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Orc, CR 3

Orc, CR 3 Medium humanoid (orc), Loot Value 50, chaotic evil CR 3 700 xp

  • Armor class 15 (Hide Armor)
  • Hit points 77 (7d8+28)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:STR + 7, CON + 7,

Skills:Intimidation + 7,

Senses:Darkvision, Passive Perception 13

Languages: Common, Orc

Challenge:CR 3 (700 xp)



Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.

Abilities:

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 20 (2d12+8) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft.
Hit: 21 (2d6+8) piercing damage.

Goblin Archer, CR 2

Goblin Archer, CR 2 Small humanoid (goblinoid), Loot Value 5, Loot Value 30, neutral evil CR 2 450 xp

  • Armor class 17 (Leather)
  • Hit points 41 (9d6+9)
  • Speed 30ft
  • STR8 (-1)
  • DEX18 (+4)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 8,

Senses:Darkvision 60ft. Psv Per 9, Bluff DC 8, Bribe DC 12, 100 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 2 (450 xp)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.

Actions

2x Light Weapon Multiattack.

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

Shortbow. Ranged Weapon: +6 to hit, range 80/320ft, Hit. 11 (2d6 +4) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 22 (4d8+4) Piercing Damage.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Studded Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp, Carry 210lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.

Actions

Longbow. Ranged Weapon: +6 to hit, Range 150/600 ft.
Hit: 9 (1d8+4) Piercing damage.

Crossbow: Ranged Weapon: +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Mercenary Infantry, CR 6

Mercenary Infantry, CR 6 Medium Humanoid, Loot Value 20, Loot Value 200, Unaligned CR 6 2,300 xp

  • Armor class 17 (Chain Mail, Shield)
  • Hit points 105 (11d10+44)
  • Speed 30ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON18 (+4)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +8

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 750 gp, Carry 300lbs.

Languages:Humanoid

Challenge:CR 6 (2,300 xp)


Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.

Actions

2x Longsword Multiattack.

Longsword +1. Melee Weapon: +9 to hit.
Hit: 20 (3d8+6) Slashing damage.

Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 26 (6d8+5) Piercing damage.

Commoner

Commoner Medium humanoid (any race), Loot Value 5, any alignment CR 0 10 xp

  • Armor class 10 (Natural)
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:Passive Perception 10

Languages:any one Language (usually Common)

Challenge:CR 0 (10 xp)


Actions

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

Mercenary Infantry, CR 1

Mercenary Infantry, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 34 (4d10+12)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 50 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

Priest, CR 3

Priest, CR 3 Medium humanoid (any race), Loot Value 30, Loot Value 50, any alignment CR 3 700 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 46 (7d8+14)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Religion + 5, Medicine + 7, Persuasion + 3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 200 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 3 (700 xp)


Actions

Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 7 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 11 (3d6 Radiant damage to a target on hit.

Guiding Bolt (OOO) +5 to hit. Range. 120ft.
Hit. 18 (4d6) Radiant Damage and the next attack roll on this target has advantage.

Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.

Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 14 (3d8) Radiant or Necrotic damage, or can make a DC 13 WIS Save for half.

Dispel Magic. (O) All magical effects of Spell Level 3 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.

Mage, CR 9

Mage, CR 9 Medium humanoid (any race), Loot Value 500, any alignment CR 9 5,000 xp

  • Armor class 15 (Mage Armor)
  • Hit points 41 (9d8+0)
  • Speed 30
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +5, WIS +3,

Skills:Arcana + 5, History + 5,

Senses:Psv Per 11, Bluff DC 11, Bribe DC 15, 3,000 gp

Languages: any four languages

Challenge:CR 9 (5,000 xp)


=== Spellcasting. ===
The mage has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold

Actions

Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.

Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.

Magic Missile. You create 3 dats of magical force. Each deals 3 (1d4+1) force damage to its target.

Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 DEX Save. A target takes 32 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Cone of Cold. Each creature in a 60ft. cone must make a DC 13 CON Save. A creature takes 41 (9d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Scout, CR 3

Scout, CR 3 Medium humanoid (any race), Loot Value 50, any alignment CR 3 700 xp

  • Armor class 16 (Studded Leather)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:DEX +6

Skills:Stealth + 8, Nature + 5, Perception + 6, Survival + 6,

Senses:Psv Per 16, Bluff DC 13, Bribe DC 17, 200 gp

Languages: any one language (usually Common

Challenge:CR 3 (700 xp)


Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.

Sharpshooter The Scout ignores all but total cover, and has +2 to hit.

Actions

Multiattack. The scout makes two melee or ranged attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 9 (1d6+4) piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft.,
Hit. 9 (1d8+4) piercing damage.


Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (7) 2d6 to one of these attacks.

Grung, CR 2

Grung, CR 2 Small Humanoid, Loot Value 5, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d6+40)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills:Acrobatics + 5, Stealth + 5, Perception + 3, Survival + 3,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 13, Bluff DC 10, Bribe DC 16, 100 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Amphibious.The Grung can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grungs skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
A poisoned creature no longer in direct contact with the Grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grungs long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.



Actions

2x Dagger Multiattack.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, Range 5 ft. or Range 20/60 ft.
Hit. 5 (1d4+2) Piercing damage.
The target must succeed on a DC 16 Constitution saving throw or take 11 (3d6) poison damage.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.


Grung Elite Warrior, CR 6

Grung Elite Warrior, CR 6 Small Humanoid, Loot Value 30, Loot Value 200, Lawful Evil CR 6 2,300 xp

  • Armor class 16 (Natural)
  • Hit points 98 (15d6+45)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +8,

Skills:Athletics + 6, Stealth + 8, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 11, Bribe DC 19, 750 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 6 (2,300 xp)


Amphibious.The Grung Elite Warrior can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warriors skin must succeed on a DC 12 CON Save or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Elite Warrior can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grung Elite Warriors long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

3x Dagger Multiattack.

Dagger +2. Melee or Ranged Weapon Attack. +10 to hit,
Range 20/60 ft.Hit. 9 (1d4+6) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.

Shortbow. Ranged Weapon Attack. +10 to hit, Range 80/320 ft.
Hit. 15 (3d6+4) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the grungs next turn.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.


Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (OOOO): cure wounds, jump

2nd level (OOO): barkskin, spike growth

3rd level (OO): plant growth

Grung Wildling, CR 7

Grung Wildling, CR 7 Small Humanoid, Loot Value 20, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 18 (Barkskin, AC 15 if dispelled.)
  • Hit points 145 (17d6+85)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +9, CON +9, WIS +8

Skills:Athletics + 6, Stealth + 9, Perception + 8, Survival + 8,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 18, Bluff DC 14, Bribe DC 22, 1500 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 7 (2,900 xp)


Barkskin Armor. The Wildling is concentrating on it's armor, and must make CON Saves when it takes damage.

Amphibious.The Grung Wildling can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildlings skin must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Wildling can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grung Wildlings long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.



Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.

Actions

3x Dagger Multiattack.
Dagger +2. Weapon Attack. +9 to hit, Range 20/60 ft.
Hit. 10 (1d4+7) Piercing damage.
The target must make a DC 17 CON Save or take 10 (4d4) poison damage.

Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 16 (3d6+5) Piercing damage.
The target must succeed on a DC 17 Constitution saving throw or take 10 (4d4) poison damage.

Cure Wounds. (OOOO) As an action, the Wildling can heal a target for 18 (4d8) HP.

Spike Growth. (OOO) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.

Plant Growth. (OO) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.

Legendary Actions

Grung Poison Variant.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Crocodile, CR 5

Crocodile, CR 5 Large beast, Loot Value 150, unaligned CR 5 1,800 xp

  • Armor class 12 (Natural)
  • Hit points 113 (15d10+30)
  • Speed 20 ft., swim 30 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 3,

Senses:Psv Per 10, Bluff DC 7, Bribe DC 13, 500 gp

Languages:

Challenge:CR 5 (1,800 xp)


Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 32 (3d10+15) piercing damage, and the target is grappled (Escape DC 16).
Until this grapple ends, the target is restrained, and the crocodile cant bite another target.

Orc, CR 3

Orc, CR 3 Medium humanoid (orc), Loot Value 50, chaotic evil CR 3 700 xp

  • Armor class 15 (Hide Armor)
  • Hit points 77 (7d8+28)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:STR + 7, CON + 7,

Skills:Intimidation + 7,

Senses:Darkvision, Passive Perception 13

Languages: Common, Orc

Challenge:CR 3 (700 xp)



Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Actions

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 20 (2d12+8) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft.
Hit: 21 (2d6+8) piercing damage.

Actions

Goblin Archer, CR 2

Goblin Archer, CR 2 Small humanoid (goblinoid), Loot Value 5, Loot Value 30, neutral evil CR 2 450 xp

  • Armor class 17 (Leather)
  • Hit points 41 (9d6+9)
  • Speed 30ft
  • STR8 (-1)
  • DEX18 (+4)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 8,

Senses:Darkvision 60ft. Psv Per 9, Bluff DC 8, Bribe DC 12, 100 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 2 (450 xp)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.
Actions

2x Light Weapon Multiattack.

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

Shortbow. Ranged Weapon: +6 to hit, range 80/320ft, Hit. 11 (2d6 +4) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 22 (4d8+4) Piercing Damage.

Actions

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Studded Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 50 gp, Carry 210lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Actions

Longbow. Ranged Weapon: +6 to hit, Range 150/600 ft.
Hit: 9 (1d8+4) Piercing damage.

Crossbow: Ranged Weapon: +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Actions

Mercenary Infantry, CR 6

Mercenary Infantry, CR 6 Medium Humanoid, Loot Value 20, Loot Value 200, Unaligned CR 6 2,300 xp

  • Armor class 17 (Chain Mail, Shield)
  • Hit points 105 (11d10+44)
  • Speed 30ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON18 (+4)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +8

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 750 gp, Carry 300lbs.

Languages:Humanoid

Challenge:CR 6 (2,300 xp)


Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.


Actions

2x Longsword Multiattack.

Longsword +1. Melee Weapon: +9 to hit.
Hit: 20 (3d8+6) Slashing damage.

Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 26 (6d8+5) Piercing damage.

Actions

Commoner

Commoner Medium humanoid (any race), Loot Value 5, any alignment CR 0 10 xp

  • Armor class 10 (Natural)
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:Passive Perception 10

Languages:any one Language (usually Common)

Challenge:CR 0 (10 xp)


Actions

Legendary Actions


Actions

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

Mercenary Infantry, CR 1

Mercenary Infantry, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 34 (4d10+12)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 50 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Actions

Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

Actions

Priest, CR 3

Priest, CR 3 Medium humanoid (any race), Loot Value 30, Loot Value 50, any alignment CR 3 700 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 46 (7d8+14)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Religion + 5, Medicine + 7, Persuasion + 3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 200 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 3 (700 xp)


Actions

Legendary Actions


Actions

Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 7 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 11 (3d6 Radiant damage to a target on hit.

Guiding Bolt (OOO) +5 to hit. Range. 120ft.
Hit. 18 (4d6) Radiant Damage and the next attack roll on this target has advantage.

Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.

Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 14 (3d8) Radiant or Necrotic damage, or can make a DC 13 WIS Save for half.

Dispel Magic. (O) All magical effects of Spell Level 3 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.

Mage, CR 9

Mage, CR 9 Medium humanoid (any race), Loot Value 500, any alignment CR 9 5,000 xp

  • Armor class 15 (Mage Armor)
  • Hit points 41 (9d8+0)
  • Speed 30
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +5, WIS +3,

Skills:Arcana + 5, History + 5,

Senses:Psv Per 11, Bluff DC 11, Bribe DC 15, 3,000 gp

Languages: any four languages

Challenge:CR 9 (5,000 xp)


=== Spellcasting. ===
The mage has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
Actions

Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.

Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.

Magic Missile. You create 3 dats of magical force. Each deals 3 (1d4+1) force damage to its target.

Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 DEX Save. A target takes 32 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Cone of Cold. Each creature in a 60ft. cone must make a DC 13 CON Save. A creature takes 41 (9d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Actions

Scout, CR 3

Scout, CR 3 Medium humanoid (any race), Loot Value 50, any alignment CR 3 700 xp

  • Armor class 16 (Studded Leather)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:DEX +6

Skills:Stealth + 8, Nature + 5, Perception + 6, Survival + 6,

Senses:Psv Per 16, Bluff DC 13, Bribe DC 17, 200 gp

Languages: any one language (usually Common

Challenge:CR 3 (700 xp)


Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.

Sharpshooter The Scout ignores all but total cover, and has +2 to hit.


Actions

Multiattack. The scout makes two melee or ranged attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 9 (1d6+4) piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft.,
Hit. 9 (1d8+4) piercing damage.


Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (7) 2d6 to one of these attacks.

Actions

Grung, CR 2

Grung, CR 2 Small Humanoid, Loot Value 5, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d6+40)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills:Acrobatics + 5, Stealth + 5, Perception + 3, Survival + 3,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 13, Bluff DC 10, Bribe DC 16, 100 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Amphibious.The Grung can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grungs skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
A poisoned creature no longer in direct contact with the Grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grungs long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.




Actions

2x Dagger Multiattack.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, Range 5 ft. or Range 20/60 ft.
Hit. 5 (1d4+2) Piercing damage.
The target must succeed on a DC 16 Constitution saving throw or take 11 (3d6) poison damage.

Actions

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.


Grung Elite Warrior, CR 6

Grung Elite Warrior, CR 6 Small Humanoid, Loot Value 30, Loot Value 200, Lawful Evil CR 6 2,300 xp

  • Armor class 16 (Natural)
  • Hit points 98 (15d6+45)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX18 (+4)
  • CON17 (+3)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +8,

Skills:Athletics + 6, Stealth + 8, Perception + 4, Survival + 4,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 14, Bluff DC 11, Bribe DC 19, 750 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 6 (2,300 xp)


Amphibious.The Grung Elite Warrior can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warriors skin must succeed on a DC 12 CON Save or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Elite Warrior can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grung Elite Warriors long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.


Actions

3x Dagger Multiattack.

Dagger +2. Melee or Ranged Weapon Attack. +10 to hit,
Range 20/60 ft.Hit. 9 (1d4+6) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.

Shortbow. Ranged Weapon Attack. +10 to hit, Range 80/320 ft.
Hit. 15 (3d6+4) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the grungs next turn.

Actions

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.


Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (OOOO): cure wounds, jump

2nd level (OOO): barkskin, spike growth

3rd level (OO): plant growth

Grung Wildling, CR 7

Grung Wildling, CR 7 Small Humanoid, Loot Value 20, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 18 (Barkskin, AC 15 if dispelled.)
  • Hit points 145 (17d6+85)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +9, CON +9, WIS +8

Skills:Athletics + 6, Stealth + 9, Perception + 8, Survival + 8,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 18, Bluff DC 14, Bribe DC 22, 1500 gp, Carry 52.5lbs.

Languages:Grung

Challenge:CR 7 (2,900 xp)


Barkskin Armor. The Wildling is concentrating on it's armor, and must make CON Saves when it takes damage.

Amphibious.The Grung Wildling can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildlings skin must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Wildling can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap.The Grung Wildlings long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.



Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.


Actions

3x Dagger Multiattack.
Dagger +2. Weapon Attack. +9 to hit, Range 20/60 ft.
Hit. 10 (1d4+7) Piercing damage.
The target must make a DC 17 CON Save or take 10 (4d4) poison damage.

Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 16 (3d6+5) Piercing damage.
The target must succeed on a DC 17 Constitution saving throw or take 10 (4d4) poison damage.

Cure Wounds. (OOOO) As an action, the Wildling can heal a target for 18 (4d8) HP.

Spike Growth. (OOO) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.

Plant Growth. (OO) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.

Actions

Legendary Actions

Grung Poison Variant.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Crocodile, CR 5

Crocodile, CR 5 Large beast, Loot Value 150, unaligned CR 5 1,800 xp

  • Armor class 12 (Natural)
  • Hit points 113 (15d10+30)
  • Speed 20 ft., swim 30 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth + 3,

Senses:Psv Per 10, Bluff DC 7, Bribe DC 13, 500 gp

Languages:

Challenge:CR 5 (1,800 xp)


Hold Breath. The crocodile can hold its breath for 15 minutes.


Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 32 (3d10+15) piercing damage, and the target is grappled (Escape DC 16).
Until this grapple ends, the target is restrained, and the crocodile cant bite another target.

Actions