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Mercenary Infantry, CR 4

Mercenary Infantry, CR 4 Medium Humanoid, Loot Value 20, Loot Value 75, Unaligned CR 4 1,100 xp

  • Armor class 17 (Chain Mail, Shield)
  • Hit points 76 (8d10+32)
  • 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, 300 gp, Carry 300lbs.

Languages:Humanoid

Challenge:CR 4 (1,100 xp)


Abilities:

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.

Formation Protection If the infantryman is within 5 feet of another infantryman, add +3 to their AC.

Actions

2x Longsword Multiattack.

Longsword +1. Melee Weapon: +9 to hit.
Hit: 11 (1d8+6) Slashing damage.

Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 12 (2d8+5) Piercing damage.

SWAT Guard, CR 1

SWAT Guard, CR 1 Medium humanoid (any race), Loot Value 5, Loot Value 20, any alingment CR 1 200 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 26 (4d8+8)
  • Speed 30ft
  • STR16 (+3)
  • DEX16 (+3)
  • CON15 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills:Athletics + 5, Acrobatics + 5, Perception + 3,

Senses:Psv Per 13, Bluff DC 11, Bribe DC 15, 50 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 1 (200 xp)


Abilities:

SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.

Actions

Billy Club. Melee Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+3) Bludgeoning damage.

Sidearm. Ranged Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+5) Piercing damage.

Net. Thrown Weapon: +7 to hit, Range 10ft. Restrains target on hit.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Handcuffs. Melee Weapon: DC 15 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.

Legendary Actions

Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.

Skeleton Thrall, L10

Skeleton Thrall, L10 Medium undead, Loot Value 10, lawful evil CR 1/2 100 xp

  • Armor class 13 (Armor Scraps)
  • Hit points 23 (2d8+14)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Skills:Stealth Disadvantage,

Damage Resistances:
Damage Vulnerability. Bludgeoning

Damage Immunities:poison

Condition Immunities:Exhaustion & Poisoned

Senses:Darkvision 60 ft., Psv Per 9, Bluff DC 6, Bribe DC 14, 50 gp, Carry 150lbs.

Languages: understands all languages it knew in life but can't speak

Challenge:CR 1/2 (100 xp)


Undead Thralls. At 6th level, when you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creatures hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit. 9 (1d6+6) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, Range 80/320 ft .
Hit. 9 (1d6+6) piercing damage.

Young Black Dragon, CR 7

Young Black Dragon, CR 7 Large Dragon, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 128 (15d10+45)
  • Speed 40ft., Fly 80ft., Swim 80ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:DEX +5, CON +6, WIS +3, CHA +5,

Skills:Stealth + 5, Perception + 6, Deception + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Blindsight 30ft., Darkvision 60ft., Psv Per 16, Bluff DC 12, Bribe DC 18, 1,500 gp, Carry 570lbs.

Languages:Common, Draconic

Challenge:CR 7 (2,900 xp)


Abilities:

Amphibious.The Young Green Dragon can breathe air and water.

Actions

Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 15 (2d10+4) piercing damage plus 5 (2d4) Acid damage.

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

Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 14 DEX Save, taking 41 (9d8) Acid damage on a failed save, or half as much damage on a successful one.

Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 15 (6d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.

Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 7 (2d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.

Skeleton, CR 1/2

Skeleton, CR 1/2 Medium undead, Loot Value 10, lawful evil CR 1/2 100 xp

  • Armor class 15 (Armor Scraps)
  • Hit points 30 (4d8+12)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Skills:Stealth Disadvantage,

Damage Immunities:poison

Condition Immunities:Exhaustion & Poisoned

Senses:Darkvision 60 ft., Psv Per 9, Bluff DC 6, Bribe DC 10, 50 gp

Languages: understands all languages it knew in life but can't speak

Challenge:CR 1/2 (100 xp)


Abilities:

Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.


Actions

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

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

Goblin Archer, CR 1/2

Goblin Archer, CR 1/2 Small humanoid (goblinoid), Loot Value 5, Loot Value 10, neutral evil CR 1/2 100 xp

  • Armor class 16 (Leather)
  • Hit points 14 (4d6+0)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 7,

Senses:Darkvision 60ft. Psv Per 9, Bluff DC 8, Bribe DC 12, 50 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 1/2 (100 xp)


Abilities:

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 attack’s damage from an enemy it can see.

Actions

Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit.
10 (2d6+3) slashing damage.

Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit.
10 (2d6 +3) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 12 (2d8+3) Piercing Damage.

Goblin Shield, CR 1

Goblin Shield, CR 1 Small humanoid (goblinoid), Loot Value 10, Loot Value 20, neutral evil CR 1 200 xp

  • Armor class 18 (Leather, Shield)
  • Hit points 23 (5d6+5)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 7,

Senses:Darkvision 60ft, Psv Per 9, Bluff DC 8, Bribe DC 12, 50 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 1 (200 xp)


Abilities:

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

Formation. The goblin adds +2 to it's AC when a friendly shield is within 5ft.

Actions

Spear. Melee Weapon: +5 to hit, Thrown Range 20
Hit. 10 (2d6+3) Piercing damage.

Orc War Chief, CR 3

Orc War Chief, CR 3 Medium Humanoid (orc), Loot Value 50, Chaotic Evil CR 3 700 xp

  • Armor class 18 (Chain Mail, Shield)
  • Hit points 60 (7d8+28)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws:CON + 6,

Skills:Stealth Disadvantage, Intimidation + 5,

Senses:Darkvision, Passive Perception 12

Languages: Common, Orc

Challenge:CR 3 (700 xp)


Abilities:

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

Battle Cry (1/Day). Each ally of the war chief within 30 feet, that can hear it , and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn.
The war chief can then make one attack as a bonus action.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 42 (3d12+9) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.
Hit: 26 (3d6+9) piercing damage.

Orc, CR 2

Orc, CR 2 Medium humanoid (orc), Loot Value 30, chaotic evil CR 2 450 xp

  • Armor class 14 (Hide Armor)
  • Hit points 57 (6d8+30)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON20 (+5)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Skills:Intimidation + 6,

Senses:Darkvision 60 ft., Psv Per 10, Bluff DC 10, Bribe DC 14, 100 gp, Carry 270lbs.

Languages: Common, Orc

Challenge:CR 2 (450 xp)


Abilities:

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

Actions

2x Handaxe Multiattack. +6 to hit, Range 20ft.
Hit. 8 (1d6+4) Slashing Damage.

Greataxe. Melee Weapon Attack: +6 to hit, Reach 5 ft.,
Hit: 17 (2d12+4) slashing damage.

Javelin . Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Range 30/120 ft.,
Hit: 10 (1d6+6) piercing damage.

Goblin Spear, CR 1

Goblin Spear, CR 1 Small humanoid (goblinoid), Loot Value 10, Loot Value 20, neutral evil CR 1 200 xp

  • Armor class 14 (Leather)
  • Hit points 18 (5d6+0)
  • Speed 30ft
  • STR10 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 7,

Senses:Darkvision 60ft. Psv Per 9, Bluff DC 8, Bribe DC 12, 50 gp, Carry 75lbs.

Languages: Common, Goblin

Challenge:CR 1 (200 xp)


Abilities:

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

Polearm Master. Entering the Goblin's threat area incurrs an opportunity attack.

Parry. As a reaction, the Goblin can add +2 to its AC against one melee attack that would hit it.

Actions

Longspear. Weapon Attack. +5 to hit, Reach 10ft. Thrown 20 ft.
Hit. 10 (2d6 + 3) piercing damage.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 12 Athletics check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Young Black Dragon, CR 7

Young Black Dragon, CR 7 Large Dragon, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 128 (15d10+45)
  • Speed 40ft., Fly 80ft., Swim 80ft.
  • STR19 (+4)
  • DEX14 (+2)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:DEX +5, CON +6, WIS +3, CHA +5,

Skills:Stealth + 5, Perception + 6, Deception + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Blindsight 30ft., Darkvision 60ft., Psv Per 16, Bluff DC 12, Bribe DC 18, 1,500 gp, Carry 570lbs.

Languages:Common, Draconic

Challenge:CR 7 (2,900 xp)


Abilities:

Amphibious.The Young Green Dragon can breathe air and water.

Actions

Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 15 (2d10+4) piercing damage plus 5 (2d4) Acid damage.

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

Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 14 DEX Save, taking 41 (9d8) Acid damage on a failed save, or half as much damage on a successful one.

Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 15 (6d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.

Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 7 (2d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.

Skeleton, CR 1/2

Skeleton, CR 1/2 Medium undead, Loot Value 10, lawful evil CR 1/2 100 xp

  • Armor class 15 (Armor Scraps)
  • Hit points 30 (4d8+12)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Skills:Stealth Disadvantage,

Damage Immunities:poison

Condition Immunities:Exhaustion & Poisoned

Senses:Darkvision 60 ft., Psv Per 9, Bluff DC 6, Bribe DC 10, 50 gp

Languages: understands all languages it knew in life but can't speak

Challenge:CR 1/2 (100 xp)


Abilities:

Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.


Actions

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

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

Chaos Paladin, CR 3

Chaos Paladin, CR 3 Medium Aasimar, Loot Value 50, Lawful Neutral CR 3 700 xp

  • Armor class 19 (Plate, Shield)
  • Hit points 39 (6d8+12)
  • Speed 30 ft., 30ft (Flying, 1min)
  • STR16 (+3)
  • DEX9 (-1)
  • CON15 (+2)
  • INT7 (-2)
  • WIS7 (-2)
  • CHA16 (+3)

Save Throws:WIS +0, CHA +5,

Skills:Athletics + 5, History + 0, Perception + 2, Performance + 0, Persuasion + 5,

Damage Resistances:Necrotic, Radiant

Condition Immunities:Disease

Senses:Psv Per 12, Bluff DC 11, Bribe DC 15, 200 gp, Carry 240lbs., Push 480lbs.

Languages:Celestial, Common, Dwarvish

Challenge:CR 3 (700 xp)


Abilities:

Aura of Hate & Protection.The Chaos Paladin adds +3 to the damage and saving throws of all allies within 10ft.

Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 13 STR Save or be knocked prone. They must have half their movement remaining to stand up.

Actions

Longsword. Melee Weapon Attack. +5 to hit.
Hit. 20 (3d8+6) Slashing damage.

Thunder Smite (Recharge 5-6). Melee Attack. +5 to hit.
Hit. 20 (3d8+6) Slashing Plus 8 (3d4) Radiant damage.
Creatures hit by this attack must make a DC 13 STR Save or be knocked back 15 ft. Failure by 5 or more and they are also knocked prone.

Chaos Cultist, CR 1

Chaos Cultist, CR 1 Medium Humanoid, Loot Value 20, Chaotic Evil CR 1 200 xp

  • Armor class 15 (Mage Armor)
  • Hit points 9 (2d8+0)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS12 (+1)
  • CHA16 (+3)

Save Throws:DEX +4, CHA +5,

Skills:Stealth + 4, Perception + 3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 50 gp, Carry 150lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.

Actions

Chaos Bolt. Ranged Spell Attack. +5 to hit, Range 30/60 ft.
Hit. 9 (2d4+1d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 20 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +5 to hit, Range 5 ft.
Hit. 5 (1d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

Scimitar. Melee Weapon: +4 to hit, reach 5ft.
Hit.
6 (1d6+2) slashing damage.

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 10 feet of it must make a DC 10 Dexterity saving throw, taking 14 (4d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (2/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 2 or lower automatically fail. Spells Level 3 and higher require an ability check of DC 10+ the spells level, using a modifier of +3.

Hoplite Guard, CR 1

Hoplite Guard, CR 1 Medium Humanoid, Loot Value 10, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 38 (5d10+10)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +4, DEX +4, CON +4,

Skills:Athletics + 6, Acrobatics + 4, Insight + 3, Medicine + 3, Perception + 3, Intimidation + 4,

Senses:Psv Per 13, Bluff DC 10, Bribe DC 14, 50 gp, Carry 210lbs.

Languages:

Challenge:CR 1 (200 xp)


Abilities:

Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft

Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.

Improved Critical. The Hoplite scores a critical hit on a 19 or 20.

Actions

Multiattack. The guard makes 1 attack with its spear and shoves on hit.

Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 2) piercing damage.

Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.

Knight, CR 3

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

  • Armor class 18 (Plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +4, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 200 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 3 (700 xp)


Abilities:

Brave. The knight has advantage on saving throws against being frightened.

Leadership. As a Reaction, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw.
The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.



Actions

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 10 (2d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 11 (2d10) piercing damage.

=== Reactions ===

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.)

Warhorse

Warhorse Large Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/2 (100 xp)


Abilities:

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR 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

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

Mercenary Lancer

Mercenary Lancer Medium Humanoid, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 64 (8d10+16)
  • Speed 30ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR + 6,

Skills:Acrobatics +4, Athletics +8, Intimidation +6,

Senses:Passive Perception 14, Bluff DC 12, Bribe DC 11, 1000gp,

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.

Actions


Lance:Melee Weapon Attack: +6 to hit, 5-10 ft.
Hit: 11 (1d12 + 4) piercing damage.

Longsword:Melee Weapon Attack: +6 to hit, 5 ft.
Hit: 9 (1d8 + 4) slashing damage.

Javelin:Melee Weapon Attack: +6 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 4) piercing damage.

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 STR Save or be knocked off.

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 (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,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

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 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

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

Riding Horse

Riding Horse Large Beast, Loot Value 10, unaligned CR 1/4 50 xp

  • Armor class 10 (Natural)
  • Hit points 13 (2d10+3)
  • Speed 60 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 1/4 (50 xp)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.

Young Black Dragon, CR 10

Young Black Dragon, CR 10 Large Dragon, Loot Value 750, Lawful Evil CR 10 5,900 xp

  • Armor class 18 (Natural)
  • Hit points 181 (19d10+76)
  • Speed 40ft., Fly 80ft., Swim 80ft.
  • STR21 (+5)
  • DEX14 (+2)
  • CON19 (+4)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:DEX +5, CON +7, WIS +3, CHA +5,

Skills:Stealth + 5, Perception + 6, Deception + 5,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Blindsight 30ft., Darkvision 60ft., Psv Per 16, Bluff DC 12, Bribe DC 18, 4,000 gp, Carry 630lbs.

Languages:Common, Draconic

Challenge:CR 10 (5,900 xp)


Abilities:

Amphibious.The Young Green Dragon can breathe air and water.

Actions

Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +8 to hit, Reach 10ft.
Hit. 22 (3d10+5) piercing damage plus 5 (2d4) Acid damage.

Claw. Melee Weapon Attack: +8 to hit, Reach 5 ft.
Hit: 16 (3d6+5) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 15 DEX Save, taking 45 (10d8) Acid damage on a failed save, or half as much damage on a successful one.

Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 18 (7d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.

Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 11 (3d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.