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Shield Dwarf (Veteran)

Shield Dwarf (Veteran) Medium humanoid (dwarf), lawful good 3 700 xp

  • Armor class 17 (Splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: PP 12

Languages: Common

Challenge: 3 (700 xp)

Diana Ungart, Iideghar Ironfist, Hewen Horn, Voldrik Firehammer, Griswelda Torunn, and Naalt Splintershield

Actions

Multiattack. Makes 2 longsword atks. If shortsword is drawn, can also make a shortsword attack.

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

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10+1) piercing dmg.

Adult Silver Dragon

Adult Silver Dragon Huge dragon, lawful good 16 15 xp

  • Armor class 19 (Natural Armor)
  • Hit points 243 (18d12+126)
  • Speed 40 ft, fly 80 ft
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 25 (+7)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 21 (+5)

Save Throws: Dex +5, Con +12, Wis +6, Cha +10

Skills: Arc +8, His +8, Percep +11, Stealth +5

Damage Immunities: Cold

Senses: Blindsight 60 ft, DV 120 ft, PP 21

Languages: Common Draconic

Challenge: 16 (15 xp)

Legendary Resistance (3/day). If fails ST, it can choose to succeed instead.

Actions

Multiattack. Can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.

Frightful Presence. (refer to Roll20)

Breath Weapons (Recharge 5-6). (refer to Roll20)

Change Shape. (refer to Roll20)

Legendary Actions

Can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Regains spent legendary actions at the start of their turn.

Detect.The dragon makes a Wisdom (Perception) check.

Tail Attack.The dragon makes a tail attack.

Wing Attack (Costs 2 Actions).Beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Can then fly up to half its flying speed.

Invisible Stallker

Invisible Stallker Medium elemental, neutral 6 2 xp

  • Armor class 14
  • Hit points 104 (16d8+32)
  • Speed 50 ft, fly 50 ft
  • STR 16 (+3)
  • DEX 19 (+4)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Perception +8, Stealth +10

Damage Resistances: B, P, S from nonmagical weapon

Damage Immunities: Poison

Condition Immunities: Refer to 'Legendary Actions'

Senses: Darkvision 60 ft., PP 18

Languages: Auran, understands common

Challenge: 6 (2 xp)

Invisibility.

Faultless Tracker. Given a quarry by it,s summoner. Knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. Also knows the location of its summoner.

Actions

Multiattack. Makes 2 slam atks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+3) bludgeoning dmg.

Legendary Actions

Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 (3d10+6)
  • Speed 10 ft, fly 60 ft
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: PP 13

Languages: Understands common, can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. Adv on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. Adv on atk roll against creature if it is at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. Makes 2 atks: one with beak and one with talons.

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

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

Amarath/N'von (Cult Fanatic)

Amarath/N'von (Cult Fanatic) Medium humanoid (human), neutral 2 450 xp

  • Armor class 13 (Leather Armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Dec +4, Persua +4, Rel +2

Senses: PP 10

Languages: Common

Challenge: 2 (450 xp)

Dark Devotion. Adv on ST against being charmed or frightened.

Spellcasting (refer to 'Legendary Actions')

Actions

Multiattack. Makes 2 melee atks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing dmg.

Legendary Actions

Spellcasting. 4th lvl spellcaster, spellcasting abililty is Wisdom (spell save DC 11, +3 to hit with spell attacks). Has the following cleric spells prepared:

Cantrip (at will): light, sacred flame, thaumaturgy
1st lvl (4 slots): command, inflict wounds, shield of faith
2nd lvl (3 slots): hold person, spiritual weapon

Cultist

Cultist Humanoid (race varies), neutral 1/8 25 xp

  • Armor class 12 (Leather Armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: PP 10

Languages: Common

Challenge: 1/8 (25 xp)

Dark Devotion. Adv on ST against being charmed or frightened.

Actions

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

Griffon

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft, fly 80 ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: Darkvision 60 ft., PP 15

Languages:

Challenge: 2 (450 xp)

Keen Sight. Adv on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Makes 2 atks: one with beak and one with claws.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) slashing dmg.

Zephyros (Cloud Giant)

Zephyros (Cloud Giant) Huge giant, neutral good 9 5 xp

  • Armor class 14 (Natural Armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 18 (+4)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Con +10, Wis +7, Cha +7

Skills: Insight +7, Perception +7

Senses: Passive Perception 17

Languages: Common, Giant

Challenge: 9 (5 xp)

Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.

Spellcasting (refer to Legendary Actions).

Actions

Multiattack.

Staff of the Magi. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d6+10) bludgeoning dmg or 23 (3d8+10) bludgeoning dmg if used with two hands.

Refer to Roll20 (online) for Staff of the Magi abilities

Legendary Actions

Spellcasting. 12th lvl spellcaster, spellcasting ability is Intelligence (spell save DC 17, +11 to hit with spell atks). Following spells prepared:

Cantrips (at will): mending, message, presdigitation, ray of frost, shocking grasp
1st lvl (4slots): charm person, comprehend languages, magic missile, shield
2nd lvl (3 slots): crown of madness, gust of wind, levitate
3rd lvl (3 slots): nondetection, protection from energy, tongues
4th lvl (3 slots): conjure minor elementals, greater invisibity, Otiluke's resilient sphere
5th lvl (2 slots): cone of cold, contact other plane
6th lvl (1 slot): mass suggestion

Giant Rat

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., PP10

Languages:

Challenge: 1/8 (25 xp)

Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.

Pack Tactics. Adv on an atk roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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

Black Pudding

Black Pudding Large ooze, unaligned 4 1 xp

  • Armor class 7
  • Hit points 85 (10d10+30)
  • Speed 20ft, climb 20ft
  • STR 16 (+3)
  • DEX 5 (-3)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Immunities: acid, cold, lightning, slashing

Condition Immunities: refer to 'Legendary Actions'

Senses: Blindsight 60 ft. (blind), PP 8

Languages:

Challenge: 4 (1 xp)

Refer to 'Legendary Actions'

Actions

Pseudopod.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning dmg plus (4d8) acid dmg. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10

Reactions

Split. If medium or larger and subjected to lightning or slashing dmg, it splits into two new puddings if it has at least 10 HP. Each new pudding has HP equal to half the original pudding's. rounded down. New puddings are one size smaller than the original.

Legendary Actions

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Additional Settings

Amorphous. Can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the pudding or hits it with a melee atk while within 5 ft. of it takes 4 (1d8) acid dmg. Any nonmagical weapon that hits corrodes. After dealing dmg, the weapon takes a perm and cumulative -1 penalty to dmg rolls. If penalty drops to -5, weapon is destroyed after dealing dmg. Can eat through 2 inch thick metal or wood in 1 round

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

Ogre

Ogre Large giant, chaotic evil 2 450 xp

  • Armor class 11 (Hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: Darkvision 60 ft., PP 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+4) bludgeoning dmg.

Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) piercing dmg.

Javelin. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (2d6+4) piercing dmg.

Rond Arrowhome (Scout)

Rond Arrowhome (Scout) Medium humanoid (wood elf), chaotic good 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: refer to 'Legendary Actions'

Senses: PP 15

Languages: Elvish

Challenge: 1/2 (100 xp)

Keen Hearing and Sight. Adv on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. Makes 2 melee atks or 2 ranged atks

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

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

Legendary Actions

Skills: Nature +4. Perception +5, Stealth +6, Survival +5

Norgra One-Eye (Eye of Gruumsh)

Norgra One-Eye (Eye of Gruumsh) Medium humanoid (orc), chaotic evil 2 45 xp

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

Skills: Intimidation +3, Religion +1

Senses: Darkvision 60ft., PP 11

Languages: Common, Orc

Challenge: 2 (45 xp)

Refer to 'Legendary Actions'

Actions

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.

Legendary Actions

Aggressive. As a BA, can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. Deals an extra 4 (1d8) dmg when it hits with a weapon attack (included in atk).

Spellcasting. 3rd lvl spellcaster. Spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell atks).

Cantrips (at-will): guidance, resistance, thaumaturgy
1st lvl (4 slots): bless, command
2nd lvl (2 slots): augury, spiritual weapon (spear)

Orc

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: Darkvision 60 ft., PP 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

Aggressive. As a BA, can move up to its speed toward a hostile creature it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing dmg.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing dmg.

Gurrash (Orc War Chief)

Gurrash (Orc War Chief) Medium humanoid (orc), chaotic evil 4 1 xp

  • Armor class 16 (chain mail)
  • Hit points 93 (11d8+44)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Str +6, Con +6, Wis +2

Skills: Intimidation +5

Senses: Darkvision 60 ft., PP 10

Languages: Common, Orc

Challenge: 4 (1 xp)

Aggressive. As a BA, can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. Deals an extra 4 (1d8) dmg on hit with weapon atk (included in atks).

Actions

Multiattack. 2 atks with greataxe or spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing dmg, or 13 (2d8+4) piercing dmg if used with two hands to make melee atk.

Battle Cry (1/day). Each creature of the war chief's choice that is within 30 ft of it, can hear it, and not already affected by Battle Cry gain adv on atk rolls until the start of the war chief's next turn. Can make one atk as a BA.

Zhent Mercenary (Bandit)

Zhent Mercenary (Bandit) Medium humanoid (human), chaotic neutral 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: PP 10

Languages: Common

Challenge: 1/8 (25 xp)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) slashing dmg.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing dmg.

Xolkin Alassandar (Bandit Capt)

Xolkin Alassandar (Bandit Capt) Medium humanoid (half-elf), chaotic neutral 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: PP 10

Languages: common, elvish

Challenge: 2 (450 xp)

Actions

Multiattack: 3 melee attacks: 2 w/scimitar and 1 w/dagger OR 2 ranged attacks w/daggers

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

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing dmg

Legendary Actions

Reactions

Parry. Add 2 to AC against 1 melee atk that would hit. Must be able to see attacker and be wielding a melee weapon.

Tressym

Tressym Small beast, chaotic neutral 0 10 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed refer to 'LA'
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 12 (+1)

Skills: Percpetion +5, Stealth +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., PP 15

Languages: Understands common (can't speak)

Challenge: 0 (10 xp)

Detect Invisibility. Within 60 ft, magical invisibility fails to conceal anything from the tressym's sight.

Keen Smell. Adv on Wisdom (Perception) checks that rely on smell.

Poison Sense. Can detect poison (taste, touch, smell)

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing dmg

Legendary Actions

Speed: 40 ft., climb 30 ft., fly 40 ft.

Specter

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: refer to 'Legendary Actions'

Damage Immunities: Necrotic, Poison

Condition Immunities: refer to 'Legendary Actions'

Senses: Darkvison 60 ft., PP 10

Languages: Understands common (can't speak)

Challenge: 1 (200 xp)

Incorporeal Movement. Can move through other creatures and objects as if they were difficult terrain. Takes 5 (1d10) force dmg if turn ends inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadv on atk rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the dmg taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Legendary Actions

Dmg Resistance: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Worg

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., PP 14

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: (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Kella Darkhope (spy)

Kella Darkhope (spy) Medium humanoid (human), chaotic neutral 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: refer to 'Legendary Actions'

Senses: passive Perception 16

Languages: common, elvish

Challenge: 1 (200 xp)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/turn). The spy deals an extra 7 (2d6) dmg when it hits a target with a weapon atk and has adv on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn',t incompacitated and the spy doesn't have disadv on the atk roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

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

Legendary Actions

Skills

Deception +5, Insight +4, Investigation +5, Perception +6, Persuassion +5, Slight of Hand +4, Stealth +4

Goblin

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

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: Darkvision 60 ft., 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 5 ft., one target. Hit: (1d6+2) slashing damage.

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