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Cult Fanatic medium humanoid, 2 450 xp

  • Armor class 13
  • Hit points 33
  • Speed 30
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: deception 4, persuasion 4, religion 2

Senses: perception 10

Languages: common

Challenge: 2 (450 xp)

advantage on saving throws against charm or frightened.

Spellcastion. Spell save DC 11, +3 to hit.

Cantrips, light, sacred flame, thaumaturgy

1st level (4) command, inflict wounds, shield of faith
2nd level (3) hold person, spiritual weapon

Actions

Multattack 2

Dagger. +4 to hit, 4 piercing damage.

Hobgoblin Captain Medium humanoid, lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39
  • Speed 30 ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: darkvision 60 ft perception 10

Languages: common, goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isnt incapacitated.

Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword: +4 to hit, on hit 9 piercing damage.

Javelin. +4 to hit, range 30, on hit 5 piercing damage.

Leadership. 1d4 inspiration command to any ally performing a saving throw or attack roll.

Goblin Small humanoid, neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 21
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: darkvision 60 ft., passive perception 9

Languages: common, goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 5 slashing damage.

Shortbow. Range Weapon Attack: +4 to hit, range 80/320ft., one target.
Hit: 5 piercing damage.

Wraith Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67
  • Speed 0ft., fly 60ft. (hover)
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft., perception 12

Languages: common, infernal

Challenge: 5 (1,800 xp)

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 force damage if it ends its turn inside an object.

Sunlight Sensitivity. When in sunlight, the wraith has disadvantage on attack rolls and Perception checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 21 necrotic damage. The target must succeed on a DC 14 Constitution saving thtow ir its hit points maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points maximum to 0.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Troll Large giant, chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84
  • Speed 30 ft
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: perception +1

Senses: darkvision 60ft, passive perception 11

Languages: giant

Challenge: 5 (1,800 xp)

keen smell. the troll has advantage on perception checks that use smell
regeneration. the troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's net turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The troll ameks three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 piercing damage.

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