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Luvash

Luvash Medium Humanoid, Chaotic Evil CR 2 450 xp

  • Armor class 15 (Studded Leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: Passive Perception 10

Languages: Common, Thieves' Cant

Challenge: CR 2 (450 xp)

Parry: Luvash can use his reaction to parry an melee attack against him, adding 2 to his AC against it.

Actions

Scimitar: +5 to hit, 1d6 + 3 slashing

Thrown Dagger: +5 to hit, 1d4 + 3 piercing, Range 20/60 ft.

Arrigal

Arrigal Medium Humanoid, Neutral Evil CR 8 3,900 xp

  • Armor class 15 (Studded Leather)
  • Hit points 78 (12d8 + 24)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +7, Int +5

Skills: Acrobatics +7, Deception +4, Perception +4, Stealth +11

Damage Resistances: Poison

Senses: Passive Perception 14

Languages: Thieves' Cant, Common

Challenge: CR 8 (3,900 xp)

Assassinate: During his first turn, Arrigal has advantage on attack rolls against any creature that has not yet taken a turn. Any hit he scores against a surprised creature is a critical hit.

Evasion: If Arrigal is subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage on a success and only half damage on a failure.

Actions

Multiattack: Arrigal makes two shortsword attacks.

Shortsword: +7 to hit, 1d6 +3 piercing. Target must make a DC 15 Constitution saving throw or take 7d6 poison damage, half damage on a successful save.

Light Crossbow: +7 to hit, 1d8 + 3 piercing damage.Target must make a DC 15 Constitution saving throw or take 7d6 poison damage, half damage on a successful save. Range 80/320 ft.

Sneak Attack: Once per turn, Arrigal deals an extra 4d6 damage to a target who he successfully attacks as long as he has advantage or an ally within 5 feet of the target.

Vampire Spawn

Vampire Spawn Medium Undead, Neutral Evil 5 1 xp

  • Armor class 15 (Natural Armor)
  • Hit points 82 (11d8 + 33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6, Wis +3

Skills: Perception +3, Stealth +6

Damage Resistances: Necrotic, Mundane Weapons, Silvered Weapons

Senses: Darkvision (60 ft.), Passive Perception 13

Languages: Common

Challenge: 5 (1 xp)

Regeneration: The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of it's next turn.

Spider Climb: A vampire can climb difficult surfaces with no check.

Vampiric Weaknesses: A vampire cannot enter a residence without an invitation from one of its occupants. A vampire takes 20 acid damage when it ends its turn in running water.

Actions

Multiattack: The vampire makes two attacks, one of which can be a bite.

Claws: +6 to hit, 2d4 + 3 slashing damage. Instead of dealing damage, the vampire can grapple it's target (Escape DC 13).

Bite: +6 to hit, 1d6 + 3 piercing damage and 2d6 necrotic damage. Target's max HP is reduced by the necrotic damage taken and vampire regains as many hit points.

Saber-toothed Tiger

Saber-toothed Tiger Large Beast, Unaligned CR 2 450 xp

  • Armor class 12
  • Hit points 52 (7d10 + 14)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Languages:

Challenge: CR 2 (450 xp)

Keen Smell: The tiger has advantage on Perception checks relying on scent.

Pounce: If the tiger moves at least 20 feet straight toward a creature and hits with a claw attack on the same turn, the target must succeed on a DC 14 Strength check or be knocked prone. If the target is knocked prone, the tiger can make a bite attack as a bonus action.

Actions

Bite: +6 to hit, 1d10 + 5 piercing

Claw: +6 to hit, 2d6 + 5 slashing

Majesto

Majesto Tiny Fiend, Lawful Evil CR 1 200 xp

  • Armor class 13
  • Hit points 10 (3d4 + 3)
  • Speed 20 ft. (Fly 40 ft.)
  • STR 6 (-2)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances: Cold, Mundane Weapons

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses: Darkvision (120 ft.), Passive Perception 11

Languages: Infernal, Common

Challenge: CR 1 (200 xp)

Shapechange: Majesto can polymorph into a rat, a raven, or a spider. It's statistics remain the same across all forms.

Devil's Sight: Magical darkness does not impede Majesto's darkvision.

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

Actions

Sting: +5 to hit, 1d4 + 3 piercing. Target must make a DC 11 Constitution save or take 3d6 poison damage (half damage on success).

Invisibility: Majesto can turn magically invisible until it attacks or until it's concentration is broken.

Skeleton

Skeleton Medium Undead, Lawful Evil CR 1/4 50 xp

  • Armor class 13 (Armor Scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision (60 ft.), Passive Perception 9

Languages: Common (Cannot speak, but understands)

Challenge: CR 1/4 (50 xp)

Vulnerable to Bludgeoning: A skeleton takes double damage from bludgeoning attacks.

Actions

Shortsword: +4 to hit, 1d6 + 2 piercing

Lady Fiona Wachter

Lady Fiona Wachter Medium Humanoid, Lawful Evil CR 2 450 xp

  • Armor class 10
  • Hit points 27 (5d8 + 5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: Passive Perception 13

Languages: Common, Infernal

Challenge: CR 2 (450 xp)

Spellcasting: Lady Fiona is a 5th-level Spellcaster (Wisdom, Save DC 13, +5 Spell Attack). She has the following cleric spells prepared:

Cantrips: Mending, Resistance, Thaumaturgy
1st Level (4 Slots): Bane, Cure Wounds, Inflict Wounds
2nd Level (3 Slots): Gentle Repose, Hold Person
3rd Level (2 Slots): Animate Dead, Dispel Magic

Actions

Mace: +2 to hit, 1d6 bludgeoning damage

Dark Eminence: Lady Fiona can expend a spell slot to imbue her melee attacks with dark energy. Her attacks do extra necrotic damage based on the spell slot used.

1st-Level: 3d6 necrotic damage
2nd Level: 4d6 necrotic damage
3rd Level: 5d6 necrotic damage

Ba'al Verzi Ghost

Ba'al Verzi Ghost Medium Undead, Neutral Evil CR 4 1 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft. (Fly 40 ft.)
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 17 (+3)

Damage Resistances: Acid, Fire, Lightning, Thunder, Mundane Weapons, Silvered Weapons

Damage Immunities: Cold, Necrotic, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses: Darkvision (60 ft.), Passive Perception 11

Languages: Commone

Challenge: CR 4 (1 xp)

Ethereal Vision: The ghost can see up to 60 feet into the Ethereal plane from the Material plane.

Incorporeal: The ghost can move through creatures and objects as if they were difficult terrain. The ghost takes 1d10 force damage if it ends its turn inside an object.

Actions

Withering Touch: +5 to hit, 4d6 + 3 necrotic

Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom save or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns to end the effect.

Viktor Vallakovich

Viktor Vallakovich Medium Humanoid, Neutral Evil CR 6 2,300 xp

  • Armor class 12
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, Wis +4

Skills: Arcana +6, History +6

Senses: Passive Perception 11

Languages: Common

Challenge: CR 6 (2,300 xp)

Spellcasting: Viktor is a 9th-level spellcaster (Intelligence, Save DC 14, +6 Spell Attack). He has the following wizard spells prepared:

Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st Level (4 Slots): Detect Magic, Mage Armor, Magic Missile, Shield
2nd Level (3 Slots): Misty Step, Suggestion
3rd Level (3 Slots): Counterspell, Fireball, Polymorph
4th Level (3 Slots): Greater Invisibility, Ice Storm
5th Level (1 Slot): Cone of Cold

Actions

Dagger: +5 to hit, 1d4 + 2 piercing

Thrown Dagger: +5 to hit, 1d4 + 2 piercing, Range 20/60 ft.

Mastiff

Mastiff Medium Beast, Unaligned CR 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8 + 1)
  • Speed 40 ft.
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages:

Challenge: CR 1/8 (25 xp)

Keen Hearing and Smell: A mastiff has advantage on Perception checks relying on hearing or scent.

Actions

Bite: +3 to hit, 1d6 + 1 piercing. Target must make a DC 11 Strength saving throw or be knocked prone.

Baron Vargas Vallakovich

Baron Vargas Vallakovich Medium Humanoid, Neutral Evil CR 1/8 25 xp

  • Armor class 15 (Breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Senses: Passive Perception 10

Languages: Common

Challenge: CR 1/8 (25 xp)

Actions

Rapier: +3 to hit, 1d8 + 1 piercing

Swarm of Ravens

Swarm of Ravens Medium Swarm of Tiny Beasts, Lawful Good CR 1/4 50 xp

  • Armor class 12
  • Hit points 24 (7d8 - 7)
  • Speed 10 ft. (Fly 50 ft.)
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: Weapons

Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Passive Perception 15

Languages:

Challenge: CR 1/4 (50 xp)

Swarm: A swarm can occupy a creature's space. It cannot regain hit points or gain temporary hit points. It can move through any opening that one of the creatures that comprise it could fit through.

Actions

Beaks: +4 to hit, 2d6 piercing (1d6 piercing if at half HP or lower).

Wolf Hunter

Wolf Hunter Medium Humanoid, Neutral CR 1/2 100 xp

  • Armor class 13 (Leather Armor)
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, Perception +5, Stealth +6, Survival +5

Senses: Passive Perception 15

Languages: Common

Challenge: CR 1/2 (100 xp)

Keen Hearing and Sight: A wolf hunter has advantage on Perception checks relying on hearing or vision.

Actions

Shortsword: +4 to hit, 1d6 + 2 piercing

Longbow: +4 to hit, 1d8 + 2 piercing, Range 150/600 ft.

Izek Strazni

Izek Strazni Medium Humanoid, Neutral Evil CR 5 1,800 xp

  • Armor class 14 (Studded Leather)
  • Hit points 112 (15d8 + 45)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 9 (-1)
  • CHA 15 (+2)

Skills: Intimidation +8, Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: CR 5 (1,800 xp)

Actions

Multiattack: Izek makes two attacks with his battleaxe.

Battleaxe: +7 to hit, 2d8 +4 slashing damage (2d10 + 4 when used two-handed).

Hurl Flame: +5 to hit, 3d6 fire damage, Range 60 ft.

Wereraven

Wereraven Medium Humanoid, Lawful Good CR 2 450 xp

  • Armor class 12
  • Hit points 31 (7d8)
  • Speed 30 ft. (Fly 50 ft.)
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Perception +6

Damage Resistances: Mundane Weapons

Senses: Passive Perception 16

Languages: Common

Challenge: CR 2 (450 xp)

Shapechanger: As an action, the wereraven can polymorph into a human, a raven, or a hybrid form. It's stats remain the same in all forms, but it drops its equipment if it changes to its raven form.

Mimicry: A wereraven can mimic simple sounds it has heard. A creature can tell they're imitations with a DC 10 Insight check.

Actions

Multiattack: The wereraven makes two attacks, only one of which can be made with their hand crossbow.

Beak: +4 to hit, 1d4 + 2 piercing damage (just 1 piercing damage if in raven form). The target must succeed on a DC 10 Constitution check or become cursed with lycanthropy.

Shortsword: +4 to hit, 1d6 + 2 piercing damage.

Hand Crossbow: +4 to hit, 1d6 + 2 piercing damage. Range 30/120 ft.

Milivoj

Milivoj Medium Humanoid, Neutral 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: Passive Perception 10

Languages: Common

Challenge: 0 (10 xp)

Actions

Shovel: +4 to hit, 1d4 + 2 bludgeoning damage

Lucian Petrovich

Lucian Petrovich Medium Humanoid, Lawful Good CR 2 450 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 27 (5d8 + 5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7, Persuasion +3, Religion +4

Senses: Passive Perception 13

Languages: Common

Challenge: CR 2 (450 xp)

Spellcasting: Lucian is a 5th-level spellcaster (Wisdom, Save DC 13, Spell Attack +5). He has the following cleric spells prepared:

Cantrips: Light, Sacred Flame, Thaumaturgy
1st Level (4 Slots): Cure Wounds, Guiding Bolt, Sanctuary
2nd Level (3 Slots): Lesser Restoration, Spiritual Weapon
3rd Level (2 Slots): Dispel Magic, Spirit Guardians

Actions

Mace: +2 to hit, 1d6 bludgeoning damage

Divine Eminence: As a bonus action, Lucian can expend a spell slot to cause his melee attack to deal an extra radiant damage.

1st-level: 3d6 radiant damage
2nd-level: 4d6 radiant damage

Swarm of Rats

Swarm of Rats Medium Swarm of Tiny Beasts, Lawful Evil CR 1/4 50 xp

  • Armor class 10
  • Hit points 24 (7d8 - 7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: Weapons

Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision (30 ft.), Passive Perception 10

Languages:

Challenge: CR 1/4 (50 xp)

Keen Smell: The swarm has advantage on Perception checks relying on scent.

Swarm: A swarm can occupy another creature's space. This swarm can move through any opening large enough for a tiny rat. A swarm cannot regain hit points or gain temporary hit points.

Actions

Bites: +2 to hit, 2d6 piercing damage. Reduced to 1d6 piercing damage when the swarm is at half of it's max HP.

Cult Fanatic

Cult Fanatic Medium Humanoid, Lawful Evil CR 2 450 xp

  • Armor class 13 (Leather Armor)
  • Hit points 33 (6d8 + 6)
  • Speed 30 ft.
  • 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: Passive Perception 12

Languages: Common

Challenge: CR 2 (450 xp)

Dark Devotion: A cult fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting: A fanatic is a 4th-level spellcaster (Wisdom, Save DC 11, +3 Spell Attack). It has the following cleric spells prepared:

Cantrips: Light, Sacred Flame, Thaumaturgy
1st Level (4 Slots): Command, Inflict Wounds, Shield of Faith
2nd Level (3 Slots): Hold Person, Spiritual Weapon

Actions

Multiattack: The cult fanatic makes two attacks.

Dagger: +4 to hit, 1d4 +2 piercing damage

Thrown Dagger: +4 to hit, 1d4 + 2 piercing damage. Range 20/60 ft.

Cultist

Cultist Medium Humanoid, Lawful Evil CR 1/8 25 xp

  • Armor class 12 (Leather Armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: Passive Perception 10

Languages: Common

Challenge: CR 1/8 (25 xp)

Dark Devotion: A cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar: +3 to hit, 1d6 + 1 slashing damage

Commoner

Commoner Medium Humanoid, Lawful Neutral CR 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: Passive Perception 10

Languages: Common

Challenge: CR 0 (10 xp)

Actions

Club: +2 to hit, 1d4 bludgeoning damage

Dagger: +2 to hit, 1d4 piercing damage

Pitchfork: +2 to hit, 1d4 piercing damage, 10-ft. Reach

Torch: +2 to hit, 1d4 fire damage

Town Guard

Town Guard Medium Humanoid, Lawful Neutral CR 1/8 25 xp

  • Armor class 14 (Chain Shirt)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Passive Perception 12

Languages: Common

Challenge: CR 1/8 (25 xp)

Actions

Pike: +3 to hit, 1d10 +1 Piercing damage, 10-ft. Reach