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Githinid Protector

Githinid Protector Medium humanoid (Gith), unaligned 2 450 xp

  • Armor class 14
  • Hit points 38 (7d8 +7)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +3, Dex +4, Int +3, Wis +4

Skills: Insight +4, Perception +4

Senses: passive Perception 14

Languages: Gith, limited Sylvan

Challenge: 2 (450 xp)

Innate Spellcasting (Psionics). The githinid’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: feather fall, Expeditious Retreat, see invisibility, shield

Psychic Defense. While the githinad is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions
Multiattack. The githinid makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) spirit (Constitution) damage. This is a magic weapon attack.

Actions

Githinuk Warrior

Githinuk Warrior Medium humanoid (Gith), unaligned 2 450 xp

  • Armor class 17 (half plate)
  • Hit points 49 (9d8 +9)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Con +3, Int +3, Wis +3

Senses: passive Perception 11

Languages: Gith, limited Infernal

Challenge: 2 (450 xp)

Innate Spellcasting (Psionics). The githinuk’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only)

Actions
Multiattack. The githinuk makes two sword attacks.

Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.

Actions

Seagull

Seagull Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d4)
  • Speed 10ft, 40ft fly
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: -

Challenge: 0 (10 xp)

Keen Sight. The seagull has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 3 (1d4) slashing damage.

Actions

Passenger Pigeon

Passenger Pigeon Small beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 3 (1d4)
  • Speed 10ft, 40ft fly
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception +4

Senses: passive Perception 14

Languages: -

Challenge: 0 (10 xp)

Keen Sight. The pigeon has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5ft., one target.
Hit: 1 slashing damage.

Actions

Chicken

Chicken Small beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 3 (1d4)
  • Speed 30ft, fly 20 ft.
  • STR 3 (-4)
  • DEX 10 (0)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Senses: passive Perception 11

Languages: -

Challenge: 0 (10 xp)

Clumsy Flyer. A chicken cannot sustain flight for more than one turn.

Actions

Jokey

Jokey Small creature, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 6 (2d6-2)
  • Speed 30ft, fly 30ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: passive perception 8

Languages: -

Challenge: 1/8 (25 xp)

Small fuzzy bat-like creatures, dark blue, sharp claws, a black pattern around their mouth makes them look they’re smiling, pretty cute.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Shotput with feet. Ranged Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.


Sunlight Sensitivity. While in sunlight, the jokey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Rain Snake

Rain Snake Small beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 4 (1d6)
  • Speed 30ft, 30ft swim
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blindsight 10ft, Darkvision 30ft, passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

Bright stripes in alternating: red, orange, green, yellow, blue, with a dark brown underside.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Actions

Dog

Dog Medium beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8+1)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Cat

Cat Tiny beast,, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 0 (10 xp)

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Riding Horse

Riding Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 60 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.

Actions

Draft Horse

Draft Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 19 (3d10+3)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.

Actions

War Horse

War Horse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Deer

Deer Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: passive Perception 12

Languages:

Challenge: 0 (10 xp)

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

Actions

Woodland Caribou

Woodland Caribou Large beast, unaligned 1/2 100 xp

  • Armor class 13
  • Hit points 19 (3d10+3)
  • Speed 40 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

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

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: (2d4 + 3) bludgeoning damage.

Charge. If the caribou 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 13 Strength saving throw or be knocked prone.

Actions

Cow

Cow Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 15 (2d10 +4)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

ACTIONS
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions

Pig

Pig Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 5 (1d8 +1)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Senses: passive Perception 9

Languages:

Challenge: 0 (10 xp)

Actions