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Swarm of Zombies

Swarm of Zombies Huge swarm of medium undead, neutral evil 5 1,800 xp

  • Armor class 8
  • Hit points 92 (8d12 + 40)
  • Speed 20ft.
  • STR 16 (+3)
  • DEX 6 (-2)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Resistances:bludgeoning, piercing, slashing

Condition Immunities:charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned

Senses:darkvision 60ft., passive Perception 8

Languages:Understands the languages of its creator but can't speak

Challenge:5 (1,800 xp)


Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium zombie. The swarm can't regain hit points or gain temporary hit points.

Undead Fortitude. If a swarm takes 10 damage or more in a sigle turn it must make a Constitution saving throw with DC of 5+ the damage taken, unless the damage is radiant or a critical hit. On a fail, the swarm deals 1d6 less damage on its bite attack.

Actions


Multiattack. The swarm of Zombies makes one slam attack and a bite attack against every creature sharing a space with it.

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 24 (6d6 + 3) piercing damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 3) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 13) and is pulled 5 ft. toward the Swarm of Zombies. Until this grapple ends, the target is restrained.

Zhentharim Thug

Zhentharim Thug Medium humanoid (human), neutral 1 200 xp

  • Armor class 13 (studded leather armor)
  • Hit points 32 (5d8 + 10)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA13 (+1)

Skills:Intimidation +3

Senses:passive Perception 10

Languages:Common

Challenge:1 (200 xp)

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

Actions

Multiattack. Tne thug makes two melee attacks.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Xanathar Kenku

Xanathar Kenku Medium humanoid (kenku), chaotic neutral 1 200 xp

  • Armor class 15 (studded leather armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON12 (+1)
  • INT11 (0)
  • WIS10 (0)
  • CHA10 (0)

Skills:Deception +4, Perception +2, Stealth +5

Senses:passive Perception 12

Languages:understands Auran and Common but speaks only through the use of its Mimicry trait

Challenge:1 (200 xp)

Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.

Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack. Tne Kenku makes two melee or ranged attacks.

Short sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.