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Name Race, class, Align CR 0 xp

  • Armor class AC (AC break)
  • Hit points HP (HP break)
  • Speed speed
  • STRstr (-5)
  • DEXdex (-5)
  • CONcon (-5)
  • INTint (-5)
  • WISwis (-5)
  • CHAcha (-5)

Save Throws:saves

Skills:skills

Damage Resistances:dam res

Damage Immunities:dam im

Condition Immunities:condition imm

Senses:senses

Languages:languages

Challenge:CR (0 xp)

aditional

description

Actions

action

Legendary Actions

legendary

Manticore Large monstrosity, lawful evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 68 (8d10+24)
  • Speed 30ft, fly 50ft
  • STR 17 (+3)
  • DEX 16 (+3)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: darkvision 60 ft.

Languages:

Challenge: 3 (700 xp)

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

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., one target. Hit: 7 (1d8 + 3) piercing damage.

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

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Bulette Large monstrosity, unaligned 5 1,800 xp

  • Armor class 17 (natural armor)
  • Hit points 94 (9d10+45)
  • Speed 40ft, burrow 40ft
  • STR 19 (+4)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +6

Senses: darkvision 60 ft., tremorsense 60 ft.

Languages:

Challenge: 5 (1,800 xp)

Standing Leap. The bulette’s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, 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, 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, isn’t knocked prone, 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, the creature instead falls prone in the bulette’s space.

Orc Eye of Gruumsh Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 16 (ring mail, shield)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Intimidation +3, Religion +1

Senses: darkvision 60 ft.

Languages: Common, Orc

Challenge: 2 (450 xp)

Aggressive. As a bonus action, 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).

Actions

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, resistance, thaumaturgy

1st level (4 slots): bless, command

2nd level (2 slots): augury, spiritual weapon (spear)

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Gnoll Fang of Yeenoghu Medium humanoid (gnoll), chaotic evil 4 1,100 xp

  • Armor class 14 (hide armor)
  • Hit points 65 (10d8+20)
  • Speed 30ft
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Con +4, Wis +2, Cha +3

Senses: darkvision 60 ft.

Languages: Abyssal, Gnoll

Challenge: 4 (1,100 xp)

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

Actions

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., 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, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Centaur Large monstrosity, neutral good 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10+12)
  • Speed 50ft
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Athletics +6, Perception +3, Survival +3

Languages: Elvish, Sylvan, Common

Challenge: 2 (450 xp)

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, the target takes an extra 10 (3d6) piercing damage.

Actions

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, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

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

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

  • Armor class 10/11 (depends on form)
  • Hit points 78 (12d8+24)
  • Speed 30ft, 40ft as boar
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +2

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

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

Challenge: 4 (1,100 xp)

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

Actions

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 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, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Druid Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 11 (16 w/barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30ft
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Languages: Druidic plus any two languages

Challenge: 2 (450 xp)

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, produce flame, shillelagh

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

Thri-kreen Medium humanoid (thri-kreen), chaotic neutral 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 40ft
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4, Survival +3

Senses: darkvision 60 ft.

Languages: Thri-kreen

Challenge: 1 (200 xp)

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, 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, with or without a running start.

Actions

Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, 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, ending the effect on itself on a success.

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

Variant: Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30ft
  • 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.

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: 5 (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 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Giant Elk Huge beast, unaligned 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 42 (5d12+10)
  • Speed 60ft
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

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

Challenge: 2 (450 xp)

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, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.

Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8+5)
  • Speed 30ft
  • 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 60 ft.

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., 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., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Giant Boar Large beast, unaligned 2 450 xp

  • Armor class 12 (natural armor)
  • Hit points 42 (5d10+5)
  • Speed 40ft
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 7 (-2)
  • CHA 5 (-3)

Languages:

Challenge: 2 (450 xp)

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, 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, it is reduced to 1 hit point instead.

Actions

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

Axe Beak Large beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 50ft
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Languages:

Challenge: 1/4 (50 xp)

Actions

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

Giant Eagle Large beast, neutral good 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10+4)
  • Speed 10ft, fly 80ft
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Languages: Giant Eagle, understands Common and Auran but can’t speak

Challenge: 1 (200 xp)

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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

Giant Wolf Spider Medium beast, unaligned 1/4 50 xp

  • Armor class 13
  • Hit points 11 (2d8+2)
  • Speed 40ft, climb 40ft
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Skills: Perception +3, Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft.

Languages:

Challenge: 1/4 (50 xp)

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

Web Sense. While in contact with a web, 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.

Actions

Bite. Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) 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.

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 40ft
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Languages:

Challenge: 1/4 (50 xp)

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, 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, it is reduced to 1 hit point instead.

Actions

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

Riding Horse Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 60ft
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 7 (-2)

Languages:

Challenge: 1/4 (50 xp)

Actions

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

Giant Poisonous Snake Medium beast, unaligned 1/4 50 xp

  • Armor class 14
  • Hit points 11 (2d8+2)
  • Speed 30ft, swim 30ft
  • STR 10 (0)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2

Senses: blindsight 10 ft.

Languages:

Challenge: 1/4 (50 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) 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.

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.

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 Strength saving throw or be knocked prone.