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Invisible Stalker

Invisible Stalker Medium elemental, Neutral 6 2,300 xp

  • Armor class 14 (Initative +4)
  • Hit points 104 (16d8+32)
  • Speed 50 ft., fly 50 ft. (hover)
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills:Perception +8, Stealth +10

Damage Resistances: Bludgeoning, Piercing, and Slashing, from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 Ft., passive Perception 18

Languages: Auran, Understands Common but doesn't speak it

Challenge: 6 (2,300 xp)


Invisivility.The stalker is invisible.




Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions


Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.,,

Awakened White Moose

Awakened White Moose Large Beast, Neutral Evil 3 700 xp

  • Armor class 11 (Initiative +0)
  • Hit points 68 (8d10 +24)
  • Speed 40 ft,.
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses:Passive, Perception ,11

Languages:Druidic

Challenge: 3 (700 xp)

Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn,, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.



Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.,

Actions

Multiattack. The moose makes two attacks: one with its antlers and one with its hooves.



Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.




Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Giant Snapping Turtle

Giant Snapping Turtle Large Beast, Unaligned 3 700 xp

  • Armor class 17/12 (Initiative +0)
  • Hit points 75 (10d10 + 20)
  • Speed 30 ft, swim 40ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Save Throws:,

Skills: ,

Senses: Darkvision 60 ft. Passive Perception 11,

Languages:

Challenge: 3 (700 xp)

Amphibious. The turtle can breathe air and water.,



Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.,

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.,