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Bandit Captain

Bandit Captain Medium Humanoid (Any Race), Any Non-Lawful Alignment 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: STR +4, DEX +5, WIS +2

Skills: Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Any two languages

Challenge: 2 (450 xp)

Actions



Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


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

Duergar Soulblade

Duergar Soulblade Medium humanoid (dwarf), lawful evil 1 200 xp

  • Armor class 14 (leather armor)
  • Hit points 18 (4d8)
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Resistances: poison

Senses: darkvision 120 ft.

Languages: Dwarvish, Undercommon

Challenge: 1 (200 xp)



At will: blade ward, true strike

1/day each: jump, hunter’s mark

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

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

Innate Spellcasting (Psionics). The duergar’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Create Soulblade. The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar’s hand and vanishes if it leaves the duergar’s grip, or if the duergar dies or is incapacitated.

Soulblade. Melee Weapon Attackk: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .