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Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: Passive Perception 10

Languages: Any one language (usually Common)

Challenge: 1/4 (50 xp)

Acolytes are junoir members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.


Spellcasting: The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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 60 ft., Passive Perception 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., 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.

Commoner Medium humanoid (any race), any alignment 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: Any one Language (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Dieased Giant Rat Medium beast (6 ft. long), Unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 16 (4d6)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally is not incapacitated.

Tales from the Yawning Portal - Sunless Citadel: The goblins named this rat Guthash which means Bloated One in Goblin.

Actions

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

Dieased: A creature that is bitten must succeed on a DC 11 Constitution saving throw or become infected. Infected creatures show symptons in 1d4 days, including fatigue and cramps. The infected creature suffers one level of exhaustion, regains only half the nromal hit points from spending Hit Dice, and no hit points from a long rest. At the end of each long rest, the creature must make a DC 11 Constitution saving throw. On a failed save the creature gains one level of exahsution. On a successful save, the character's exhaustion level is reduced by one level. If a successful save reduces the exhaustion level below 1, the creature recovers from the diease.

Druid Medium Humanoid (any race), Any Alignment 2 450 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • 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

Senses: Passive Perception 14

Languages: Druidic, plus any two languages

Challenge: 2 (450 xp)

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

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 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.

Fire Snake Medium Elemental, Neutral Evil 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills:
Damage Vulnerabilities: Cold

Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands Ignan but can't speak

Challenge: 1 (200 xp)

Heated Body: A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions

Multiattack. The snake makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 3 (1d4 + 1) piercing damage and 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +3 to hit, 5 ft. reach, one target. Hit: 3 (1d4 + 1) piercing damage and 3 (1d6) fire damage.

Giant Frog Medium beast, unaligned 1/4 50 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., Swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages: -

Challenge: 1/4 (50 xp)

Amphibious: The frog can breathe air and water.

Standing Leap: The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Giant Rat Small beast, Unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: -

Challenge: 1/8 (25 xp)

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally is not incapacitated.

Actions

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

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: Darkvision 60ft, Passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage.

Hobgoblin Medium Humanoid (Goblinoid), Lawful Evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Ice Mephit Small Elemental, Neutral Evil 1/2 100 xp

  • Armor class 11
  • Hit points 21 (6d6)
  • Speed 30ft., Fly 30 ft.
  • STR 7 (-2)
  • DEX 13 (+1)
  • CON 10 (0)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, Stealth +3
Damage Vulnerabilities: Bludgeoning, fire

Damage Immunities: Cold, poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Aquan, Auran

Challenge: 1/2 (100 xp)

Death Burst: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/day): The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must make a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Kobold Small humanoid (Kobold), Lawful Evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Quasit Tiny fiend (demon, shapechanger), Chaotic Evil 1 200 xp

  • Armor class 13
  • Hit points 7 (3d4)
  • Speed 40 ft.
  • STR 5 (-3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Stealth +5

Damage Resistances: Cold, fire, lightning. Also, blugeoning, piercing, and slashing from nonmagical weapons

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 10

Languages: Abyssal, common

Challenge: 1 (200 xp)

Shapechanger: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form except the speed. Any equipment it is wearing or carrying is not transformed. It reverts to its true form if it dies.

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

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Scare (1/Day). One creature of the quasit's choice within 20 feet must succeed on a CD 10 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on a success.

Invisibility. The quasit magically turns invisible until it attacks ro uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Shadow Medium Undead, Chaotic Evil 1/2 100 xp

  • Armor class 12
  • Hit points 16 (3d8 + 3)
  • Speed 40 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: Acid, cold, fire, lightning, thunder. Bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities: Radiant

Damage Immunities: Necrotic, poison

Condition Immunities: Exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: Darkvision 60 ft., Passive Perception 10

Languages: -

Challenge: 1/2 (100 xp)

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: while in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Skeleton Medium Undead, Lawful Evil 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 Resistances: None
Damage Vulnerabilities: Radiant

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands all languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Steam Mephit Small Elemental, Neutral Evil 1/4 50 xp

  • Armor class 10
  • Hit points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Immunities: Fire, poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Aquan, Ignan

Challenge: 1/4 (50 xp)

Death Burst: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw, or take 4 (1d8) fire damage.

Innate Spellcasting (1/Day): Th mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area makes a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a success.

Swarm of Rats Medium Swarm of Tiny Beasts, Unaligned 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: Bludgeoning, Piercing, Slashing

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

Senses: Darkvision 30 ft., Passive Perception 10

Languages: -

Challenge: 1/4 (50 xp)

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Troll Large Giant, Chaotic Evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: Darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 xp)

Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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

Twig Blight Small Plant, Neutral Evil 1/8 25 xp

  • Armor class 13 (Natural Armor)
  • Hit points 4 (1D6 + 1)
  • Speed 20 ft
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3
Damage Vulnerabilities: Fire

Condition Immunities: Blinded, Deafened

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 9

Languages: Understands Common but cannot speak

Challenge: 1/8 (25 xp)

False Appearance: While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

White Dragon Wyrmling Medium Dragon, Chaotic Evil 2 450 xp

  • Armor class 16 (Natural armor)
  • Hit points 32 (5d8 + 10)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 11 (0)

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

Skills: Perception +4, Stealth +2

Damage Immunities: Cold

Senses: Blingsight 10 ft., Darkvision 60ft., Passive Perception 14

Languages: Draconic

Challenge: 2 (450 xp)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a success.

NPC Meepo Small humanoid (Kobold), Lawful Evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Tales from the Yawning Portal - Sunless Citadel

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

NPC Sharwyn Hucrele Medium Humanoid (human), Neutral Evil 1/2 100 xp

  • Armor class 16 (Barkskin armor)
  • Hit points 13 (2d8 + 4)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 14 (+2)
  • CHA 9 (-1)

Skills: Arcana +5, Insight +4, Persuasion +1

Senses: Passive Perception 12

Languages: Common, Draconic, Goblin

Challenge: 1/2 (100 xp)

Barkskin: Sharwyn's AC can't be lower than 16.

Special Equipment: Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and slient image.

Spellcasting: Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has teh following wizzard spells prepared:

Cantrips (at will): light, prestidigitation, ray of frost
1st-level (2 slots): color spray, magic missle, sheild, sleep

Tree Thrall: If the Gulthias Tree dies, Sharwyn dies 24 hours later.

Tales from the Yawning Portal - Sunless Citadel

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

NPC Sir Braford Medium Humanoid (human), Neutral Evil 1/2 100 xp

  • Armor class 18 (Chain mail, Shield)
  • Hit points 19 (3d8 + 6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 9 (-1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Athletics +5, Perception +3

Senses: Passive Perception 13

Languages: Common

Challenge: 1/2 (100 xp)

Barkskin: Sir Braford's AC can't be lower than 16.

Special Equipment: Sir Braford wields Shatterspike, a magic longsword that grants a +1 bonus to attack and damage rolls (included in attack). See Appendix B for item properties

Tree Thrall: If the Gulthias Tree dies, Sir Braford dies 24 hours later.

Tales from the Yawning Portal - Sunless Citadel

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.


Reactions

Protection. When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.

NPC Yusdrayl Small humanoid (kobold), Lawful Evil 1 200 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 16 (3d6 + 6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 16 (+3)

Skills: Arcana +2, Insight +2, Stealth +4

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Spellcasting: Yusdrayl is a 2nd-level spellcaster. Her spellcastin ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells:

Cantrips (at will): mage harnd, prestidigtiation, ray of frost, shocking grasp
1st-level (4 slots): burning hands, chromatic orb, mage armor

Sunlight Sensitivity: While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.

Tales from the Yawning Portal - Sunless Citadel

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

NAME TYPE, ALIGNMENT CR 0 xp

  • Armor class AC (ARMOR TYPE)
  • Hit points HP (HITDICE)
  • Speed SPEED
  • STR ST (-5)
  • DEX DX (-5)
  • CON CN (-5)
  • INT IN (-5)
  • WIS WS (-5)
  • CHA CH (-5)

Save Throws: SAVES

Skills: SKILLS

Damage Resistances: DMGR

Damage Immunities: DMGI

Condition Immunities: CONDI

Senses: SENSES

Languages: LANG

Challenge: CR (0 xp)

DESC

TRAITS

Actions

ACTIONS

Legendary Actions

LA