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Octopus Small beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR4 (-3)
  • DEX15 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +2, Stealth +4

Senses:darkvision 30 ft., passive Perception 12


Challenge:0 (10 xp)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water breathing. The octopus can breathe only underwater.


Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bldg damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink cloud (Recharges after a Short or Long Rest). A 5-foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use Dash action as a bonus action.

Hippogriff (Angeloso) Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., fly 60 ft.
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA8 (-1)

Skills: Perception +5

Senses:Passive Perception 15


Challenge:1 (200 xp)

Keen Sight. The hippogriff has advantage an Wisdom (Perception) checks that rely on sight.



Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

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

Panther Medium beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 50 ft., climb 40 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON10 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA7 (-2)

Skills:Perception +4, Stealth +6

Senses:passive Perception 14


Challenge:1/4 (50 xp)

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

Pounce. If the panther moves at least 20 feet straight forward toward a creature and then hits it with a claw attack on the same turn, that target must succed on a DC12 Strenght saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


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

Claw. Melee Weapn Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Smoke Mephit Small elemental, Neutral evil 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d6+5)
  • Speed 30 ft., fly 30 ft.
  • STR6 (-2)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA11 (0)

Skills:Perception +2, Stealth +4

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:darkvision 60 ft., passive Perception 12

Languages:Auran, Ignan

Challenge:1/4 (50 xp)

Death Burst: When the Mephit dies, it leaves behind a cloud of smoke that fills a 5-foot radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, wich otherwis lasts for 1 minute.

Summon Mephits (1/Day). The mephit has a 25% chance of summoning 1d4 mephits of ots own kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally os its summoner, and can't summon other mephits. It remais for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.