)

Save Throws:STR +9, CHA +8,

Skills:Athletics +9, Deception +8,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 14, Bribe DC 22, 70gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 9 (5,000 xp)

Actions

3x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 250, any alignment CR 11 7,200 xp

  • Armor class 20 (Plate+2)
  • Hit points 188 (25d8+75)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA19 (+4)

Save Throws:STR +9, CHA +8,

Skills:Athletics +9, Deception +8,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 14, Bribe DC 22, 150gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 11 (7,200 xp)

Actions

4x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 550, any alignment CR 12 8,400 xp

  • Armor class 21 (Plate+3)
  • Hit points 195 (26d8+78)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA19 (+4)

Save Throws:STR +10, CON +8, CHA +9,

Skills:Athletics +10, Deception +9,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 14, Bribe DC 24, 400gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 12 (8,400 xp)

Actions

4x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 800, any alignment CR 13 10,000 xp

  • Armor class 21 (Plate+3)
  • Hit points 210 (28d8+84)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA20 (+5)

Save Throws:STR +10, CON +8, CHA +10,

Skills:Athletics +10, Deception +10,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 15, Bribe DC 25, 550gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 13 (10,000 xp)

Actions

4x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knight

Knight Medium humanoid (any race), Loot Value 1,000, any alignment CR 14 11,500 xp

  • Armor class 21 (Plate+3)
  • Hit points 225 (30d8+90)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA20 (+5)

Save Throws:STR +10, CON +8, CHA +10,

Skills:Athletics +10, Deception +10,

Senses:Passive Perception 10Psv Per 10
Social: Bluff DC 15, Bribe DC 25, 700gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 14 (11,500 xp)

Actions

4x Multiattack

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
Hit. 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.