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Splint

Splint Medium Humanoid, Chaotic Good 2 240 xp

  • Armor class 14 (Leather)
  • Hit points 26 (5d8)
  • Speed 30 ft
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Dex +6, Int +5

Skills: Perception +4, Stealth +6, Sleight of hand +6, Deception +4, Investigation +5, Athletics +4

Senses: PP 14

Languages: Common, Thieves cant

Challenge: 2 (240 xp)

Sneak Attack +3d6 damage 1/round against targets the Splint has advantage against
Cunning Action: Splint can take the Hide, Dash, Sleight of hand actions or Disengage action as a bonus action on each of its turns.

Actions

Dagger: Melee or Ranged Weapon Attack, +6 to hit, reach 5 ft., range: 20/60, one target. Hit: 1d4+3 Piercing damage.

Hand Crossbow. Ranged Weapon Attack, +6 to hit, range:30/120, Loading. one target. Hit: 1d6+3 Piercing damage.

Goblin Infiltrator

Goblin Infiltrator Small Humanoid (goblin), Neutral evil 1 100 xp

  • Armor class 14 (Leather)
  • Hit points 15 (3d8)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: Dex +5, Int +2

Skills: Stealth +6, Perception +5, Acrobatics +4, Investigation +3, Athletics +3, Sleight of Hand +4

Senses: Darkvision 60 ft. PP 15

Languages: Goblin, Common, Thieves cant

Challenge: 1 (100 xp)

Sneak Attack +2d6 damage 1/round against targets the Goblin has advantage against
Cunning Action: The goblin can take the Hide, Dash, or Disengage action as a bonus action on each of its turns.
Assassinate: The goblin has advantage on any creature that has not yet taken an action in combat. In addition, hits against surprised targets are automatically critical hits.

Actions

Dagger: Melee or Ranged Weapon Attack, +4 to hit, reach 5 ft., range: 20/60, one target. Hit: 1d4+2 Piercing damage.

Darts (5): Ranged Weapon Attack, +4 to hit, Range 20/60, one target. Hit: 1d4+2 Piercing damage + poison

Poison: Many goblin assassins use poison, particularly on their darts (which are often used to cover an escape). Carrion Crawler Mucus (DMG), Serpent Venom (DMG), and Basic Poison (PHB) are all common.