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Finethir Shinebright

Finethir Shinebright Beast, Neutral 1/8 0 xp

  • Armor class 10
  • Hit points 11
  • Speed 40
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Languages:

Challenge: 1/8 (0 xp)

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Guz

Guz Medium humanoid (half orc), Chaotic Neutral 2 0 xp

  • Armor class 14 (Leather Armour)
  • Hit points 67
  • Speed 30
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Intimidation +2

Languages: Common, Orc

Challenge: 2 (0 xp)

Reckless. Guz can choose to gain advantage on all melee weapon attacks during his turn, but in return all attack rolls against him also have advantage until the start of his next turn

Actions

Whirling Greatsword. Melee Weapon Attack +5 to hit, reach 5ft., two separate targets. Hit: 2d6+3 slashing damage

Wolf

Wolf Medium Beast, Unaligned 1/4 0 xp

  • Armor class 13
  • Hit points 11
  • Speed 40
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Languages:

Challenge: 1/4 (0 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 attack rolls 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Brown Bear

Brown Bear Large Beast, Unaligned 1 0 xp

  • Armor class 11
  • Hit points 34
  • Speed 40, climb 30
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Languages:

Challenge: 1 (0 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: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Ape

Ape Medium Beast, Unaligned 1/2 0 xp

  • Armor class 12
  • Hit points 19
  • Speed 30, climb 30
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5, Perception +3

Languages:

Challenge: 1/2 (0 xp)

Actions

Multiattack. The ape makes two Slash attacks.

Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bed Dragon Wyrmling

Bed Dragon Wyrmling Large Dragon, Chaotic Neutral 4 0 xp

  • Armor class 16
  • Hit points 75
  • Speed 30, climb 30, fly 30
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 8 (-1)
  • CHA 4 (-3)

Skills: Perception +2, Stealth +5

Damage Resistances: Vulnerable to fire

Languages:

Challenge: 4 (0 xp)

Actions

Bite. Melee weapon attack +6 to hit, reach 5ft. one target. Hit: 15 (2d10+4) piercing damage.

Splinter Breath (Recharge 5-6). The Bed Dragon Wyrmling sends out a shower of wooder splinters in a 15 foot cone. Each creature in that area must make a DC13 Dexterity Save, taking 24 (7d6) piercing damage on a failed save, or half as much on a successful one.

Ahmed Noke

Ahmed Noke Medium Humanoid (Human), Neutral Evil 2 0 xp

  • Armor class 12
  • Hit points 55
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Intelligence +5, Wisdom +4

Skills: Arcana +6

Languages: Common, Elvish, Draconic

Challenge: 2 (0 xp)

Spellcasting. Noke is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC14, Spell attacks +6 to hit). He has the following spells prepared:
Cantrips (at will): Ray of Frost, Mending, Prestidigitation, Message
First level (4 slots): Expeditious Retreat, Jump, Thunderwave.
Second level (3 slots): Enlarge/Reduce, Levitate
Third level (3 slots): Haste, Slow
Fourth Level (1 slot): Polymorph

Actions

Dagger. Melee or ranged weapon attack: +5 to hit, reach 5ft or range 20/60 ft. one target. Hit 4 (1d4+2) piercing damage

Gibbering Mouther

Gibbering Mouther Medium Aberration, Neutral 2 0 xp

  • Armor class 9
  • Hit points 67
  • Speed 10,swim 10
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: Prone

Languages:

Challenge: 2 (0 xp)

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.