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Sir Percival

Sir Percival Medium Humanoid (Hobgoblin), Lawful Evil CR 2 450 xp

  • Armor class 15 (Ring Mail and Shield)
  • Hit points 49 (2d8+3d10+10)
  • Speed 9m
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wisdom +2

Senses: Darkvision 18m, passive Perception 10

Languages: Common, Goblin

Challenge: CR 2 (450 xp)

Superiority dice - Sir Percival has 4 superiority dice.

Parry - When another creature damages Sir Percival, he can take a reaction and expend a superiority die to reduce the damage by d8+1.

Riposte - When another creature misses Sir Percival, he can take a reaction and expend a superiority die to make a melee weapon attack against that creature. If he hits, he deals d8 extra damage.

Actions

Multiattack - Sir Percival makes two Longsword attacks.

Longsword - Melee weapon attack, +3 to hit, reach 1,5m, one target. Hit: 1d8+1 slashing damage or 1d10+1 slashing damage (if used with two hands).

Leadership - Sir Percival can utter a special command or warning whenever a nonhostile creature that it can see within 9 meters makes an attack roll or saving throw. The creature can add a d4 to its roll, provided it can hear and understand Sir Percival.

Ronzinante

Ronzinante Large beast, Unaligned CR 1 200 xp

  • Armor class 14 (Natural armor and leather)
  • Hit points 37 (5d10+10)
  • Speed 15m
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +3

Senses: Passive Perception 13

Languages: -

Challenge: CR 1 (200 xp)

Keen Hearing and Smell - Advantage on wisdom checks that rely on hearing or smell.

Pack Tactics. Advantage on attack rolls against creatures if at least one of the wolf's allies is within 1.5m of the creature and the ally isn't incapacitated.

Actions

Bite - Melee weapon attack, +5 to hit, one target. Hit: 2d6+3 piercing damage. If the target is a creature, it must successid on a DC 13 Strength saving throw or be knocked prone.

Kraalkaarm, Goblin Shaman

Kraalkaarm, Goblin Shaman Small Humanoid (Goblin), Neutral Evil CR 1 200 xp

  • Armor class 15 (with mage armor)
  • Hit points 14 (2d6+7)
  • Speed 9m
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Skills: Stealth +4 Arcana +4

Senses: Darkvision (18m)

Languages: Common, Goblin

Challenge: CR 1 (200 xp)

Nimble Escape - Kraalkaarm can take the Disengage or Hide actionas a bonus action on each of its turns.

Spellcasting - Kraalkaarm is a 2nd-level Wizard. Its spellcasting ability is Intelligence (Spell Save DC 12, to hit with spell attacks +4)

Cantrips (at will): Prestidigitation, True Strike, Dancing Lights.
1st Level (3 slots): Grease, False Life, Magic Missile, Feather Fall, Mage Armor.

Actions

Quarterstaff - Melee Weapon Attack +0 to hit, reach 1.5m, one target. Hit: 1d6-2 bludgeoning damage.

Chimaiy

Chimaiy Medium Humanoid, Drow, Neutral Evil 3 700 xp

  • Armor class 17 (Half plate, shield)
  • Hit points 50 ((6d8+12))
  • Speed 9m
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 12 (+1)

Save Throws: Wisdom +6, Constitution +5

Skills: Perception +6, Religion +3, Insight +6

Senses: Superior Darkvision: 36m

Languages: Comune, Nordico, Elfico

Challenge: 3 (700 xp)

Spellcasting: Chimaiy is a 6th-level cleric. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spells +6).

Cantrips: Light, Thaumaturgy, Sacred Flame, Spare the Dying, Dancing Lights.
1st Level (4 slots): Inflict Wounds, Healing Word, Detect Magic, Bane, Bless, Cure Wounds.
2nd Level (3 slots): Silence, Calm Emotions.
3rd Level (3 slots): Sending, Spirit Guardians, Animate Dead.

Faerie Fire (1 per day).
Darkness (1 per day).

Fey Ancestry - Chimaiy has advantage on saving throws against being charmed, and magic can't put her to sleep.
Sunlight Sensitivity - Disadvantage on attack rolls and wisdom perception (sight) when Chimaiy is on direct sunlight or when her target is in direct sunlight.

Actions

Mace. Melee Weapon Attack +4 to hit, reach 1.5m, one target, Hit: 1d6+1 bludgeoning damage.