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Ash Zombie

Ash Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: Understands the languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Ash Puff. The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.

Commoner

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants and serfs, slaves and servants, pilgrims, merchants, artisans, and hermits.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Cultist

Cultist Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: passive Perception 10

Languages: any one (usually Common)

Challenge: 1/8 (25 xp)

Cultists swear allegiance to dark powers. They conceal their activities to avoid being ostracized, imprisoned, or executed for their beliefs.

Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.

Evil Mage

Evil Mage Medium humanoid (human), lawful evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d6)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +5, Wis +3

Skills: Arcana +5, History +5

Senses: passive Perception 11

Languages: Common, Draconic, Dwarvish, Elvish

Challenge: 1 (200 xp)

Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference.


Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
- Cantrips (at will): light, mage hand, shocking grasp.
- 1st Level (4 slots): charm person, magic missile.
- 2nd Level (3 slots): hold person, misty step.

Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.

Grick

Grick Medium monstrosity, neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons

Senses: darkvision 60 ft., passive Perception 12

Languages: -

Challenge: 2 (450 xp)

The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak.

Stone Camouflage. The grick has advantage on its dexterity (Stealth) check when it attempts to hide in rocky terrain.

Actions

Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (id6 + 2) piercing damage.

Redbrand Ruffian

Redbrand Ruffian Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14 (studded leather armor)
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 9 (-1)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 9

Languages: Common

Challenge: 1/2 (100 xp)

Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.

Actions

Multiattack. The ruffian makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Sildar Hallwinter

Sildar Hallwinter Medium humanoid (human), neutral good 1 200 xp

  • Armor class 16 (chain mail)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +3, Con +3.

Skills: Perception +2

Senses: passive Perception 12

Languages: Common

Challenge: 1 (200 xp)

Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lord's Alliance, a political organization that unites the various free cities and towns of the North.

Multiattack. Sildar makes two melee attacks.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) slashing damage.


Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages: -

Challenge: 1/4 (50 xp)

Wolves are found in subarctic and temperate regions of the world, running in packs through hills and forests.

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 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.

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 Strenght saving throw or be knocked prone.

Young Green Dragon

Young Green Dragon Large dragon, lawful evil 8 3,900 xp

  • Armor class 18 (natural armor)
  • Hit points 136 (16d10 + 48)
  • Speed 40 ft., fly 60 ft., swim 40 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Dex +4, Con +6, Wis +4, Cha +5

Skills: Deception +5, Perception +7, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages: Common, Draconic

Challenge: 8 (3,900 xp)

Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.