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Giant Goat Large beast, unaligned 1/2 100 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 40 ft
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Languages:

Challenge: 1/2 (100 xp)

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Jackalwere Medium humanoid (shapechanger), chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 18 (4d8)
  • Speed 40ft
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Skills: Deception +4, Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Languages: Common (can’t speak in jackal form)

Challenge: 1/2 (100 xp)

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics 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.

Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions

Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.

Giant Wasp Medium beast, unaligned 1/2 100 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 10ft, fly 50ft
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: 1/2 (100 xp)

Actions

Sting. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Cockatrice Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 27 (6d6+6)
  • Speed 20ft, fly 40ft
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 5 (-3)

Senses: darkvision 60 ft.

Languages:

Challenge: 1/2 (100 xp)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Pegasus Large celestial, chaotic good 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 60ft, fly 90ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 13 (+1)

Save Throws: Dex +4, Wis +4, Cha +3

Skills: Perception +6

Languages: understands Celestial, Common, Elvish, and Sylvan but can’t speak

Challenge: 2 (450 xp)

Actions

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

Orog Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 42 (5d8+20)
  • Speed 30ft
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +5, Survival +2

Senses: darkvision 60ft

Languages: Common, Orc

Challenge: 2 (450 xp)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The orog makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Giant Hyena Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Languages:

Challenge: 1 (200 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Phase Spider Large monstrosity, unaligned 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 32 (5d10+5)
  • Speed 30ft, climb 30
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +6

Languages:

Challenge: 3 (700 xp)

Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Weretiger Medium humanoid (human, shapechanger), neutral 4 1,100 xp

  • Armor class 12
  • Hit points 120 (16d8+48)
  • Speed 30ft (40 in tiger)
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception +5, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Senses: darkvision 60 ft.

Languages: Common

Challenge: 4 (1,100 xp)

Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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.

Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Couatl Medium celestial, lawful good 4 1,100 xp

  • Armor class 19 (natural armor)
  • Hit points 97 (13d8+39)
  • Speed 30ft, fly 90ft
  • STR 16 (+3)
  • DEX 20 (+5)
  • CON 17 (+3)
  • INT 18 (+4)
  • WIS 20 (+5)
  • CHA 18 (+4)

Save Throws: Con +5, Wis +7, Cha +6

Damage Resistances: radiant

Damage Immunities: psychic, bludgeoning, piercing, and slashing from nonmagical weapons

Senses: truesight 120 ft.

Languages: all, telepathy 120 ft.

Challenge: 4 (1,100 xp)

Innate Spellcasting. The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

Magic Weapons. The couatl’s weapon attacks are magical.

Actions

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Chimera Large monstrosity, chaotic evil 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30ft, fly 60ft
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +8

Languages: Understands Draconic, can't speak

Challenge: 6 (2,300 xp)

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Necromancer Medium humanoid, any alignment 9 5,000 xp

  • Armor class 12 (15 w/mage armor)
  • Hit points 66 (12d8+12)
  • Speed 30ft(6sq)
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +7, Wis +5

Skills: Arcana +7, History +7

Damage Resistances: necrotic

Languages: Any four

Challenge: 9 (5,000 xp)

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions

Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots):false life, mage armor, ray of sickness

2nd level (3 slots): blindness/deafness, ray of enfeeblement, web

3rd level (3 slots): animate dead, bestow curse, vampiric touch*

4th level (3 slots): blight*, dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.