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Turvy Small humanoid (wererat), 0 xp

  • Armor class 12
  • Hit points 33
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons that aren't silvered

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Can't speak in rat form

Challenge: (0 xp)

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Topsy Small humanoid (wererat), 0 xp

  • Armor class 12
  • Hit points 33
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: Bludgeoning, Piercing, and Slashing damage from nonmagical weapons that aren't silvered

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Can't speak in rat form

Challenge: (0 xp)

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Turvy Small humanoid (deep gnome), 0 xp

  • Armor class 12
  • Hit points 15
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Gnomish, Undercommon

Challenge: (0 xp)

Stone Camouflage. The deep gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Proficiencies: Light armor and simple weapons.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Topsy Small humanoid (deep gnome), 0 xp

  • Armor class 12
  • Hit points 15
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Gnomish, Undercommon

Challenge: (0 xp)

Stone Camouflage. The deep gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Proficiencies: Light armor and simple weapons.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Stool Small plant (myconid), 0 xp

  • Armor class 10
  • Hit points 7
  • Speed 10 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: Darkvision 120 ft., Passive Perception 10

Languages: Cannot speak

Challenge: (0 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions

Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 - 1 bludgeoning damage plus 1d4 poison damage.

Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Shuushar the Awakened Medium humanoid (kuo-toa), 0 xp

  • Armor class 11 (natural armor)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 120 ft., Passive Perception 14

Languages: Undercommon

Challenge: (0 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

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

Proficiencies: Shields.

Actions

Shuushar the Awakened is a strict pacifist and refuses to attack under any circumstances.

Sarith Kzekarit Medium humanoid (drow), 0 xp

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

Skills: Perception +2, Stealth +4

Senses: Darkvision 120 ft., Passive Perception 12

Languages: Elvish, Undercommon

Challenge: (0 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

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

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

Proficiencies: Light and medium armor, simple weapons.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Ront Medium humanoid (orc), 0 xp

  • Armor class 11
  • Hit points 15
  • 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., Passive Perception 10

Languages: Common, Orc

Challenge: (0 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Proficiencies: Light and medium armor, simple and martial weapons.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Jimjar Small humanoid (deep gnome), 0 xp

  • Armor class 12
  • Hit points 15
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: Darkvision 120 ft., Passive Perception 16

Languages: Gnomish, Undercommon

Challenge: (0 xp)

Stone Camouflage. The deep gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

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 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Proficiencies: Light armor and simple weapons.

Actions

Multiattack. The spy makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Eldeth Feldrun Medium humanoid (dwarf), 0 xp

  • Armor class 12
  • Hit points 16
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

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

Senses: Darkvision 60 ft., Passive Perception 15

Languages: Common, Dwarvish

Challenge: (0 xp)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Poison Resistance. The scout has advantage on saving throws versus poison and resistance versus poison.

Proficiencies: Light armor, shields, simple and martial weapons.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Prince Derendil Medium humanoid (quaggoth), 0 xp

  • Armor class 13 (natural armor)
  • Hit points 45
  • Speed 30 ft., climb 30 ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., Passive Perception 10

Languages: Undercommon, Elvish

Challenge: (0 xp)

Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 2d6 damage to any target it hits with a melee attack.

Actions

Multiattack. The quaggoth makes two claw attacks.

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

Buppido Small humanoid (derro), 0 xp

  • Armor class 12
  • Hit points 13
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 9 (-1)

Skills: Stealth +4

Senses: Darkvision 120 ft., Passive Perception 7

Languages: Dwarvish, Undercommon

Challenge: (0 xp)

Insanity. The derro has advantage on saving throws against being charmed or frightened.

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

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Proficiencies: Light armor and simple weapons.

Actions

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.