Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Young White Dragon

Young White Dragon Large dragon, chaotic evil 6 2,300 xp

  • Armor class 17 (natural armor)
  • Hit points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +3, Con +7, Wis +3, Cha +4

Skills: Perception +6, Stealth +3

Damage Immunities: cold

Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16

Languages: Common, Draconic

Challenge: 6 (2,300 xp)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Yeti

Yeti Large monstrosity, chaotic evil 3 700 xp

  • Armor class 12 (natural armor)
  • Hit points 51 (6d10 + 18)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +3

Damage Immunities: cold

Senses: darkvision 60 ft., passive Perception 13

Languages: Yeti

Challenge: 3 (700 xp)

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.

Frost Giant Jarl

Frost Giant Jarl Huge giant, neutral evil 11 7,200 xp

  • Armor class 16 (dragonscale armor)
  • Hit points 187 (15d12 + 90)
  • Speed 40 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +10, Wis +6, Cha +7

Skills: Athletics +11, Perception +6

Damage Immunities: cold

Senses: passive Perception 16

Languages: Giant

Challenge: 11 (7,200 xp)

Legendary Resistance (3/day). If the jarl fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The jarl makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Flash Freeze (recharge 5-6). The jarl stomps the ground, creating a wave of intense cold in a line that is 60 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. If a target fails the saving throw, it becomes restrained by ice. As an action, the restrained target can make a DC 15 Strength check, breaking free of the ice on a success. The ice can also be attacked and destroyed (AC 10, hp 15, vulnerability to fire damage, immunity to poison and psychic damage)

Legendary Actions

The jarl can take 3 legendary actions ,choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jarl regains spent legendary actions at the start of its turn.

Shove. The jarl makes a shove attack.

Charge The jarl moves up to its speed.

Battle Order. The jarl directs an allied creature to strike, so long as the creature can see or hear the jarl. That creature can immediately use its reaction to make one weapon attack.

Frost Giant

Frost Giant Huge giant, neutral evil 8 3,900 xp

  • Armor class 15 (patchwork armor)
  • Hit points 138 (12d12 + 60)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Damage Immunities: cold

Senses: passive Perception 13

Languages: Giant

Challenge: 8 (3,900 xp)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Adult White Dracolich

Adult White Dracolich Huge undead, chaotic evil 13 10 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12 + 96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6 Cha +6

Skills: Perception +11, Stealth +5

Damage Resistances: necrotic

Damage Immunities: cold, poison

Condition Immunities: charmed, frightened, paralyzed, poisoned, exhaustion

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6) The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail Attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.