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Bugbear

Bugbear Medium Humanoid, Chaotic Evil 1 200 xp

  • Armor class 16
  • Hit points 27 (5d8+5)
  • Speed 30
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-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.

Bugbear Chief

Bugbear Chief Medium Humanoid, Chaotic Evil 3 700 xp

  • Armor class 17
  • Hit points 65 (10d8+20)
  • Speed 30
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (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 of Hruggek: 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.

Goblin

Goblin Small Humanoid, Neutral Evil 1/4 50 xp

  • Armor class 15
  • Hit points 7 (2d6)
  • Speed 30
  • 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: 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.

Goblin Boss

Goblin Boss Small Humanoid, Neutral Evil 1 200 xp

  • Armor class 17
  • Hit points 21 (6d6)
  • Speed 30
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA10 (0)

Skills: Stealth +6

Senses: Darkvision 60ft, Passive Perception 9

Languages: Common, Goblin

Challenge:1 (200 xp)

Nimble Escape: 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.

Grimlock

Grimlock Medium Humanoid, Neutral Evil 1/4 50 xp

  • Armor class 11
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR16 (+3)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA6 (-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.