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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.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (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.

Giant Crocodile Huge Beast, Unaligned 5 1,800 xp

  • Armor class 14 (Natural)
  • Hit points 85 (9d12+27)
  • Speed 30/50swim
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +5

Senses: pp 10

Languages: -

Challenge: 5 (1,800 xp)

15-20 ft. long

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16) . Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Zug Medium Humanoid (Orc), Lawful Evil 3 700 xp

  • Armor class 17 (Half Plate)
  • Hit points 55 (6d8+12)
  • Speed 30
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: Darkvsion 30 ft. pp 10

Languages: Common, Orcish

Challenge: 3 (700 xp)

Zug is the owner and propietor of The Crossroads, he is also a front to The Ebon Road. He is well spoken (for an orc) and straightforward. His number one priority is the money coming into The Crossroads.

Tall, muscular, with the little hair he has pulled back into a top knot. wearing a worn linen shirt under a canvas apron. Always with a tooth pick in his mouth.

Martial Advantage. Once per turn , Zug can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is with in 5 feet of an ally of Zug that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft . or range 30/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Zug in can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Zug. A creature can benefit from only one Leadership die at a time. This effect ends if Zug is incapacitated.