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Name

Name Size, race, Alignment CR 0 xp

  • Armor class AC (Armor)
  • Hit points HP (HP d)
  • Speed Speed
  • STRSTR (-5)
  • DEXDEX (-5)
  • CONCON (-5)
  • INTINT (-5)
  • WISWIS (-5)
  • CHACHA (-5)

Save Throws:Save Throws

Skills:Skills

Damage Resistances:Damage Resistances

Damage Immunities:Damage Immunities

Condition Immunities:Condition Immunities

Senses:Senses

Languages:Languages

Challenge:CR (0 xp)

Before spells

Spells

Actions

Actions

Legendary Actions

Legendary Actions

Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Skills: Medicine +4, Religion +2

Damage Resistances:test1

Damage Immunities:test2

Condition Immunities:test3

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions

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

Bandit

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

Scimitar Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.

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

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target.
Hit:5 (1d6 +2) piercing damage

Needle blight

Needle blight Medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR12 (+1)
  • DEX12 (+1)
  • CON13 (+1)
  • INT4 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Condition Immunities:blinded, deafened

Senses:blindsight 60ft. (blind beyond this radius), passive Perception 9

Languages:understands Common but can't speak

Challenge:1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target.
Hit: 8 (2d6 + 1) piercing damage.

Twig blights

Twig blights Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 20
  • STR6 (-2)
  • DEX13 (+1)
  • CON12 (+1)
  • INT4 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Skills:Stealth +3

Damage Resistances:Vulnerabilities: fire

Condition Immunities:blinded, deafened

Senses:blindsight 60ft. (blind beyond this radius), passive Perception 9

Languages:understands Common but can't speak

Challenge:1/8 (25 xp)

False Appearance. While the blight remains motionl ess, it is indistinguishable from a dead shrub

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 6 (2d4 + 1) piercing damage.

Vine blight

Vine blight Medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 26 (4d8+8)
  • Speed 10
  • STR15 (+2)
  • DEX8 (-1)
  • CON14 (+2)
  • INT5 (-3)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Stealth +1

Condition Immunities:blinded, deafened

Senses:blindsight 60ft. (blind beyond this radius), passive Perception 9

Languages:Common

Challenge:1/2 (100 xp)

False Appearance. While the blight remains motionless , it is indistingu is hable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (esca pe DC 12) . Until thi s grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6)/ Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight's choice in that area when th e plants appear must succeed on a DC 12 Strength saving throw or become restrained . Acreature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Zombies

Zombies Medium undead, neutral evil 1/4 50 xp

  • Armor class 8 (none)
  • Hit points 22 (3d8+9)
  • Speed 20
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws:Wisdom +0

Damage Immunities:poison

Condition Immunities:poison

Senses:darkvision 60 ft., passive Perception 8

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

Challenge:1/4 (50 xp)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Remi

Remi Medium female human, Neutral Good 1/8 25 xp

  • Armor class 12 (Cloth tunic + Dex)
  • Hit points 8 (8 +con)
  • Speed 30
  • STR10 (0)
  • DEX15 (+2)
  • CON11 (0)
  • INT14 (+2)
  • WIS13 (+1)
  • CHA14 (+2)

Skills:Acrobatics +4, Investigation +4, Sleight of Hand +6, Stealth +6

Senses:Passive Perception 11

Languages:Common

Challenge:1/8 (25 xp)

Thieves Tools. Deni adds 4 to ability checks she makes with Thieves Tools.

Actions

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

Garren

Garren Medium human male, Lawful Good 1/2 50 xp

  • Armor class 18 (Chain mail, shield)
  • Hit points 19 (2d10 +4)
  • Speed 30
  • STR16 (+3)
  • DEX10 (0)
  • CON14 (+2)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws:Wisdom +3, Charisma +4

Skills:Athletics +5, Insight +3, Intimidation +4, Medicine +3

Senses:Passive Perception 11

Languages:Common, Dwarvish

Challenge:1/2 (50 xp)

Spellcasting. Garren is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following paladin spells prepared:
1st level (2 slots): command, cure wounds, heroism

Reactions. Protect. When a creature Garren can see attacks an ally within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.

Actions

Flametongue Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 13 (1d8 + 3) slashing + 2d6 fire damage.

Werebear Archdruid

Werebear Archdruid Medium humanoid (any race, shapechanger), Neutral Good 0 xp

  • Armor class 16 (hide armor and shield, barkskin)
  • Hit points 50 (6d8+18)
  • Speed 30
  • STR15 (+2)
  • DEX12 (+1)
  • CON16 (+3)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Skills:Medicine +7, Nature +3, Perception +7

Senses:Passive Perception 17

Languages:Common, Druidic, Elvish, Sylvan (cant speak in bear

Challenge: (0 xp)

Actions

form)

form) 5, 1800 0 xp

  • Armor class Spellcasting. The werebear druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:

    Cantrips (at will): druidcraft, mending, poison spray, produce flame

    1st Level (4 slots): cure wounds, entangle, faerie fire, speak with animals

    2nd Level (3 slots): animal messenger, barkskin, hold person

    3rd Level<\b> (3 slots): conjure animals, meld into stone, water breathing (Claw (Bear or Hybrid Form Only).<\b> Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
    Hit: 11 (2d8 + 3) piercing damage.

    Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
    Hit: 6 (1d6 + 3) slashing damage.)
  • Hit points (Shapechanger. The werebear druid can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. The werebear druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. It reverts to its true form if it dies.)
  • Speed Keen Smell. The werebear druid has advantage on Wisdom (Perception) checks that rely on smell.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Werebear Druid

Werebear Druid Medium humanoid (any race, shapechanger), Neutral Good Common, Druidic, Sylvan (cant speak in bear form) 2 xp

  • Armor class 11 (leather armor in druid form, natural armor in bear and hybrid form)
  • Hit points 16 with barkskin (35)
  • Speed 5d8+15
  • STR30 (+10)
  • DEX13 (+1)
  • CON12 (+1)
  • INT17 (+3)
  • WIS10 (0)
  • CHA15 (+2)

Save Throws:11

Damage Resistances:Medicine +4, Nature +2, Perception +4

Languages:Passive Perception 14

Challenge:Common, Druidic, Sylvan (cant speak in bear form) (2 xp)

450

Actions

Spellcasting. The werebear druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips<\b> (at will): druidcraft, produce flame, shillelagh

1st Level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd Level (3 slots): animal messenger, barkskin

Legendary Actions

Claw (Bear or Hybrid Form Only).<\b> Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 9 (2d8 + 1) piercing damage

Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.

Neophyte Werewolf

Neophyte Werewolf Medium humanoid (human, shapechanger), Chaotic Neutral Common (Cant Speak in Wolf Form) 1 xp

  • Armor class 11 (In humanoid form)
  • Hit points 12 in Hybrid or Wolf form (37)
  • Speed 5d10+10
  • STR30 (+10)
  • DEX15 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS10 (0)
  • CHA10 (0)

Save Throws:10

Damage Resistances:Perception +3

Languages:Passive Perception 13

Challenge:Common (Cant Speak in Wolf Form) (1 xp)

200

Actions

Legendary Actions

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Animated Armor

Animated Armor Medium construct, unaligned 1 200 xp

  • Armor class 18 (natural armor)
  • Hit points 18 (6d8+6)
  • Speed 25
  • STR14 (+2)
  • DEX11 (0)
  • CON13 (+1)
  • INT1 (-5)
  • WIS3 (-4)
  • CHA1 (-5)

Damage Immunities:poison, psychic

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses:blindsight 60ft. (blind beyond this radius), passive Perception 6

Languages:-

Challenge:1 (200 xp)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagicfield. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Actions

Multiattack.<\b> The armor makes two melee attacks.

Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) bludgeoning damage.

Giant Rats

Giant Rats Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Senses:darkvision 60ft., passive Perception 10

Languages:-

Challenge:1/8 (25 xp)

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

Actions

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