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Bugbear Chief

Bugbear Chief Medium Humanoid, Chaotic Evil 3 700 xp

  • Armor class 17
  • Hit points 65 (10d8+20)
  • Speed 30
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation +2, Stealth +6, Survival +3

Senses: Darkvision 60ft, Passive Perception 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Heart ofHruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

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

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.

Bugbear

Bugbear Medium Humanoid, Chaotic Evil 1 200 xp

  • Armor class 16
  • Hit points 27 (5d8+5)
  • Speed 30
  • 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 60ft, 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: ll (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.
Medium

Goblin Boss

Goblin Boss Small Humanoid, Neutral Evil 1 200 xp

  • Armor class 17
  • Hit points 21
  • Speed 30
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: Darkvision 60ft, Passive Perception 9

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: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Goblin

Goblin Small Humanoid, Neutral Evil 1/4 50 xp

  • Armor class 15
  • Hit points 7
  • Speed 30
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: Darkvision 60ft, Passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape: 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 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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

Grimlock

Grimlock Medium Humanoid, Neutral Evil 1/4 50 xp

  • Armor class 11
  • Hit points 11
  • Speed 30
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 8 (-1)
  • CHA 6 (-2)

Skills: Athletics +5, Perception +3, Stealth +3

Condition Immunities: Blinded

Senses: Blindsight 30ft, 10ft while deafened, Passive Perception 13

Languages: Undercommon

Challenge: 1/4 (50 xp)

Blind senses : Can't use blindsight while deafened and unable to smell

Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell

Stone Camouflage: Advantage on Dexterity (Stealth) check made to hide in rocky terrain

Actions

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.