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Squad of Bandits Large swarm of Medium humanoids (any race), any non-lawful alignment 1 200 xp

  • Armor class 11 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: PP10

Languages: Any one language (usually Common)

Challenge: 1 (200 xp)

Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Medium
bandit. The swarm can't regain hit points or gain
temporary hit points.

Actions

Scimitars. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) slashing damage,
or 6 (1d6 + 3) slashing damage if the swarm has
half of its hit points or fewer.

Squad of Thugs Large swarm of Medium humanoids (any race), any non-good alignment 2 450 xp

  • Armor class 11 (leather)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: PP10

Languages: Any one language

Challenge: 2 (450 xp)

Power in Numbers. The swarm has advantage on an
attack roll against a creature if the swarm has at
least half of its maximum hit points..

Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Medium
bandit. The swarm can't regain hit points or gain
temporary hit points.

Actions

Maces. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d6 + 8) bludgeoning damage,
or 7 (1d6 + 4) bludgeoning damage if the swarm
has half of its hit points or fewer.

Heavy Crossbow Barrage. Ranged Weapon Attack:
+2 to hit, range 100/400 ft., one target. Hit: 11
(2d10) piercing damage, or 5 (1d10) piercing
damage if the swarm has half of its hit points or
fewer.

Frost Giant Everlasting One Huge Giant (frost giant), chaotic evil 12 8,400 xp

  • Armor class 15 (patchwork)
  • Hit points 189 (14d12+98)
  • Speed 40 ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 24 (+7)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Str +11, Con +11, Wis +4

Skills: Athletics +11, Perception +4

Damage Immunities: cold

Senses: darkvision 60 ft., PP14

Languages: Giant

Challenge: 12 (8,400 xp)

Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The giant makes two attacks with its greataxe.

Greataxe. Melee Weapon Attack: + 11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Legendary Actions

Vaprak's Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated.

While raging, the giant gains the following benefits:
• The giant has advantage on Strength checks and Strength saving throws
• When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
• The giant has resistance to bludgeoning, piercing, and slashing damage.