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Shadow Mastiff Alpha

Shadow Mastiff Alpha Medium Monstrosity, Neutral evil 3 700 xp

  • Armor class 12
  • Hit points 44 (8d8 + 8)
  • Speed 40ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +5, Stealth +6

Damage Resistances: Bludg, Pierce, Slash, from nonmagical attacks while in dim or dakness,

Senses: Darkvision 60ft., Passive Perception 15

Languages: -

Challenge: 3 (700 xp)

Etherial Awareness: Can see ethereal creatures and objects

Sunlight weakness: While in bright sunlight, disadvantage on all attack rolls, ability checks, saving throws.

Actions

Bite: Melee weapon attack. +5 to hit, reach 5, one target
On Hit: 10 (2d6+3) piercing. DC13 Str save or be knocked prone.

Terrifying Howl (6): The shadow mastiff howls. Any beast or humanoid within 300 ft. makes DC 11 Wis save or is frightened for 1 minute. Frightened targets can repeat the save at the end of each turn to end the effect. If the save is passed, the target becomes immune for 24 hours.

BONUS ACTIONS:
Shadow Blend: becomes invisible in dim light or darkness. Ends on a bonus action, when the mastiff attacks, in bright light, or when it is incapacitated

Shadow Mastiff

Shadow Mastiff Medium Monstrosity, Neutral Evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8 + 6)
  • Speed 40ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception+5, Stealth +6

Damage Resistances: Bludgeon, Pierce, and Slash from nonmagical weapons while in dim light/darkness

Senses: Darkvision 60ft., Passive Perception 15

Languages: -

Challenge: 2 (450 xp)

Etherial Awareness: Can see ethereal creatures and objects

Sunlight weakness: While in bright sunlight, disadvantage on all attack rolls, ability checks, saving throws.

Actions

Bite: Melee weapon attack. +5 to hit, reach 5, one target
On Hit: 10 (2d6+3) piercing. DC13 Str save or be knocked prone.

BONUS ACTIONS:
Shadow Blend: becomes invisible in dim light or darkness. Ends on a bonus action, when the mastiff attacks, in bright light, or when it is incapacitated

Vine Blight

Vine Blight Medium Plant, Neutral Evil 0 xp

  • Armor class 13 (natural armor)
  • Hit points 26 (4d8+8)
  • Speed 10ft.
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: Blinded, Deafened

Senses: Blindsight 60ft. (Blind Beyond)

Languages: Common

Challenge: (0 xp)

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can’t constrict another target.

Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.

Corpse Flower

Corpse Flower Large Plant, Chaotic Evil 8 3 xp

  • Armor class 12
  • Hit points 127 (15d10 + 45)
  • Speed 20ft., Climb 20.ft
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 15 (+2)
  • CHA 3 (-4)

Condition Immunities: Blinded, Deafened, Poisoned

Senses: Blindsight 120ft. (blind past this), Passive Perception 12

Languages: -

Challenge: 8 (3 xp)

Corpses: Contains the corpses of 1d6+3 humanoids. Can be pulled free when it does, cannot be damaged within the plant.

Spider Climb: can climb difficult surfaces and upside down without a check.

Stench Of Death: Each creature within 10 feet must make a DC14 Con save or become poisoned until the next turn. Succeeding the check makes you immune to the effect for 24 hours.

Actions

Multiattack: Three tentacle attacks.

Tentacle: Melee Weapon attack, +5 to hit, Reach 10, one target.
Hit: 9 (2d6+2) bludgeon + 10 (3d6) poison damage.

Harvest the Dead: eats corpse within 10 feet.

BONUS ACTIONS:

Digest: Digests one of its corpses and regains 11 (2d10) HP. Equipment is spat out. Corpse is fully digested.

Reanimate: animates one swallowed corpse, creating a zombie which acts immediately after it in initiative order. The zombie is an ally but not under it's control. It has the Stench Of Death ability.

Wood Woad

Wood Woad Medium Plant, Lawful neutral 5 1,800 xp

  • Armor class 18 (Natural Armor, Shield)
  • Hit points 75 ((10d8 + 30))
  • Speed 30 ft., Climb 30ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Athletics +7 Perception +4 Stealth +4

Damage Resistances: Weak to Fire, Resists Bludg, Pierce

Condition Immunities: Charmed, Frightened

Senses: Darkvision 60ft., Passive Perception 14

Languages: Sylvan

Challenge: 5 (1,800 xp)

Plant Camoflauge: Advantage on stealth rolls in terrain with obscuring plants

Regeneration: Regains 10hp at the start of its turn if it is making contact with the ground. Cant be used after taking fire damage during previous turn.

Tree Stride: Uses 10ft of movement to enter a tree within 5 feet. Exits from a second tree within 60 ft that it can see. Both trees must be Large or greater.

Actions

Multiattack: 2 club attacks

Club: Melee Weapon Attack, +7 to hit, reach 5ft., on target.
On Hit: 14 (4d4+4) Force damage.

Redcap

Redcap Small Fey, Typically Chaotic Evil 3 700 xp

  • Armor class 14 (Natural Armor)
  • Hit points 45 (6d6 + 24))
  • Speed 25ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Athletics +6, Perception +3

Senses: Darkvision 60ft., Passive Perception 13

Languages: Common, Sylvan

Challenge: 3 (700 xp)

Iron Boots: Disadvantage on Stealth checks.

Outsize Strength: While grappling, considered medium. No disadvantage from heavy weapons.

Actions

Multiattack: 3 Wicked Sickle attacks.

Wicked Sickle: Melee Weapon Attack: +6 to hit, reach 5 ft., single target.
Hit: 9 (2d4+4) Slashing damage.

Ironbound Pursuit: Moves up to a creature and kicks it with its iron boots. Target makes DC 14 dexterity save or takes 20 (3d10 + 4) bludgeoning damage and falls prone.

Green Hag

Green Hag Medium Fey, Neutral Evil 3 700 xp

  • Armor class 17 (Natural Armor)
  • Hit points 82 ((11d8 + 33))
  • Speed 30 Ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Skills: Arcana +3, Deception +4, Perception+4, Stealth +3

Senses: Darkvision 60ft. Passive Perception 14

Languages: Common, Draconic, Sylvan

Challenge: 3 (700 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Amphibious. The hag can breathe air and water.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. Only visual, touching her gives her away. Otherwise DC 20 Investigation.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Giant Constrictor Snake

Giant Constrictor Snake Huge Beast, Unaligned 2 450 xp

  • Armor class 12
  • Hit points 60 (8d12+8)
  • Speed 30ft., Swim 30ft.
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: Blindsight 10ft., Passive Perception 12

Languages:

Challenge: 2 (450 xp)

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Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage.
The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Giant Elk

Giant Elk Huge Beast, Unaligned 2 450 xp

  • Armor class 14 (Natural Armor)
  • Hit points 42 (5d12+0)
  • Speed 60ft.
  • STR 19 (+4)
  • DEX16 (+3)
  • CON14 (+2)
  • INT7 (-2)
  • WIS14 (+2)
  • CHA10 (0)

Skills:Perception +4

Senses:Passive Perception 14

Languages:Giant Elk, Understands Common, Elvish, And Sylvan But Can't Speak

Challenge:2 (450 xp)

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage.