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Paladin

Paladin Medium Humanoid, Loot Value 70, Any Lawful CR 7 2,900 xp

  • Armor class 21 (Plate, Shield)
  • Hit points 72 (11d8+22)
  • Speed 30ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON15 (+2)
  • INT9 (-1)
  • WIS11 (0)
  • CHA17 (+3)

Save Throws:STR +8, WIS +4, CHA +7,

Skills:Athletics +8, Deception +7, Intimidation +7,

Damage Resistances:Radiant

Condition Immunities:Charmed, Frightened

Senses:Psv Per 10, Bluff DC 13, Bribe DC 21, 45gp
Utility: Carry 270lbs., Push 540lbs.

Languages:Common, Celestial

Challenge:CR 7 (2,900 xp)


Aura of Protection. The Paladin grants a +3 bonus to the saving throws of all allies within 10ft.

Greatsword Master The Knight can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.

Actions

2x Longsword +2 Multiattack. Melee Weapon, +10 to hit.
Hit. 11 (2d8+9) Radiant damage.

Radiant Lure. Spell Attack, Range 35ft., Creature must make a DC 16 STR save or be pulled 15ft closer to the paladin and take 22 (4d10+0) Radiant damage.
A successful save halves the damage and the creature is not pulled.

Wrathful Smite (Recharge 5-6). Melee Attack. +10 to hit.
Hit. 27 (4d8+9) Slashing Plus 18 (5d6) Radiant damage.
Creatures hit by this attack must make a DC 15 CON Save or be ignited, taking 14 (3d6) Fire damage at the start of each turn until someone uses an action to extinguish the fire.

SWAT Guard

SWAT Guard Medium humanoid (any race), Loot Value 10, any alingment CR 4 1,100 xp

  • Armor class 16 (Scale Mail)
  • Hit points 102 (12d8+48)
  • Speed 30ft
  • STR20 (+5)
  • DEX17 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws:WIS +4,

Skills:Athletics +7, Investigation +3, Perception +4, Intimidation +3,

Senses:Psv Per 14, Bluff DC 13, Bribe DC 17, 7gp
Utility: Carry 300lbs., Push 600lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Sentinel. Creatures entering the guard's reach provoke an opportunity attack when it is not surprised.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.

Actions

2x Multiattack. The Guard makes 2 weapon attacks.

Billy Club. Melee Weapon: +7 to hit, reach 5ft,
Hit. 14 (2d8+5) Bludgeoning damage.

Sidearm. Ranged Weapon: +5 to hit, reach 5ft,
Hit. 12 (2d6+7) Piercing damage.
This weapon is loud, and attracts attention.

Net. Thrown, +5 to hit, Range 10ft. Restrains target on hit.

Nets: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 STR check, freeing itself or another creature within its reach on a success.
Dealing 20 slashing damage to the net (AC 15) also frees the creature without harming it, ending the effect and destroying the net.

Handcuffs. Melee Weapon: DC 15 DEX Save. On failure, the target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken.
Handcuff Stats. AC 15, HP 10, Damage Threshhold 5.

Restrained Creatures speed becomes 0, and they cannot benefit from any bonus to their speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature also has disadvantage on Dexterity Saving Throws.

Arcane Archer

Arcane Archer Medium Humanoid, Loot Value 2,000, Neutral CR 5 1,800 xp

  • Armor class 16 (Studded Leather)
  • Hit points 52 (8d8+16)
  • Speed 30ft. Walking
  • STR13 (+1)
  • DEX20 (+5)
  • CON15 (+2)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA9 (-1)

Save Throws:DEX +8,

Skills:Athletics +4, Acrobatics +8, Investigation +6, Perception +8,

Senses:Psv Per 18, Bluff DC 11, Bribe DC 17, 7k gp
Utility: Carry 195lbs., Push 390lbs.

Languages:Common

Challenge:CR 5 (1,800 xp)


Legendary Resistance. As a reaction, when the Arcane Archer fails a saving throw, it may use one of it's Trick Arrows to succeed instead.

Actions

2x Longbow or Rapier Multiattack.

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

Rapier. Melee Weapon, +8 to hit.
Hit. 10 (1d6+5) Piercing damage.

Slugger (Recharge 5-6). +10 to hit, 30/120ft.
Hit: 22 (2d10+21) Piercing damage to the target and any creature with an AC below the roll and within the minimum range firing line.

Legendary Actions

Trick Arrows (OOO/Short Rest). Each arrow consumes one point and deals an extra 11 (3d6) damage plus the additional effects which utilize a DC 14 where applicable.

Grappling Arrow. The target is grappled at range and may not move further from the Archer without escaping. If struck by a second Grappling Arrow, the target is Restrained.

Sleep Arrow. The arrow deals no damage on hit. Instead, the damage is multipled by 3. If the target has less than that amount of HP, they are put into a magical slumber for 3 minutes or until awakened as an action.

Explosive Arrow. The arrow's damage is applied to all creatures within 5ft of the target. DEX Save for half.

Dispelling Arrow. Casters concentrating on spells must make an additional DC 14 save to maintain. All summons and magical effects are dispelled as if hit with a Level 3 Dispel Magic.

Bleeding Arrow. The arrow digs deep and the target begins to bleed, taking the bonus damage at the start of each turn until it is removed. CON Save for half. Medicine check to remove. Removing it by force deals two rolls of the bonus damage.