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Hronund Medium humanoid (skeleton), neutral ? 0 xp

  • Armor class 15 (patchwork armor)
  • Hit points 138 (12d12+60)
  • Speed 30 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Damage Immunities: poison

Condition Immunities: poisoned

Senses: PP13

Languages: Common

Challenge: ? (0 xp)

Axe of the Kaarjy. Hronund's axe is a magical weapon. It function as a +2 greataxe, as well as having a chain on the end which can be used as a bonus action.


Multiattack. Hronund makes two greataxe attacks.

Greataxe. Melee weapon attack: +11 to hit, reach 10 ft., one target. Hit: 27 (3d12+8) slashing damage.

Chain. As a bonus action, Hronund can use a command word to either keep a creature away (the target must pass a DC 20 Strength check to move closer to you and any
movement they make is considered difficult
terrain) or keep it close (if you choose At My Mercy, the opponent cannot move more than 30 ft. from you and any
movement they make will drag you along with
them). He can dismiss the chain at any time.

Antillian Sunblade Medium humanoid (any race), any alignment 5 1 xp

  • Armor class 18 (plate)
  • Hit points 64 (8d8+24)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: PP 10

Languages: any one language (usually Common)

Challenge: 5 (1 xp)

Sunblade. The Antillian wields a specially crafted Sunblade, made from shadowstone. It acts as a +1 magical weapon. It flickers with magical flames, which can destroy non-magical armor/weapons (DC 10 Con save for equipment being worn). The Sunblade can only use it's solar beam ability when in sunlight.


Multiattack. The sunblade makes two melee attacks.

Sunblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:13 (2d6 + 5) slashing damage.

Solar beam (Recharge 1d4-1 turns). Ranged Spell Attack: +6 to hit, reach 150 ft., one target. Hit: 18 (2d10+6) fire damage.

Leadership (Recharges after a Short or Long Rest).For 1 minute, the sunblade 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 sunblade. A creature can benefit from only one Leadership die at a time. This effect ends if the sunblade is incapacitated.

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