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Adult Red Dragon Huge dragon, chaotic evil 16 15 xp

  • Armor class 19 (natural armor)
  • Hit points 226 (19d12+133)
  • Speed 40 ft.,burrow 30 ft.,fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5,Con +11,Wis +7,Cha +9

Skills: Perception +12,Stealth +5

Damage Immunities: lightning

Senses: blindsight 60 ft.,darkvision 120 ft.,passive Perception 22

Languages: Common,Draconic

Challenge: 16 (15 xp)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns,ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it,the creature is immune to the dragon's Frightful Presence for the next 24 hours.,,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+12 to hit,reach 10 ft.,one target.
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit,reach 5 ft.,one target.
Hit:14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit,reach 15 ft.,one target.
Hit:16 (2d8 + 7) bludgeoning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw,taking 66 (12d10)
lightning damage on a failed save,or half as much damage on
a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw,it can choose to succeed instead.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Assassin Medium humanoid (any race), any non-good alignment 8 3 xp

  • Armor class 15 (studded leather)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +7,Int +5

Skills: Acrobatics +7,Deception +4,Perception +4,Stealth +11

Damage Resistances: poison

Senses: passive Perception 14

Languages: Thieves' cant plus any two languages

Challenge: 8 (3 xp)

Assassinate.During its first turn,the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage,the assassin instead takes no damage if it succeeds on the saving throw,and only half damage if it fails.
Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
,,

Actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack:+7 to hit,reach 5 ft.,one target.
Hit:6 (1d6 + 3) piercing damage,and the target must make a DC 15 Constitution saving throw,taking 24 (7d6) poison damage on a failed save,or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack:+7 to hit,range 80/320 ft.,one target.
Hit:7 (1d8 + 3) piercing damage,and the target must make a DC 15 Constitution saving throw,taking 24 (7d6) poison damage on a failed save,or half as much damage on a successful one.

Bandit Captain and three Bandits Medium humanoid (any race), any non-lawful alignment 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: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

,,

Actions

Scimitar. Melee Weapon Attack:+3 to hit,reach 5 ft.,one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit,range 80 ft./320 ft.,one target.
Hit: 5 (1d8 + 1) piercing damage.

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

Reckless. At the start of its turn,the berserker can gain advantage on all melee weapon attack rolls during that turn,but attack rolls against it have advantage until the start of its next turn.,,

Actions

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

Ettin Large giant, chaotic evil 4 1,100 xp

  • Armor class 12 (natural)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft.,PP14

Languages: Giant,Orc

Challenge: 4 (1,100 xp)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded,charmed,deafened,frightened,stunned,and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep,its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its
battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit,reach 5 ft.,one
target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit,reach 5 ft.,one target. Hit: 14 (2d8 + 5) piercing damage.

Gnoll Medium humanoid (knoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor,shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60 ft.,passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn,the gnoll can take a bonus
action to move up to half its speed and make a bite attack.,,

Actions

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

Spear. Melee or Ranged Weapon Attack: +4 to hit,reach 5 ft. or range 20J60 ft .,one target. Hit: 5 (1d6 + 2) piercing damage,or 6 (1 d8 + 2) piercing damage if used with two hands to make a melee attack.

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

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

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

Skills: Stealth +6

Senses: darkvision 60ft,PP 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

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

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

Skills: Stealth +6

Senses: darkvision 60ft,PP 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.

Knight and 4 Guards Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4,Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

,,

Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit,reach 5 ft.,one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,range 100/400 ft.,one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute,the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so,the knight must see the attacker and be wielding a melee weapon.

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.

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.

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.,passive Perception 8

Languages: Common,Giant

Challenge: 2 (450 xp)

Actions

Greatclub. Melee Weapon Attack:+6 to hit,reach 5 ft.,one target.
Hit:13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack:+6 to hit,reach 5 ft. or range 30/120 ft.,one target.
Hit:11 (2d6 + 4) piercing damage.

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.,passive Perception 10

Languages: Common,Orc

Challenge: 1/2 (100 xp)

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

Actions

Greataxe. Melee Weapon Attack: +5 to hit,reach 5 ft.,one target.
Hit:9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,reach 5 ft. or range 30/120 ft.,one target.
Hit:6 (1d6 + 3) piercing damage.

Priest and two acolytes Medium humanoid (any race), any alignment 2 450 xp

  • Armor class 13 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 13 (+1)

Skills: Medicine +7,Persuasion +3,Religion +4

Senses: passive Perception 13

Languages: any two languages

Challenge: 2 (450 xp)

Divine Eminence.As a bonus action,the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher,the extra damage increases by 1d6 for each level above 1st.
Spellcasting.The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13,+5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light,sacred flame,thaumaturgy
1st level (4 slots): cure wounds,guiding bolt,sanctuary
2nd level (3 slots): lesser restoration,spiritual weapon
3rd level (2 slots): dispel magic,spirit guardians,,

Actions

Mace. Melee Weapon Attack: +2 to hit,reach 5 ft.,one target.
Hit:3 (1d6) bludgeoning damage.

Succubus Medium fiend (shapecahanger), neutral evil 4 1,100 xp

  • Armor class 15 (natural)
  • Hit points 66 (12d8+12)
  • Speed 30 ft.,fly 60 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

Skills: Deception +9,Insight +5,Perception +5,Persuasion +9,Stealth +7

Damage Resistances: cold,fire,lightning,poison,bludgeoning,piercing and slashing from nonmagical weapons

Senses: darkvision 60 ft.,PP 15

Languages: Abyssal,Common,Infernal,telepathy 60 ft.

Challenge: 4 (1,100 xp)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid,or back into its true form. Without wings,the fiend loses its flying speed. Other than its size and speed,its statistics 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.

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit,reach 5 ft.,one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command,it can repeat the saving throw,
ending the effect on a success. If the target successfully saves against the effect,or if the effect on it ends,the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another,the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic,taking 32 (5d10 + 5) psychic damage on a failed save,or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane,or vice versa.

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.

Veteran Medium humanoid (any race), any alignment 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: passive Perception 12

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn,it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit,reach 5 ft.,one target.
Hit:7 (1d8 + 3) slashing damage,or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit,reach 5 ft.,one target.
Hit:6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,range 100/400 ft.,one target.
Hit:5 (1d10) piercing damage.

Druid Medium humanoid, Any Alignment 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

cloud giant , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

bugbear , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

beholder , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Archmage and mage apprentice , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

night hag , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

fire giant , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Ogre mage , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

lich , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

medusa , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

frost giant , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

iron golem , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

erinyes , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Hill Giant , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Yourself , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Yourself , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Goat Large Beast, unaligned 1/2 100 xp

  • Armor class 11 (Natural Armor)
  • Hit points 19 (3d10+3)
  • Speed 40ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: passive Perception 11

Languages:

Challenge: 1/2 (100 xp)

Charge - If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn,the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature,it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed - The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.,,

Actions

Ram - Melee Weapon Attack: +5 to hit,reach 5 ft.,one target. Hit: (2d4 + 3) bludgeoning damage.

Giant Octopus Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 10 ft.,swim 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4,Stealth +5

Senses: Darkvision 60 Ft.,passive Perception 14

Languages:

Challenge: 1 (200 xp)

Hold Breath - While out of water,the octopus can hold its breath for 1 hour.

Underwater Camouflage - The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing - The octopus can breathe only underwater.,

Actions

Tentacles - Melee Weapon Attack: +5 to hit,reach 15 ft.,one target. Hit: (2d6 + 3) bludgeoning damage. If the target is a creature,it is grappled (escape DC 16). Until this grapple ends,the target is restrained,and the octopus can't use its tentacles on another target

Ink Cloud (Recharges after a Short or Long Rest) - A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute,although a significant current can disperse the ink. After releasing the ink,the octopus can use the Dash action as a bonus action.

Giant Toad Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 39 (6d10+6)
  • Speed 20 ft.,swim 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Darkvision 30 Ft.,passive Perception 10

Languages:

Challenge: 1 (200 xp)

Amphibious - The toad can breathe air and water

Standing Leap - The toad's long jump is up to 20 ft. and its high jump is up to 10 ft.,with or without a running start.,,

Actions

Bite - Melee Weapon Attack: +4 to hit,reach 5 ft.,one target. Hit: (1d10 + 2) piercing damage plus (1d10)poison damage. The target is grappled (escape dc 13) Until this grapple ends,the target is restrained,and the toad can't bite another target

Swallow - The toad makes one bite attack against a Medium 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 toad,and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies,a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement,exiting prone.

Giant Eagle Large Beast, Neutral Good 1 200 xp

  • Armor class 13
  • Hit points 26 (4d10+4)
  • Speed 10ft.,fly 80ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4

Senses: passive Perception 14

Languages: Giant Eagle,Understands Common and Auran But Can't Speak

Challenge: 1 (200 xp)

Keen Sight - The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack - The eagle makes two attacks: one with its beak and one with its talons.

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

Talons - Melee Weapon Attack: +5 to hit,reach 5 ft.,one target. Hit: (2d6 + 3) slashing damage.