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Arix Small humanoid (kobold), lawful evil 3 700 xp

  • Armor class 18 (Breastplate and Shield)
  • Hit points 33 (13+4d8)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 13 (+1)

Save Throws: Wis +6 Cha +4

Skills: Insight +6, Medicine +6, Persuasion +4, Religion +3

Senses: darkvision 60 ft, passive Perception 8

Languages: Common, Draconic

Challenge: 3 (700 xp)


War Priest. When Arix uses the Attack Action, she can make one weapon attack as a bonus action. She can use this 3 times per long rest.

Channel Divinity: Guided Strike. Arix can use her Channel Divinity to gain a +10 on an attack roll.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6+3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
Hit: 8 (1d8+3) piercing damage

Spellcasting. Arix is a 5th level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Arix has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): cure wounds, divine favor, healing word, inflict wounds, shield of faith
2nd level (3 slots): hold person, magic weapon, prayer of healing, spiritual weapon
3rd level (2 slots): bestow curse, crusaders mantle, meld into stone, spirit guardian, revivify

Magic Items. staff of the black wyrmling, potion of healing and 2 sticks of fireball trap chalk.

Arix is the spiritual leader of Murk's kobold clan. She's also an excellent cook. Arix knows that Tiamat guides her actions, and that said guidance is to protect Murk. Arix would do anything to keep Murk alive. Arix is suspicious of strangers and thinks the worst of them. As such she avoids the common areas when Severastri is tending to guests.

Fix Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 16 (Studded leather)
  • Hit points 21 (11+2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 14 (+2)
  • CHA 8 (-1)

Save Throws: Dex +7, Int +5

Skills: Acrobatics +7, Athletics +3, Deception +2, Insight +5, Perception +8, Stealth +10

Senses: darkvision 60 ft, passive Perception 8

Languages: Common, Draconic

Challenge: 1 (200 xp)

Assassination. Fix has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit Fix scores against a creature that is surprised is a critical hit.

Cunning Action. Fix can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.
Expertise. Fix's proficiency bonus is doubled in Perception and Stealth.

Sneak Attack. Fix adds 2d6 damage to one creature he hits with his shortsword if he has advantage on that attack or if an ally is within five feet of the target.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions


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

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target.
Hit: 8 (1d8+4) piercing damage

Fix is a talented sneak amongst his clan. He is loyal to his clan above all else, though he is prone to forgetting or ignoring any plans when made. Fix relishes any opportunity to get the drop on an opponent, typically readying an action to attack the first opponent through a key choke point.

Malcan Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 19 (Breastplate and Shield)
  • Hit points 36 (16+2d10)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: Str +4 Con +5

Skills: Acrobatics +6, Animal Handling +3, Athletics +4, Intimidation +2

Senses: darkvision 60 ft, passive Perception 8

Languages: Common, Draconic

Challenge: 1 (200 xp)

Fighting Style - Defense. When Malcan is wearing armor he gets a +1 bonus to AC.

Second Wind. Malcan can use a bonus action to regain 1d10+3 hit points. Once he uses this feature he must finish a short or long rest before using it again.

Action Surge. Malcan can push himself beyond normal limits for a moment. On his turn he can take one additional action on top of his regular action and a possible bonus action. Once he uses this feature he must finish a short or long rest before using it again.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6+3) piercing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
Hit: 8 (1d8+3) piercing damage

Spellcasting. Malcan is a 1 st level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Malcan has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, true strike
1st level (2 slots): burning hands, magic missile, shield

Magic Items. potion of healing

Malcan is commander of the guard for the kobold clan. He is hard and stern and expects total obedience from the lesser kobolds when the clan is under assault. Though absolutely loyal to Severastri and Arix Malcan is quite convinced that things would be better if he were in charge. In combat Malcan charges in unafraid, ready to throw up a shield spell should it be needed.

Severastri Small humanoid (kobold), lawful evil 5 1,800 xp

  • Armor class 17 (Draconic Resilience)
  • Hit points 50 (22+7d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 18 (+4)

Save Throws: Con +4 Cha +7

Skills: Arcana +4, Intimidation +7, Perception +3, Persuasion +7

Senses: darkvision 60 ft, passive Perception 13

Languages: Common, Draconic

Challenge: 5 (1,800 xp)

Draconic Bloodline. Black

Draconic Resilience. Severastri's hit point maximum is increased by 1 per level. Additionally when she isn't wearing armor her AC equals 13+ her Dexterity modifier.

Elemental Affinity. When Severastri casts an acid based spell she adds her Charisma modifier to damage rolled. Additionally she can spend 1 sorcery point to gain resistance to acid for 1 hour.

Sorcery Points. Severastri has 8 sorcery points to use. She regains all 8 when she finishes a long rest.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions


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

Acid splash. Ranged Spell (cantrip) Attack: +7 to hit, range 60 ft., one target.
Hit: 11 (2d6+4) acid damage
Spellcasting. Severastri is an 18th level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Arix has the following sorcerer spells prepared:
Cantrips: acid splash, mage hand, mending, ray of frost, thaumaturgy, true strike.
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): alter self, invisibility.
3rd level (3 slots): fireball, major image.
4th level (2 slots): ice storm, stone skin.

Magic Items. lesser staff of trapping, potion of healing and 2 sticks of fireball trap chalk.

Severastri is the leader of this clan and chief negotiator and ambassador for the keep. She is less xenophobic than most kobolds, and enjoys the company of other races, but she will not hesitate to do everything in her power to defend her clan and Murk.