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Manticore; Large monstrosity; lawful evil; 14; natural armor; 68; 8d10+24; 30ft fly 50ft; 17; 16; 17; 7; 12; 8; ; ; ; ; ; darkvision 60 ft.; ; 3; 700; ; Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 7 (1d8 + 3) piercing damage.

    Claw. Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one target. Hit: 6 (1d6 + 3) slashing damage.

    Tail Spike. Ranged Weapon Attack: +5 to hit (range 100/200 ft.)
  • Speed one target. Hit: 7 (1d8 + 3) piercing damage.; ; Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Bulette; Large monstrosity; unaligned; 17; natural armor; 94; 9d10+45; 40ft burrow 40ft; 19; 11; 21; 2; 10; 5; ; Perception +6; ; ; ; darkvision 60 ft., tremorsense 60 ft.; ; 5; 1800; ; Bite. Melee Weapon Attack: +7 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 30 (4d12 + 4) piercing damage.

    Deadly Leap. If the bulette jumps at least 15 ft. as part of its movement)
  • Hit points it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save (the creature takes only half the damage)
  • Speed isn’t knocked prone
  • STR and is pushed 5 ft. out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range (-5)
  • DEX the creature instead falls prone in the bulette’s space.; ; Standing Leap. The bulette’s long jump is up to 30 ft. and its high jump is up to 15 ft. (-5)
  • CON with or without a running start. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Orc Eye of Gruumsh; Medium humanoid (orc); chaotic evil; 16; ring mail shield; 45; 6d8+18; 30ft; 16; 12; 17; 9; 13; 12; ; Intimidation +3, Religion +1; ; ; ; darkvision 60 ft.; Common 0 xp

  • Armor class Orc; 2; 450; ; Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11 (+3 to hit with spell attacks). The orc has the following cleric spells prepared:

    Cantrips (at will): guidance)
  • Hit points resistance (thaumaturgy

    1st level (4 slots): bless)
  • Speed command

    2nd level (2 slots): augury
  • STR spiritual weapon (spear)

    Spear. Melee or Ranged Weapon Attack: +5 to hit (-5)
  • DEX reach 5 ft. or range 20/60 ft. (-5)
  • CON one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage (-5)
  • INT or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.; ; Aggressive. As a bonus action (-5)
  • WIS the orc can move up to its speed toward a hostile creature that it can see.

    Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

    (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Gnoll Fang of Yeenoghu; Medium humanoid (gnoll); chaotic evil; 14; hide armor; 65; 10d8+20; 30ft; 17; 15; 15; 10; 11; 13; Con +4 Wis +2, Cha +3; ; ; ; ; darkvision 60 ft.; Abyssal 0 xp

  • Armor class Gnoll; 4; 1100; ; Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one creature. Hit: 6 (1d6 + 3) piercing damage (and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

    Claw. Melee Weapon Attack: +5 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 7 (1d8 + 3) slashing damage.; ; Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (-5)
  • DEX the gnoll can take a bonus action to move up to half its speed and make a bite attack. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Centaur; Large monstrosity; neutral good; 12; ; 45; 6d10+12; 50ft; 18; 14; 14; 9; 13; 11; ; Athletics +6 Perception +3, Survival +3; ; ; ; ; Elvish 0 xp

  • Armor class Sylvan (Common; 2; 450; ; Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

    Pike. Melee Weapon Attack: +6 to hit)
  • Hit points reach 10 ft. (one target. Hit: 9 (1d10 + 4) piercing damage.

    Hooves. Melee Weapon Attack: +6 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Longbow. Ranged Weapon Attack: +4 to hit (-5)
  • DEX range 150/600 ft. (-5)
  • CON one target. Hit: 6 (1d8 + 2) piercing damage.; ; Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn (-5)
  • INT the target takes an extra 10 (3d6) piercing damage. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Wereboar; Medium humanoid (human shapechanger); neutral evil; 10/11; depends on form; 78; 12d8+24; 30ft, 40ft as boar; 17; 10; 15; 10; 11; 8; ; Perception +2; ; bludgeoning 0 xp

  • Armor class piercing (and slashing damage from nonmagical weapons that aren’t silvered; ; ; Common (can’t speak in boar form); 4; 1100; ; Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points)
  • Hit points it is reduced to 1 hit point instead.

    Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks (only one of which can be with its tusks.

    Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 10 (2d6 + 3) bludgeoning damage.

    Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit (-5)
  • DEX reach 5 ft. (-5)
  • CON one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid (-5)
  • INT it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.; ; Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar (-5)
  • WIS or back into its true form (-5)
  • CHA which is humanoid. Its statistics (-5)

Save Throws: other than its AC

Skills: are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn

Damage Resistances: the target takes an extra 7 (2d6) slashing damage. If the target is a creature

Damage Immunities: it must succeed on a DC 13 Strength saving throw or be knocked prone.

Languages:

Challenge: (0 xp)

Actions

Druid; Medium humanoid (any race); any alignment; 11; 16 w/barkskin; 27; 5d8+5; 30ft; 10; 12; 13; 12; 15; 11; ; Medicine +4 Nature +3, Perception +4; ; ; ; ; Druidic plus any two languages; 2; 450; ; Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh) 0 xp

  • Armor class reach 5 ft. (one target. Hit: 3 (1d6) bludgeoning damage)
  • Hit points or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.; ; Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12 (+4 to hit with spell attacks). It has the following druid spells prepared:

    Cantrips (at will): druidcraft)
  • Speed produce flame
  • STR shillelagh

    1st level (4 slots): entangle (-5)
  • DEX longstrider (-5)
  • CON speak with animals (-5)
  • INT thunderwave

    2nd level (3 slots): animal messenger (-5)
  • WIS barkskin (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Thri-kreen; Medium humanoid (thri-kreen); chaotic neutral; 15; natural armor; 33; 6d8+6; 40ft; 12; 15; 13; 8; 12; 7; ; Perception +3 Stealth +4, Survival +3; ; ; ; darkvision 60 ft.; Thri-kreen; 1; 200; ; Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit
0 xp

  • Armor class reach 5 ft. (one creature. Hit: 4 (1d6 + 1) piercing damage)
  • Hit points and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more (the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns)
  • Speed ending the effect on itself on a success.

    Claws. Melee Weapon Attack: +3 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: 6 (2d4 + 1) slashing damage.

    Variant: Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.

    Variant: Gythka. Melee Weapon Attack: +3 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 5 (1d8 + 1) slashing damage.

    Variant: Chatkcha. Ranged Weapon Attack: +4 to hit (-5)
  • WIS range 30/120 ft. (-5)
  • CHA one target. Hit: 5 (1d6 + 2) slashing damage.; ; Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result (-5)

Save Throws: it has advantage on Dexterity (Stealth) checks made to hide.

Standing Leap. The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet

Skills: with or without a running start.

Languages:

Challenge: (0 xp)

Actions

Goblin Boss; Small humanoid (goblinoid); neutral evil; 17; chain shirt shield; 21; 6d6; 30ft; 10; 14; 10; 10; 8; 10; ; Stealth +6; ; ; ; darkvision 60 ft.; Common, Goblin; 1; 200; ; Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 5 (1d6 + 2) slashing damage.

    Javelin. Melee or Ranged Weapon Attack: +2 to hit)
  • Hit points reach 5 ft. or range 30/120 ft. (one target. Hit: 5 (1d6) piercing damage.

    Reactions

    Redirect Attack. When a creature the goblin can see targets it with an attack)
  • Speed the goblin chooses another goblin within 5 feet of it. The two goblins swap places
  • STR and the chosen goblin becomes the target instead.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Elk; Huge beast; unaligned; 15; natural armor; 42; 5d12+10; 60ft; 19; 16; 14; 7; 14; 10; ; Perception +4; ; ; ; ; Giant Elk understands Common, Elvish 0 xp

  • Armor class and Sylvan but can’t speak; 2; 450; ; Ram. Melee Weapon Attack: +6 to hit (reach 10 ft.)
  • Hit points one target. Hit: 11 (2d6 + 4) bludgeoning damage.

    Hooves. Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Speed one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.; ; Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn
  • STR the target takes an extra 7 (2d6) damage. If the target is a creature (-5)
  • DEX it must succeed on a DC 14 Strength saving throw or be knocked prone. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Bugbear; Medium humanoid (goblinoid); chaotic evil; 16; hide armor shield; 27; 5d8+5; 30ft; 15; 14; 13; 8; 11; 9; ; Stealth +6, Survival +2; ; ; ; darkvision 60 ft.; Common 0 xp

  • Armor class Goblin; 1; 200; ; Morningstar. Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Hit points one target. Hit: 11 (2d8 + 2) piercing damage.

    Javelin. Melee or Ranged Weapon Attack: +4 to hit (reach 5 ft. or range 30/120 ft.)
  • Speed one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.; ; 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
  • STR the target takes an extra 7 (2d6) damage from the attack. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Boar; Large beast; unaligned; 12; natural armor; 42; 5d10+5; 40ft; 17; 10; 16; 2; 7; 5; ; ; ; ; ; ; ; 2; 450; ; Tusk. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.; ; Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn 0 xp

  • Armor class the target takes an extra 7 (2d6) slashing damage. If the target is a creature (it must succeed on a DC 13 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points)
  • Hit points it is reduced to 1 hit point instead.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Axe Beak; Large beast; unaligned; 11; ; 19; 3d10+3; 50ft; 14; 12; 12; 2; 10; 5; ; ; ; ; ; ; ; 1/4; 50; ; Beak. Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.; ; 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Eagle; Large beast; neutral good; 13; ; 26; 4d10+4; 10ft fly 80ft; 16; 17; 13; 8; 14; 10; ; Perception +4; ; ; ; ; Giant Eagle, understands Common and Auran but can’t speak; 1; 200; ; Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 6 (1d6 + 3) piercing damage.

    Talons. Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 10 (2d6 + 3) slashing damage.; ; Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Wolf Spider; Medium beast; unaligned; 13; ; 11; 2d8+2; 40ft climb 40ft; 12; 16; 13; 3; 12; 4; ; Perception +3, Stealth +7; ; ; ; blindsight 10 ft. 0 xp

  • Armor class darkvision 60 ft.; ; 1/4; 50; ; Bite. Weapon Attack: +3 to hit (reach 5 ft.)
  • Hit points one creature. Hit: 4 (1d6 + 1) piercing damage (and the target must make a DC 11 Constitution saving throw)
  • Speed taking 7 (2d6) poison damage on a failed save
  • STR or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points (-5)
  • DEX the target is stable but poisoned for 1 hour (-5)
  • CON even after regaining hit points (-5)
  • INT and is paralyzed while poisoned in this way.; ; Spider Climb. The spider can climb difficult surfaces (-5)
  • WIS including upside down on ceilings (-5)
  • CHA without needing to make an ability check.

    Web Sense. While in contact with a web (-5)

Save Throws: the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Languages:

Challenge: (0 xp)

Actions

Boar; Medium beast; unaligned; 11; natural armor; 11; 2d8+2; 40ft; 13; 11; 12; 2; 9; 5; ; ; ; ; ; ; ; 1/4; 50; ; Tusk. Weapon Attack: +3 to hit reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.; ; Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn 0 xp

  • Armor class the target takes an extra 3 (1d6) slashing damage. If the target is a creature (it must succeed on a DC 11 Strength saving throw or be knocked prone.

    Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points)
  • Hit points it is reduced to 1 hit point instead.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Riding Horse; Large beast; unaligned; 10; ; 13; 2d10+2; 60ft; 16; 10; 12; 2; 11; 7; ; ; ; ; ; ; ; 1/4; 50; ; Hooves. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.; ; 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Poisonous Snake; Medium beast; unaligned; 14; ; 11; 2d8+2; 30ft swim 30ft; 10; 18; 13; 2; 10; 3; ; Perception +2; ; ; ; blindsight 10 ft.; ; 1/4; 50; ; Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. 0 xp

  • Armor class one target. Hit: 6 (1d4 + 4) piercing damage (and the target must make a DC 11 Constitution saving throw)
  • Hit points taking 10 (3d6) poison damage on a failed save (or half as much damage on a successful one.; ;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Worg; Large monstrosity; neutral evil; 13; natural armor; 26; 4d10+4; 50 ft; 16; 13; 13; 7; 11; 8; ; Perception +4; ; ; ; darkvision 60 ft.; Goblin Worg; 1/2; 100; ; Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature (it must succeed on a DC 13 Strength saving throw or be knocked prone.; ; Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions