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Wild Magic Wolf, CR 6

Wild Magic Wolf, CR 6 Large Beast, Loot Value 3,000, unaligned CR 6 2,300 xp

  • Armor class 16 (Natural)
  • Hit points 128 (15d10+45)
  • Speed 50ft
  • STR20 (+5)
  • DEX17 (+3)
  • CON17 (+3)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA7 (-2)

Save Throws:STR +8,

Skills:Athletics +8, Stealth +6, Perception +8,

Senses:Psv Per 18, Bluff DC 10, Carry 300lbs., Push 600lbs.

Languages: -

Challenge:CR 6 (2,300 xp)


Abilities:

Keen Hearing and Smell. The wolf has advantage on Wis (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.

Spell Absorption. Sustaining damage from any spell recharges the Wolf's breath weapon.

Actions

2x Bite Multiattack.

Bite. Melee Weapon: +8 to hit, reach 5 ft.,
Hit. 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 16 STR Save or be knocked prone and grappled by the Wolf (Escape DC 16.

Breath Weapon (Recharge 5-6). The wolf exhales 32 (7d8) fire, cold, acid, or lightning damage to all creatures within a 30ft. cone. Creatures that make a DC 14 DEX Save take half damage.

Monk, CR 8

Monk, CR 8 Medium Humanoid, Loot Value 5,500, Neutral CR 8 3,900 xp

  • Armor class 18 (Natural (Monk))
  • Hit points 91 (14d8+28)
  • Speed 55ft. Hover
    70 Slow Fall
  • STR14 (+2)
  • DEX20 (+5)
  • CON14 (+2)
  • INT8 (-1)
  • WIS16 (+3)
  • CHA10 (0)

Save Throws:
Saves: STR+7, DEX+10, CON+7, INT+4, WIS+8, CHA+5

Skills:Athletics +12, Acrobatics +10, Stealth, +10, Perception +8,

Senses:Psv Per 18, Bluff DC 13, Bribe DC 23, 30k gp,
Utility: Carry 210lbs., Push 420lbs.

Languages:Common

Challenge:CR 8 (3,900 xp)


Abilities:

Deflect Missiles. The monk can use their reaction to reduce incoming missile damage by 16 (1d10+10). If they reduce it to zero, they send the missile back with +10to hit.

Actions

Multiattack. The monk makes Two attacks with its staff & 2 unarmed strikes, or Two attacks with its Longbow.

Staff +1 (2x). Weapon Attack, +11 to hit.
Hit. 11 (1d8+6) Bludgeoning Damage.

Unarmed Strike (2x). Melee Attack, +10 to hit.
Hit. 10 (1d8+5) Bludgeoning Damage.

Longbow +1 (2x). Ranged Weapon, +11 to hit 150/600ft
Hit. 15 (1d8+1d8+6) Piercing Damage.

Tribal Warrior, CR 1

Tribal Warrior, CR 1 Medium Humanoid, Loot Value 200, Any Alignment CR 1 200 xp

  • Armor class 12 (Hide Armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX11 (0)
  • CON12 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA8 (-1)

Save Throws:STR +4, WIS +2,

Skills:Stealth + 2, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp, Carry (Push 2x) 225lbs.

Languages:Common

Challenge:CR 1 (200 xp)


Abilities:

Pack Tactics. The Tribal Warrior has advantage on an attack roll against a creature if at least one of the Tribal Warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sentinel. Creatures entering the Warrior's reach provoke an opportunity attack. If hit, the creature's speed drops to 0 their turn.

Relentless. If a single instance of damage would reduce the Warrior to 0hp, but is less than 7, it drops to 1hp instead.

Actions

Spear. Melee Weapon: +4 to hit.
Hit. 13 (2d8+4) piercing damage.

Bow. Ranged Weapon: +2 to hit, Range 120ft.
Hit. 9 (2d8+0) piercing damage.

Atlatl. (Reload 5-6) Thrown Range 20ft. +4 to hit.
Hit. 9 (2d4+4) piercing damage, and the creature is grappled. When creatures escape the grapple, they take an additional 7 (2d6) slashing damage. A successful DC 10 Medicine check negates this damage.