Party level: to



Change class color:
Back to default color


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


Contacts:
if you have any ideas, email me

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

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

Frozen Skeleton Medium undead, lawful evil 1 200 xp

  • Armor class 15 (chain shirt)
  • Hit points 26 (4d8 + 8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 6 (-2)

Damage Resistances: (vulnerable) bludgeoning, fire

Damage Immunities: cold, poison

Condition Immunities: exhaustion, poison

Senses: darkvision 60 ft., passive Perception 9

Languages: understands all languages it knew in life but can't speak

Challenge: 1 (200 xp)

Freezing Body A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage.

Freezing Weapons. Any weapon the skeleton wields deals an extra 3 (1d6) cold damage on a hit (included in the attack).

Actions

Multiattack The skeleton makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) cold damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) cold damage.

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.

Ice Mephit Small elemental, neutral evil 1/2 100 xp

  • Armor class 11
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +3

Damage Resistances: (vulnerable) bludgeoning, fire

Damage Immunities: cold, poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 12

Languages: Aquan, Auran

Challenge: 1/2 (100 xp)

Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Frost Troll Large giant, chaotic evil 7 2,900 xp

  • Armor class 16 (natural armor)
  • Hit points 162 (13d10 + 91)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 24 (+7)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Skills: Stealth +4

Damage Immunities: cold

Senses: darkvision 60 ft., passive Perception 8

Languages: Giant

Challenge: 7 (2,900 xp)

Regeneration. The frost troll regains 10 hit points at the start of its turn. If the frost troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Winter Camouflage. The frost troll has advantage on Dexterity (Stealth) checks made to hide while in snowy and icy terrain.

Actions

Multiattack. The frost troll makes two melee attacks, but can use its slam only once.

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

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one or two targets within 5 ft., Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be knocked prone.