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Grung Elite Warrior

Grung Elite Warrior Small Humanoid (grung), Lawful Evil 2 450 xp

  • Armor class 13
  • Hit points 49 (9d6+18)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex + 5

Skills: Ath +2, Perc +2, Stlth +5, Surv +2

Damage Immunities: Poison

Condition Immunities: Poison

Senses: Passive Perception 12

Languages: Grung

Challenge: 2 (450 xp)

Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., or,e target. Hit: 6 (ld6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.

Grung

Grung Small Humanoid (grung), Lawful Evil 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d6+4)
  • Speed 25ft., climb 25ft.
  • STR 7 (-2)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +4

Skills: Athletics +2, perception +2, stealth +4, survival +2

Damage Immunities: poison

Condition Immunities: poison

Senses: passive perception 12

Languages: grung

Challenge: 1/4 (50 xp)

Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Amphibious. The grung can breathe air and water.

Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for l minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Deer (Dragon)

Deer (Dragon) Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Senses: passive Perception 12

Languages:

Challenge:0 (10 xp)

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Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

Black Bear

Black Bear Medium beast, unalinged 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d8 + 6)
  • Speed 40ft, climb 30ft
  • STR15 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Senses: PP 13

Languages:

Challenge: 1/2 (100 xp)

Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.,

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d6 +2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) slashing damage.

Bandit

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)

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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

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.