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Young Red Dragon

Young Red Dragon Large Dragon, Chaotic Evil 10 5 xp

  • Armor class 18 (Natural Armor)
  • Hit points 178 (17d10+85)
  • Speed 40 ft. Fly 80 ft.
  • STR 23 (+6)
  • DEX 10 (0)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 19 (+4)

Save Throws: Dex +4, Con +9, Wis +4, Cha +8

Skills: Perception +8, Stealth +4

Damage Immunities: Fire

Senses: Blindsight 30ft, Darkvision 120ft, PP 18

Languages: Common, Draconic

Challenge: 10 (5 xp)

Actions

Multiattack: Dragon makes three attacks. 1 with it's bite, 2 with it's claws.

Bite: Melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 +6) piercing damage plus 3 (1d6) fire damage.

Claw: Melee weapon attack: +10 to hit, reach 5ft., one Target

Fire Breath (recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dex saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one.

Bugbear

Bugbear Medium humanoid (goblinoid), Chaotic Evil 1 200 xp

  • Armor class 16 (Hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth +6, Survival +2

Senses: darkvision 60ft., PP 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)

Surprise attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar: Melee weapon attack: +4 to hit, reach 5 ft., Hit: 11 (2d8+2) piercing damage.

Javelin. Melee or ranged weapon attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Bugbear Chief

Bugbear Chief Medium humanoid (goblinoid), Chaotic Evil 3 700 xp

  • Armor class 17 (Chain Shirt, shield)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3

Senses: darkvision 60ft., PP 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)

Surprise attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Actions

Morningstar: Melee weapon attack: +5 to hit, reach 5 ft., Hit: 11 (2d8+3) piercing damage.

Javelin. Melee or ranged weapon attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range.

Goblin Boss

Goblin Boss Small humanoid (goblinoid), Neutral Evil 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 21 (6d6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60 ft. PP 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

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

Actions

Multiattack: The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Javelin: Melee or Ranged weapon attack: +2 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.

REACTIONS:
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 ft. of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Worg

Worg Large Monstrosity , Neutral Evil 1/2 100 xp

  • Armor class 13 (Natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 60 ft, PP 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

Keen Hearing and Smell. The worg has advantage on wisdom (perception) checks that rely on hearing or smell.

Actions

Bite. Melee weapon attack. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature it must succeed on a DC 13 Str saving throw or be knocked prone.

Archer

Archer Medium humanoid, Any Alignment 1/4 50 xp

  • Armor class 14 (Leather)
  • Hit points 12 (2d6+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: PP 10

Languages: Common

Challenge: 1/4 (50 xp)

Volley. If there are multiple archers, each archer takes its turn on the turn of the archer with the highest initiative.

Actions

Longbow. Ranged weapon attack: +4 to hit, range 150/600 ft. Hit: 6 (1d8+2) piercing damage.

Short sword. Melee weapon attack: +4 to hit, reach 5 ft. Hit: 3 (1d6+2) piercing damage.

Sergeant

Sergeant Medium Humanoid, Any Alignment 3 700 xp

  • Armor class 16 (Half Plate)
  • Hit points 60 (8d10+16)
  • Speed 30
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Athletics +10, Persuasion +6

Senses: PP 11

Languages: Common

Challenge: 3 (700 xp)

Determined. The sergeant has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The sergeant makes two melee attacks.

Greatsword. Melee weapon attack: +5 to hit, 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Legendary Actions

The sergeant can take 3 legendary actions. Only one legendary action can be used at a time and only at the end of another creatures turn. The sergeant regains spent legendary actions at the start of its turn.

Fire at will: The sergeant gives the order for the archers to fire. The two closest archers, within 15 ft., make a ranged weapon attacks.

Tactical Engage: The sergeant engages an enemy to support his troops. He can shift 5 feet toward an enemy and make a single attack. This movement does not provoke an opportunity attack.

Rally Troops (costs 2 actions): Sergeant rallies all troops within 10 feet giving them advantage on their next attack roll.

Goblin Shaman

Goblin Shaman Small humanoid (goblinoid), neutral evil 2 450 xp

  • Armor class 15 (Studded Leather)
  • Hit points 22 (6d6+8)
  • Speed 25
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Skills: Perception +2, Performance +3, Persuasion +3

Senses: darkvision 60 ft., PP 14

Languages: Common, Goblin

Challenge: 2 (450 xp)

Spellcasting. The goblin shaman is a 5th level spellcaster. Spellcasting ability is Wis. DC 13, +4 to hit.
Cantrips(at will): poison spray, resistance, thorn whip
1st level: command, cure wounds, entangle, inflict wounds
2nd level: cloud of daggers, hold person
3rd level: bestow curse

Actions

Quarterstaff: Melee weapon attack. +4 to hit, reach 5 ft., Hit: 1d6+1 bludgeoning damage

Findarr the Formidable

Findarr the Formidable Medium Humanoid, Neutral Good 12 8 xp

  • Armor class 12 (15) (Mage Armor)
  • Hit points 99 (18d8+18)
  • Speed 30
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 15 (+2)
  • CHA 16 (+3)

Save Throws: Int +9, Wis +6

Skills: Arcana +13, History +13

Senses: PP 12

Languages: Common, Draconic, Elvish, Elemental, Sylvan, Dwarvish

Challenge: 12 (8 xp)

Magic Resistance. Findarr has advantage on saving throws against spells and other magical effects.

Spellcasting. Spell save DC 17, +9 to hit with spells

Actions

Cantrips: Firebolt, light, mage hand, prestidigitation, shocking grasp
1st level: (4 slots) detect magic, identify, mage armor*, magic missile
2nd level: (3 slots) detect thoughts, mirror image, misty step
3rd level: (3 slots) counterspell, fly, lightning bolt
4th level: (3 slots) banishment, fire shield, stoneskin*
5th level: (3 slots) Cone of cold, scrying, wall of force
6th level: (1 slot) globe of invulnerability
7th level: (1 slot) teleport
8th level: (1 slot) mind blank*
9th level: (1 slot) time stop

*Findarr can cast these spells before combat.

Dagger: Melee weapon attack. +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage