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Archer

Archer Medium Humaniod (any race), Any 3 700 xp

  • Armor class 16 (Studded Leather)
  • Hit points 75 (10d8+39)
  • Speed 30
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Acrobatics +6, Perception +5

Senses: Passive Perception 15

Languages: any one

Challenge: 3 (700 xp)

Archer's Eye (3/day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions

Multiattack. The archer makes two attacks with its longbow.

Shortsword. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage).

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8 +4) piercing damage.

Bandit Captain

Bandit Captain Medium Humanoid, any non-lawful alignment 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: any two languages

Challenge: 2 (450 xp)

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 reach 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.

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.

Berserker

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT9 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:2 (450 xp)

Hailing from uncivilized lands unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

Actions

Greataxe. Melee Weapon Attack: +5 to hit reach 5 ft. one target. Hit: 9 (1d12 + 3) slashing damage.

Cultist

Cultist Medium humanoid (any race), Any non-good 1/8 25 xp

  • Armor class 12 (Leather)
  • Hit points 9 (2d8)
  • Speed 30
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: Passive Perception 10

Languages: Any one

Challenge: 1/8 (25 xp)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. HIt: 4 (1d6+1) slashing damage.

Swashbuckler

Swashbuckler Medium humanoid (any race), Any non-lawful 3 700 xp

  • Armor class 17 (Leather)
  • Hit points 66 (12d8 + 12)
  • Speed 30
  • STR 12 (+1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: Passive Perception 10

Languages: Any one

Challenge: 3 (700 xp)

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage).

Rapier. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Thug

Thug Medium humanoid (any rae), Any non-good 1/2 100 xp

  • Armor class 11 (Leather)
  • Hit points 32 (5d8 + 10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: Passive Perception 10

Languages: Any one

Challenge: 1/2 (100 xp)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee WEapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. HIt: 5 (1d10) piercing damage).

Drowner

Drowner Medium undead, chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft., burrow 10 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +4

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Vulnerable to fire and radiant.

Pack Tactics. The drowner has advantage on attack rolls against a creature if at least one of the drowner's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Claws. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the drowner can grapple the target (escape DC 12).

Drag Under. The drowner can drag in deep waters or mud a grappled, incapacitated, paralyzed or stunned target. The target must succeed on a DC 12 Strength saving throw or take 8 (2d6 + 1) bludgeoning damage and be knocked prone and buried in mud. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

Drowned Dead

Drowned Dead Medium undead, chaotic evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 53 (7d8 + 21)
  • Speed 30 ft., burrow 10 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +5

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: blindsight 30 ft., darkvision 60 ft., passive perception 13

Languages:

Challenge: 3 (700 xp)

Vulnerable to fire and radiant.

Blood Frenzy. The drowned dead has advantage on melee attack rolls against any creature that doesn't have all its hit points. (really? CR 3?)

Drowning Aura. Any living, breathing creature that starts its turn within 10 feet of the drowned dead must succeed a DC 13 Constitution saving throw. On a failed save, a creature begins to drown and is restrained. The strained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature falls to 0 hit points and starts making death saving throws. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drowned dead's Drowning Aura for the next 24 hours. Amphibious creatures are not affected.

Actions

Multiattack. The drowned dead makes to claw attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) slashing damage. Instead of dealing damage, the drowner can grapple the target (escape DC 13).

Reaction: Uncanny Dodge. When an attacker hits the drowned dead with an attack it can use his reaction to half the damage, provided it isn't blinded and deafened.

Bloated Zombie

Bloated Zombie Medium undead, neutral evil 3 700 xp

  • Armor class 10
  • Hit points 53 (7d8 + 21)
  • Speed 30
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive perception 10

Languages: Understands common

Challenge: 3 (700 xp)

Death Burst. When the zombie is destroyed, it explodes in a burst of acid and guts. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage plus 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Undead Fortitude. If damage reduced the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) acid damage.

Spew Bile (recharge 5-6). The zombie spews bile in a 15-foot line. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Feral Zombie

Feral Zombie Medium undead, Neutral evil 1/2 100 xp

  • Armor class 12
  • Hit points 22 (3d8 + 9)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 7 (-2)
  • CHA 6 (-2)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60ft., passive Perception 8

Languages: Understands common

Challenge: 1/2 (100 xp)

Aggressive. As a bonus action, the zombie can move up to half its speed toward a hostile creature it can see.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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

Horde of Zombies

Horde of Zombies Huge swarm of medium undead, Neutral evil 3 700 xp

  • Armor class 8
  • Hit points 66 (12d6 + 24)
  • Speed 30
  • STR 18 (+4)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 4 (-3)

Damage Resistances: Bludgeoning, piercing, slashing

Damage Immunities: poison

Condition Immunities: poison, charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 60ft., passive Perception 9

Languages: understands Common

Challenge: 3 (700 xp)

Plagued. When the swarm hits with an attack, it deals an extra 10 (3d6) necrotic damage (included in the attack).

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

Undead Swarm Fortitude. The swarm fights at full strength until it is completely destroyed.

Actions

Multiattack. The horde uses its pull under ability if able, then uses its Gnaw and Claw.

Pull Under. The horde attempts to envelope a creature within its space. The target must succeed on a DC 12 Strength saving throw or be knocked prone and considered grapped (escape DC 12) as they are pinned to the ground under a sea of zombies. This ability can only be used if the horde is above half of its maximum hit points.

Gnaw and Claw. Melee Weapon attack: +6 to hit, reach 0ft, one target in the swarm's space. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage, and the target must succed a DC 12 Constitution saving throw or become poisoned until the end of their next turn.

Miasma Zombie

Miasma Zombie Medium undead, Neutral evil 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: darkvision 60ft, passive perception 8

Languages: Understands common

Challenge: 1/2 (100 xp)

Miasmic Aura. Any creature that starts its turn within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the zombie's aura for 24 hours.

Undead Fortitutde. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Toxic Death Cloud. When the zombie is reduced to 0 hitpoints, it explodes in a 10-ft. radius miasma of putrescence and filth. When a creature enters or begins its turn within the cloud it takes 3 (1d6) poison damage and must succeed on a DC 10 Constitution saving throw or become poisoned until the start of its next turn. The cloud disperses in a strong wind or after 1 minute.

Actions

Slam. Melee Weapon attack: +3 to hit, reach 5ft. Hit: 4 (1d6+1) bludgeoning damage.