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Winter-Touched Atomie

Winter-Touched Atomie Diminutive fey, chaotic neutral 1 400 xp

  • Armor class 17
  • Hit points 9 (2d6 + 2)
  • Speed 20 ft., fly 50 ft. (good)
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Fort +1, Ref +6, Will +5

Skills: Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7, Fly +18, Perception +7, Sense Motive +6, Stealth +20

Damage Resistances: 2/cold iron

Damage Immunities: cold

Senses: low-light vision, Perception +7

Languages: Common, Sylvan, speak with animals

Challenge: 1 (400 xp)

Initiative +7
Vulnerability to Fire
Spell-Like Abilities (CL 6th, concentration +10)
-Constant: speak with animals
-At will: dancing lights, reduce person (DC 15)
-3/day: invisibility (self only)
-1/day: shrink item

Actions

Melee: rapier +8 (1d2-2/18-20 plus numbing cold)
Numbing Cold: Any creature hit by a winter-touched creature’s attack (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Sneak Attack +1d6

Medium Water Elemental

Medium Water Elemental Medium outsider (elemental, extraplanar, water), neutral 3 800 xp

  • Armor class 17 (natural)
  • Hit points 30 (4d10 + 8)
  • Speed 20 ft., swim 90 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 11 (0)

Save Throws: Fort +6, Ref +5, Will +1

Skills: Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, Perception +5, Stealth +6, Swim +16

Damage Immunities: critical hits, flanking, precision

Condition Immunities: elemental traits (bleed, paralysis, poison, sleep, stunning)

Senses: darkvision 60 ft., Perception +5

Languages: Aquan

Challenge: 3 (800 xp)

Actions

Melee: slam +7 (1d8+4)
Drench: The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex: A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery: A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
CMB +7, CMD 18

Animated Ice Dragon

Animated Ice Dragon Large construct, neutral 5 1,600 xp

  • Armor class 18 (natural)
  • Hit points 52 (4d10 + 30)
  • Speed 30 ft., fly 30 ft. (clumsy)
  • STR 22 (+6)
  • DEX 8 (-1)
  • CON - (-5)
  • INT - (-5)
  • WIS 1 (-5)
  • CHA 1 (-5)

Save Throws: Fort +1, Ref +0, Will -4

Skills: Fly -11, Perception -5

Damage Immunities: cold

Condition Immunities: construct traits

Senses: darkvision 60 ft., low-light vision, Perception -5

Languages:

Challenge: 5 (1,600 xp)

Initiative -1
Vulnerable to Fire
Construction Points (additional attack, additional movement [fly], ice)

Actions

Melee: 2 slams +9 (1d8+6 bludgeoning)
CMB +11, CMD 20

Bordegga

Bordegga Large humanoid (cold, giant), chaotic evil 4 1,200 xp

  • Armor class 17 (natural)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Fort +8, Ref +8, Will +2

Skills: Intimidate +7, Perception +9, Survival +4

Damage Immunities: cold

Senses: darkvision 60 ft., low-light vision, Perception +9

Languages: Giant

Challenge: 4 (1,200 xp)

Initiative +4
Vulnerable to Fire
Regeneration 5 (acid or fire)

Actions

-Full Attack-
Battleaxe +7 (2d6+4 slashing), bite +2 (1d6+2 bludgeoning and piercing), claw +2 (1d4+2 piercing and slashing)
Bite +7 (1d6+4 bludgeoning and piercing), 2 claws +7 (1d4+4 piercing and slashing)
Rend (2 claws, 1d6+6)

Lytil (greater witchcrow)

Lytil (greater witchcrow) Small magical beast, chaotic evil 3 800 xp

  • Armor class 15 (dodge)
  • Hit points 32 (5d10 + 5)
  • Speed 20 ft., fly 60 ft. (good)
  • STR 12 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 16 (+3)
  • CHA 13 (+1)

Save Throws: Fort +5, Ref +7, Will +4

Skills: Bluff +5, Fly +15, Knowledge (arcana) +6, Perception +9, Sense Motive +6, Sleight of Hand +12, Spellcraft +6, Stealth +15

Damage Resistances: cold 5

Senses: darkvision 60 ft., detect magic, low-light vision, Perception +9

Languages: Abyssal, Aklo, Auran, Common, speak with animals (birds only)

Challenge: 3 (800 xp)

Spell-Like Abilities (CL 5th, concentration +8, save DCs are Intelligence-based)
-Constant: detect magic, speak with animals (birds only)
-3/Day: perceive cues, vanish, ventriloquism (DC 14)
1/Day: ill omen, mirror image

Actions

2 Talons: Melee Attack, +7 to hit, reach 5 ft., one target, Hit: 1d6+1 piercing and slashing damage
Hexes (CL 5th, DC 15 Will): cackle, evil eye [-2, 6 rounds], misfortune [1 round]
Apportation: In large enough groupings (such as a murder), greater witchcrows can perform a cooperative form of magic once per day to open a glowing ring in one place leading to somewhere else on the planet. This always entails a raucous aerial ritual, usually centered on those that wish to make use of this ability. The ritual functions like a teleportation circle (CL 17th), except it requires 1 minute of uninterrupted casting time, the circle doesn’t need to be placed on a horizontal surface, and it is not invisible or hard to detect. After coming into existence, the edges of the circle glow and the effect stays in place for 1 minute. Most witchcrows loathe using this power, but some offer it as a service to those in need of quick travel, demanding a high price for such assistance—usually something in the bargainer’s possession that is cherished, extremely valuable, and almost always magical.

Sergeant Volan Sertane (Yana Dultsey)

Sergeant Volan Sertane (Yana Dultsey) Medium humanoid (human), neutral evil 2 600 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 25 (3d10 + 5)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Save Throws: Fort +6, Ref +4, Will +2 (+1 vs fear)

Skills: Handle Animal +5, Intimidate +7, Knowledge (local) +2, Knowledge (nature) +4, Perception +6, Ride +3, Sense Motive +4, Stealth +3, Survival +4

Senses: Perception +6

Languages: Skald

Challenge: 2 (600 xp)

potions of cure light wounds (2)
potion of endure elements
potion of interrogation (CL 4th)
screaming bolts (2)
spiked light steel shield
10 crossbow bolts
attentive mirror
24 gp

Actions

-Full Attack-
Mwk Cold Iron Longsword: Melee Attack, +5 to hit, reach 5 ft., one target, Hit: 1d8+2/19-20 slashing damage
Light Spiked Shield: Melee Attack, +3 to hit, reach 5 ft., one target, Hit: 1d4+1 piercing and bludgeoning damage
-Single Attack-
Mwk Cold Iron Longsword: Melee Attack, +7 to hit, reach 5 ft., one target, Hit: 1d8+2/19-20 slashing damage
Dagger: Melee or Ranged Attack, +5 to hit, reach 5 ft., range 10 ft./ 50 ft., one target, Hit: 1d4+3/19-20 piercing or slashing damage
Mwk Light Crossbow: Ranged Attack, +6 to hit, range 80 ft./ 400 ft., one target, Hit: 1d8/19-20 piercing damage
Favored Enemy (Humans +2)

Pale Tower Guard

Pale Tower Guard Medium humanoid (human), lawful evil 1/3 135 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 9 (1d10 + 4)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Save Throws: Fort +3, Ref +1, Will +0

Skills: Intimidate +3, Perception +1, Profession (soldier) +4

Senses: Perception +1

Languages: Skald

Challenge: 1/3 (135 xp)

potion of endure elements
10 crossbow bolts
light steel shield
15 gp

Actions

Cold Iron Longsword: Melee Attack, +3 to hit, reach 5 ft., one target, Hit: 1d8+1/19-20 slashing damage
Dagger: Melee or Ranged Attack, +2 to hit, reach 5 ft., range 10 ft./ 50 ft., one target, Hit: 1d4+1/19-20 piercing or slashing damage
Light Crossbow: Ranged Attack, +2 to hit, range 80 ft./400 ft., one target, Hit: 1d8/19-20 piercing damage

Mierul Ardelain

Mierul Ardelain Medium fey (cold), neutral evil 3 800 xp

  • Armor class 16 (natural)
  • Hit points 29 (4d6 + 2d8 + 6)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 13 (+1)

Save Throws: Fort +2, Ref +10, Will +7

Skills: Acrobatics +8, Bluff +13, Diplomacy +5, Disguise +5, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +4, Perception +12, Perform (dance) +8, Perform (sing) +13, Perform (string) +6, Sense Motive +13, Stealth +10

Damage Resistances: 5/cold iron

Damage Immunities: cold

Senses: low-light vision, Perception +12

Languages: Common, Skald, Sylvan, Varisian

Challenge: 3 (800 xp)

potion of cure moderate wounds
potion of undetectable alignment (2)
10 crossbow bolts
ice floe elixer
white hooded cloak
opal necklace (worth 500 gp)
14 gp

Initiative +3
Vulnerable to Fire
Spell-Like Abilities (CL 4th, concentration +5)
-3/Day: flame blade
Bardic Knowledge +1, Versatile Performance (sing)

Actions

2 Claws: Melee Attack, +6 to hit, reach 5 ft., one target, Hit: 1d6 + 2 piercing and slashing damage plus numbing cold.
Flame Blade: Melee Attack, +5 touch to hit, reach 5 ft., one target, Hit: 1d8 + 2 fire damage plus numbing cold
Light Crossbow: Ranged Attack, +6 to hit, range 80 ft./ 400 ft., one target, Hit: 1d8/19-20 piercing damage plus numbing cold
Numbing Cold (DC 13): Any creature hit by a winter-touched creature’s attacks (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
Bardic Performance 7 rounds/day (countersong, distraction, fascinate, inspire courage+1)
Bard Spells Known (CL 2nd, concentration +3)
-1st (3/day): chord of shards (DC 12), disguise self, ear-piercing scream (DC 12)
-0 (at will): dancing lights, detect magic, ghost sound (DC 11), prestidigitation, summon instrument

Winter-Touched Sprite Fighter 1

Winter-Touched Sprite Fighter 1 Diminutive fey (cold), chaotic evil 1/2 200 xp

  • Armor class 17 (size)
  • Hit points 10 (1d6 + 1d10 + 2)
  • Speed 15 ft., fly 60 ft. (perfect)
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 13 (+1)

Save Throws: Fort +3, Ref +5, Will +1

Skills: Escape Artist +15, Fly +23, Perception +6, Sense Motive +5, Stealth +20, Survival +4

Damage Resistances: 2/cold iron

Damage Immunities: cold

Senses: detect evil, detect good, low-light vision, Perception +6

Languages: Common, Sylvan

Challenge: 1/2 (200 xp)

Initiative +3
Vulnerable to Fire
Spell-Like Abilities (CL 5th, concentration +6)
-Constant: detect evil, detect good
-At Will: dancing lights, daze (DC 11)
-1/Day: color spray (DC 12)

Actions

Short Sword: Melee Attack, +3 to hit, reach 0 ft., one target, Hit: 1d2-2/19-20 slashing damage plus numbing cold
Shortbow: Ranged Attack, +8 to hit, range 60 ft./ 300 ft., one target, Hit: 1d2-2 piercing plus numbing cold
Numbing Cold (DC 11): Any creature hit by a winter-touched creature’s attacks (natural or weapon) must succeed at a Fortitude save or be staggered for 1 round. The save DC is Constitution-based.