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Ratfolk; Small humanoid (ratfolk); Neutral; 14; ; 14; ; 25; 7; 15; 11; 14; 10; 10; ; Perception +2; ; ; ; Darkvision 60ft. Passive Perception 12; Common; 1/2; 150; ; Dagger.
Melee Weapon Attack: +4 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: 4 (1d4 + 2) piercing damage.

    Halberd.
    Melee Weapon Attack: +2 to hit (reach 10 ft.)
  • Hit points all targets within a 45 degree arc. Hit: d8+2 slashing damage per target hit.

    Light crossbow.
    Ranged Weapon Attack: +4 to hit (range 80/320 ft.)
  • Speed one target. Hit: 6 (1d8 + 2) piercing damage.; ; Nimbleness.
    The ratfolk can move through the space of any creature size Medium or larger.

    Pack Tactics.
    The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Enraged Ratfolk Beast; Medium Humanoid (ratfolk); Neutral; 15; ; 54; ; 30; 24; 16; 18; 8; 10; 10; ; ; ; ; ; Darkvision 60ft. Passive Perception 12; ; 2; 675; ; Fist Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft.
0 xp

  • Armor class one target. Hit: (1d8 + 7) bludgeoning damage.

    Leaping Strike.
    Leap 15 feet at a target. +7 to hit. On a successful hit (the target takes (2d8 + 7) bludgeoning damage and is knocked prone.; ; Pack Tactics.
    The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking.)
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Ratfolk Rogue; Small humanoid (ratfolk); Neutral; 15; ; 22; ; 25; 7; 16; 12; 14; 10; 10; ; Acrobatics +5 Perception +2, Stealth +7; ; ; ; Darkvision 60ft. 0 xp

  • Armor class Passive Perception 12; ; 1; 200; ; Dagger.
    Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one target. Hit: 5 (1d4 + 3) piercing damage.

    Light Crossbow.
    Ranged Weapon Attack: +5 to hit (range 80/320 ft.)
  • Speed one target. Hit: 7 (1d8 + 3) piercing damage.

    Rat Dagger Flurry.
    Ranged Weapon Attack: +5 to hit
  • STR range 20/60 ft. (-5)
  • DEX three targets. Hit: 7 (1d4 + 3) piercing damage.; ; Cunning Action.
    A ratfolk rogue can use a bonus action to Dash (-5)
  • CON Disengage (-5)
  • INT or Hide.

    Nimbleness.
    A ratfolk rogue can move through the space of any creature size Medium or larger.

    Pack Tactics.
    A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking.

    Sneak Attack (1/Turn).
    A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll (-5)
  • WIS or when the target is within 5 feet of one of its allies that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Ratfolk Deathguard ; Medium humanoid (ratfolk); Neutral; 14; ; 28; ; 25; 12; 16; 12; 14; 10; 10; ; Strength +5 Acrobatics +3, Perception +2; ; ; ; Darkvision 60 ft. 0 xp

  • Armor class passive perception 12; ; 1; 200; ; Scythe (2-Handed).
    Melee Weapon Attack: +4 to hit (reach 10 ft.)
  • Hit points one target. Hit: 8 (2d6 + 2) slashing damage.

    Sweeping Arc.
    Melee Weapon Attack: +4 to hit (reach 10 ft.)
  • Speed all targets within a 90 degree arc. Hit: 5 (1d6 + 2) slashing damage on each hit. Anyone hit by the attack must make a DC 14 constitution saving throw
  • STR on a failed throw the target begins to bleed. Every turn the target must make a DC12 constitution saving throw (-5)
  • DEX on a successful roll (-5)
  • CON the target stops bleeding. The bleeding effect can stack.

    Concealment Potion(1).
    The Rat Guard drinks a potion that causes it to turn completely invisible. If engaged with a target the Rat Guard is instantly disengaged. The potion lasts for 1 minute and will instantly end if the Rat Guard attacks. The Rat still makes noise and it is possible to detect the location of the rat by passing a DC 18 perception saving throw. Any attack the rat makes while invisible gives them advantage.
    ; ; Nimbleness.
    A rat death gaurd can move through the space of any creature size Medium or larger.

    Pack Tactics.
    The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking.
    (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Ratfolk King; Large Monstrosity; Chaotic evil; 16; ; 90; ; 45; 12; 20; 18; 6; 15; 14; ; Stealth +6; Bludgeoning piercing, slashing; Poison; ; Darkvision 60ft 0 xp

  • Armor class Passive Perception 12; Understands common; 6; 2300; ; Multiattack.
    The rat king makes four bite attacks.

    Bite.
    Melee Weapon Attack: +6 to hit (reach 5 ft.)
  • Hit points one target. Hit: 10 (2d6 + 3) piercing damage (and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest)
  • Speed it must repeat the saving throw. On a failure
  • STR the creature gains another level of exhaustion. On a success (-5)
  • DEX the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.

    Bile Excretion(1 every 5 turns).
    The rat king projectile vomits (-5)
  • CON coating a cone up to 30 feet in front of him. Any surface coated with the bile is considered hazardous terrain and anything crossing it must do so at half speed. Anyone that is caught within the cone must make a DC 16 Dexterity saving throw. On a failed throw (-5)
  • INT the target takes 2d8 acid damage at the start of their turn (-5)
  • WIS until the bile is removed from them. Removing the bile consumes an action.
    ; ; Keen Smell.
    The rat king has advantage on Wisdom (Perception) checks that rely on smell.

    Plague of Ill Omen.
    The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll (-5)
  • CHA ability check (-5)

Save Throws: or saving throw

Skills: it must subtract 1d4 from the result.

Languages:

Challenge: (0 xp)

Actions

Swarm of Rats; Medium swarm of tiny beasts; Unaligned; 10; ; 36; ; 30; 9; 11; 9; 2; 10; 0; ; ; Bludgeoning piercing, slashing; ; Charmed 0 xp

  • Armor class frightened (paralyzed)
  • Hit points petrified (prone)
  • Speed restrained
  • STR stunned; Darkvision 30ft. (-5)
  • DEX passive Perception 10; ; 1/4; 50; ; Bites.
    Melee Weapon Attack: +2 to hit (-5)
  • CON reach 0 ft. (-5)
  • INT one target in the swarm's space. Hit: 7 (2d6) piercing damage (-5)
  • WIS or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
    ; ; Keen Smell.
    The swarm has advantage on Wisdom (Perception) checks that rely on smell.

    Swarm.
    The swarm can occupy another creature's space and vice versa (-5)
  • CHA and the swarm can move through any opening large enough for a Tiny rat. The swarm can 't regain hit points or gain temporary hit points.
    (-5)

Languages:

Challenge: (0 xp)

Actions