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Bugbear Assassin Medium humanoid (goblinoid), chaotic evil 6 2,300 xp

  • Armor class 16 (studded leather)
  • Hit points 117 (18d8 + 36)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 15 (+2)
  • CHA 10 (0)

Skills: Stealth +10, Athletics +7, Perception +5, Survival +8

Senses: darkvision 60 ft., passive Perceptoin 15

Languages: Common, Goblin

Challenge: 6 (2,300 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Precise Attacker. The bugbear's weapon attacks score a critical hit on a roll of 18-20. When the bugbear scores a critical hit, it rolls the damage dice three times, instead of twice.

Surprise Attack. If the bugbear surprises a creature during the first round of combat, the bugbear has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

Actions

Multiattack. The bugbear makes two melee attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) slashing damage or 15 (2d10 +4) slashing damage if wielded with two hands.

Heavy Crossbow Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.

Kobold Shaman Small humanoid (kobold), lawful evil 2 450 xp

  • Armor class 13 (leather armor)
  • Hit points 27 (6d6 + 6)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Draconic

Challenge: 2 (450 xp)

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

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): cure wounds, fog cloud, healing word
2nd level (3 slots): flaming sphere, heat metal

Actions

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

Goblin Alchemist Small humanoid (goblinoid), neutral evil 1/2 100 xp

  • Armor class 14 (studded leather)
  • Hit points 10 (3d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 19 (+4)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

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

Actions

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

Alchemist's Fire (5/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is covered in flaming adhesive and takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Acid Vial (3/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.