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

GRUUAK, FROGFOLK SHAMAN Medium humanoid, Chaotic Evil 1 200 xp

  • Armor class 16
  • Hit points 26
  • Speed 30/30(Swim)
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 12

Languages: Frogfolk, common

Challenge: 1 (200 xp)

Aquatic. The frogfolk shaman can breathe underwater,
and being underwater does not impose the usual penalties
to attacks and ability checks.
Camouflage. In marsh-like settings, the frogfolk shaman
has advantage on all Dexterity (Stealth) checks to hide.
Leap. As a bonus action on its turn, the frogfolk shaman
may leap 10 feet vertically or 15 feet horizontally,
which does not provoke opportunity attacks.
Spellcasting. The frogfolk shaman is a 4th-level spellcaster
that uses Wisdom as his spellcasting ability (spell save
DC 12, +4 to hit with spell attacks). The shaman has the
following spells prepared from the cleric’s spell list:
• Cantrips (at will): necrotic miasma, resistance, stench bolt
• 1st Level (4 slots): command, cure wounds, shield of
faith
• 2nd Level (3 slots): hold person, spiritual weapon,
swamp step

Actions

Multiattack. The frogfolk shaman makes one bite attack
and one javelin attack.

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

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

FROGFOLK ZOMBIE Medium, 1/4 50 xp

  • Armor class 8
  • Hit points 15
  • Speed 20
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: Common

Challenge: 1/4 (50 xp)

Undead Fortitude. If damage reduces the frogfolk
zombie to 0 hit points, it can make a Constitution saving
throw with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success, the
frogfolk zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 4 (1d6 + 1) bludgeoning damage.

GIANT MONITOR LIZARD Medium Beast, 1/2 100 xp

  • Armor class 14
  • Hit points 25
  • Speed 30
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage and the giant
monitor lizard can hold the target in its jaws. While
holding a target, the giant monitor lizard does not attack.
Instead, at the start of the giant monitor lizard’s turn,
the target takes 6 (1d6 + 3) piercing damage. The giant
monitor lizard can release a target as a bonus action.
The giant monitor lizard is reduced to half its speed and
other combatants have advantage on attack rolls while it
holds a target. A target can escape a hold with a successful contested Strength (Athletics) check.

POISON DART FROGFOLK Small humanoid, 1/4 50 xp

  • Armor class 13
  • Hit points 7
  • Speed 30/ 30 (Swim)/ 30 (Climb)
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Acrobatics +5

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: Frogfolk, understands some common

Challenge: 1/4 (50 xp)

Standing only three feet tall, these frog-like humanoids have brightly colored smooth skin that glistens.

Aquatic. A poison dart frogfolk can breathe underwater,
and being underwater does not impose the usual
penalties to attacks and ability checks.

Camouflage. In marsh-like settings, a poison dart
frogfolk has advantage on all Dexterity (Stealth) checks
to hide.

Leap. As a bonus action on its turn, a poison dart frog, folk may leap 10 feet vertically or 15 feet horizontally,
which does not provoke opportunity attacks.

Sticky Footpads. Poison dart frogfolk have sticky footpads that grant them a Strength (Athletics) skill of +5
for climbing purposes only, and grant advantage on all
Strength (Athletics) checks to climb.

Poison Skin. The skin of a poison dart frogfolk secretes
a mild poison. A successful attack on a poison
dart frogfolk with a natural weapon causes the attacker
to make a DC 13 Constitution saving throw. Failure indicates the attacker gains the poisoned condition.

Actions

Multiattack. The poison dart frogfolk makes one bite
attack and one javelin attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.

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

Blowgun. Ranged Weapon Attack: +5 to hit, range
25/100 ft., one target. Hit: 4 (4) piercing damage plus
poison.

GRUNKLE, OGRE RUNT Large Giant, Chaotic Evil 2 450 xp

  • Armor class 12
  • Hit points 30
  • Speed 40
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

This brute stands just under nine feet tall, wears tattered furs and animal skins, and carries a massive tree branch as a weapon. He has a sloped forehead, patches of thick black hair, and a curious underbite.

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.

FROGFOLK WARRIOR Medium humanoid, 1/4 50 xp

  • Armor class 14
  • Hit points 9
  • Speed 30/30 (Swim)
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 10

Languages: Frogfolk, understands some common

Challenge: 1/4 (50 xp)

Aquatic. A frogfolk warrior can breathe underwater,
and being underwater does not impose the usual penalties to attacks and ability checks.

Camouflage. In marsh-like settings, a frogfolk warrior
has advantage on all Dexterity (Stealth) checks to hide.

Leap. As a bonus action on its turn, a frogfolk warrior
may leap 10 feet vertically or 15 feet horizontally, which
does not provoke opportunity attacks

Actions

Multiattack. The frogfolk warrior makes one bite attack
and one spear attack.

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

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage

FROGFOLK TASKMASTER Medium humanoid, 1/2 100 xp

  • Armor class 10
  • Hit points 19
  • Speed 30/30 (Swim)
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 60 ft., passive Perception 10

Languages: Frogfolk, understands some common

Challenge: 1/2 (100 xp)

Special Equipment: shortsword with a ruby (worth
500 gp) set in its pommel.
Aquatic. The frogfolk taskmaster can breathe underwater,
and being underwater does not impose the usual
penalties to attacks and ability checks.
Camouflage. In marsh-like settings, the frogfolk taskmaster
has advantage on all Dexterity (Stealth) checks to
hide.
Leap. As a bonus action on its turn, the frogfolk taskmaster
may leap 10 feet vertically or 15 feet horizontally,
which does not provoke opportunity attacks.

Actions

Multiattack. The frogfolk taskmaster makes one bite or
tongue attack and one shortsword attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

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

Sticky Tongue. Ranged Weapon Attack: +2 to hit, reach
10 ft., one target. The frogfolk taskmaster can’t use this
attack if a target is already grappled. Hit: The sticky
tongue becomes attached to the target, granting him the restrained condition. If the target is Medium or smaller, the frogfolk taskmaster uses a bonus action to attempt to pull the target next to him with a successful contested Strength (Athletics) check. Attacks against the grappled target are at advantage.

MELINA ALOUSI Medium humanoid, neutral Good 2 450 xp

  • Armor class 16
  • Hit points 18
  • Speed 30
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 17 (+3)

Save Throws: Str +3, Dex +2, Con +3, Int -1, Wis +1, Cha +3

Skills: Acrobatics +4, Insight +3, Persuasion +5, Survival +3

Senses: passive Perception 11

Languages: Common, Halfling, Elvish, Sylvan

Challenge: 2 (450 xp)

Second Wind.
On her turn, Melina can tap into a limited
well of stamina to protect herself from harm. On
her turn, she can use a bonus action to regain 1d10 +
2 hit points. She needs to take a short rest or long rest
before she can use this again.

Glib of Tongue. All of Melina’ Charisma (Persuasion)
checks are at advantage.

Actions

Unarmed Strike. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 3 bludgeoning damage.

Action Surge. Melina can push herself beyond normal
limits for a moment. On her turn, she can take a
one additional action on top of her regular action and
a possible bonus action. She must use a short or long
rest before using this feature again

GIANT FROG Medium beast, 1/2 100 xp

  • Armor class 13
  • Hit points 11
  • Speed 20/30(swim)
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Skills: Perception +2, Stealth +4

Senses: passive Perception 12

Languages:

Challenge: 1/2 (100 xp)

Aquatic. A giant frog can breathe underwater, and being
underwater does not impose the usual penalties to
attacks and ability checks.

Camouflage. In natural settings, a giant frog has advantage
on all Dexterity (Stealth) checks to hide

Actions

Sticky Tongue.
Ranged Weapon Attack:
+4 to hit, reach
10 ft., one target. A giant frog can’t use this attack if a
target is already grappled. Hit: The sticky tongue becomes attached to the target. If the target is Medium
or smaller, the giant frog attempts to reel it in with an
action and a successful contested Strength (Athletics)
check. On the next round, a grappled target will be
swallowed whole (if Small or smaller) or the giant frog
will use its Bite attack with advantage. While grappling
a target, the giant frog can only move at half speed, and
attacks against it are at advantage. A successful DC 15
Strength (Athletics) check can also detach the sticky
tongue.

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

Swallow Whole. A swallowed creature is blinded and
restrained. On the giant frog’s turn, the target takes 3
(1d4 + 1) acid damage. The swallowed creature can use its action to cut its way out of the giant frog if holding a slashing or piercing weapon, and inflicting enough damage to kill the creature.

WOUNDED BROWN BEAR medium Beast, 1 20 xp

  • Armor class 10
  • Hit points 20
  • Speed 20
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (20 xp)

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

Actions

Multiattack. The brown bear makes one bite attack and
one claws attack.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

NAIAD Small Fey, Chaotic Good 1 200 xp

  • Armor class 13
  • Hit points 10
  • Speed 20/40 (swim)
  • STR 7 (-2)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Dex +5, Wis +4

Skills: Animal Handling +4, Persuasion +6

Senses: passive Perception 12

Languages: Common, Elvish, Sylvan

Challenge: 1 (200 xp)

Aquatic. A naiad can breathe underwater, and being underwater
does not impose the usual penalties to attacks
and ability checks.
Innate Spellcasting. A naiad can innately cast the
following spells using Wisdom as her spellcasting ability
(spell save DC 12, +4 to hit with spell attacks) and
requiring no material components:
• At will: charm person

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.


Water’s Embrace. A naiad can use an action to command
a charmed target to enter the water and voluntarily
drown. Unless the target makes a DC 15 Wisdom
saving throw, the target forgoes holding its breath, and
begins to drown. The target can survive the number of
rounds equal to its Constitution modifier (minimum 1).
On the start of its next turn, it drops to 0 hit points and
is dying.

LUREA, EXHAUSTED NAIAD Small Fey, Chaotic Good 1 200 xp

  • Armor class 13
  • Hit points 5
  • Speed 10/20 (Swim)
  • STR 7 (-2)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Dex +5 Wis +4

Skills: Animal Handling +4, Persuasion +6

Senses: passive Perception 12

Languages: Common, Elvish, Sylvan

Challenge: 1 (200 xp)

Aquatic. A naiad can breathe underwater, and being underwater
does not impose the usual penalties to attacks
and ability checks.
Exhausted. From her ordeal traveling over dry land,
Lurea has the exhaustion condition (level 4). As such,
she has disadvantage on all ability checks, attack rolls
and saving throws, and her speed and maximum hit
points are halved.
Innate Spellcasting. A naiad can innately cast the
following spells using Wisdom as her spellcasting ability
(spell save DC 12, +4 to hit with spell attacks) and
requiring no material components:
• At will: charm person
GIANT MOSQUITO

Actions

Dagger. Melee Weapon Attack:
+5 to hit,
reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage

Water’s Embrace. A naiad can use an action to command
a charmed target to enter the water and voluntarily
drown. Unless the target makes a DC 15 Wisdom saving
throw, the target forgoes holding its breath, and begins
to drown. The target can survive the number of rounds
equal to its Constitution modifier (minimum 1). On the
start of its next turn, it drops to 0 hit points and is dying