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Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Bandit Captain Medium Humanoid, Non-lawful 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: Common, Orcish

Challenge: 2 (450 xp)

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.

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, reac h 5 ft., one
target. Hit: 6 (ld6 + 3) slash ing 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.

Sea Spawn Medium Humanoid, Neutral Evil 1 200 xp

  • Armor class 11 (Natural Armor)
  • Hit points 32 (5d8+10)
  • Speed 20 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 18 (+4)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Senses: darkvision 120 ft., passive perception 10

Languages: understands Aquan and common, can't speak

Challenge: 1 (200 xp)

Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.

Actions

Multiattack. The sea spawn makes three attacks: two unarmed strikes and one with its Piseine Anatomy.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Piscine Anatomy. The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

Poison Quills. Melee Weapon Attack: +5 to hit, reach S ft., one creature. Hit: 3 (ld6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.