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Ratfolk Small humanoid (ratfolk), Neutral 1/2 150 xp

  • Armor class 14
  • Hit points 14
  • Speed 25
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: Darkvision 60ft., Passive Perception 12

Languages: Common

Challenge: 1/2 (150 xp)

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.,Enraged Ratfolk Beast

Actions

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

Halberd.
Melee Weapon Attack: +2 to hit, reach 10 ft., 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., one target. Hit: 6 (1d8 + 2) piercing damage.

Ratfolk Rogue Small humanoid (ratfolk), Neutral 1 200 xp

  • Armor class 15
  • Hit points 22
  • Speed 25
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Acrobatics +5, Perception +2, Stealth +7

Senses: Darkvision 60ft., Passive Perception 12

Languages:

Challenge: 1 (200 xp)

Cunning Action.
A ratfolk rogue can use a bonus action to Dash, Disengage, 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, 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.

Actions

Dagger.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

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

Rat Dagger Flurry.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.

Ratfolk Deathguard Medium humanoid (ratfolk), Neutral 1 200 xp

  • Armor class 14
  • Hit points 28
  • Speed 25
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 14 (+2)
  • WIS 10 (0)
  • CHA 10 (0)

Skills: Strength +5, Acrobatics +3, Perception +2

Senses: Darkvision 60 ft., passive perception 12

Languages:

Challenge: 1 (200 xp)

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.

Actions

Scythe (2-Handed).
Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 2) slashing damage.

Sweeping Arc.
Melee Weapon Attack: +4 to hit, reach 10 ft., 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, on a failed throw the target begins to bleed. Every turn the target must make a DC12 constitution saving throw, on a successful roll, 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.

Ratfolk King Large Monstrosity, Chaotic evil 6 2,300 xp

  • Armor class 16
  • Hit points 90
  • Speed 45
  • STR 12 (+1)
  • DEX 20 (+5)
  • CON 18 (+4)
  • INT 6 (-2)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Stealth +6

Damage Resistances: Bludgeoning, piercing, slashing

Damage Immunities: Poison

Senses: Darkvision 60ft, Passive Perception 12

Languages: Understands common

Challenge: 6 (2,300 xp)

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, ability check, or saving throw, it must subtract 1d4 from the result.

Actions

Multiattack.
The rat king makes four bite attacks.

Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., 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, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, 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, 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, the target takes 2d8 acid damage at the start of their turn, until the bile is removed from them. Removing the bile consumes an action.

Swarm of Rats Medium swarm of tiny beasts, Unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 36
  • Speed 30
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 0 (-5)

Damage Resistances: Bludgeoning, piercing, slashing

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

Senses: Darkvision 30ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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, 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.

Actions

Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. , one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.