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Lizardfolk Medium Humanoid (Reptilian) , Neutral 1 300 xp

  • Armor class 15 (Touch 10)
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 10 (0)

Save Throws: Fort +1, Ref +3, Will +0

Skills: Balance +4, Jump +5, Swim +2

Damage Resistances: BAB+1

Languages: Draconic

Challenge: 1 (300 xp)

Lizardfolk were semi-aquatic[9] reptilian humanoids. Their skin was covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk were often between 6 and 7 feet tall.

Actions

Claw +2 melee (1d4+1)

club +2 melee (1d6+1)

javelin +1 ranged (1d6+1)



Legendary Actions

Multiattack

Hell Hounds Medium Fire Outsider, Lawful Evil 3 800 xp

  • Armor class 16 (Touch 16)
  • Hit points 22 (4D8+4)
  • Speed 40
  • STR 13 (+1)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Save Throws: Fort +5 , Ref +5, Will +4,

Skills: Hide +11, Listen +5, Move Silently +13, Spot +7

Damage Immunities: (immune to fire, double damage from cold

Languages: does not speak but understands Infernal

Challenge: 3 (800 xp)

The hell hound enjoys causing pain and suffering and it hunts accordingly. A favorite pack tactic is to silently surround prey, and then cause two hell hounds to close in and make the victim back into another hell hound's fiery breath. They will attack with their claws and teeth if they have to. If the prey manages to escape, the hell hounds will pursue it relentlessly. Hell hounds are also quick and agile.

Actions


bite +5 melee (1d8+1),






breath weapon (cone of fire, 30 ft., every 2d4 rounds, 1d4+1, Reflex half (DC 13), ignites
flammables, can use and bite)

Legendary Actions

Improved Initiative

Track.
+8 racial bonus when tracking by scent,

Ankheg Large Beast, Neutral 3 800 xp

  • Armor class 18
  • Hit points 25 (3D10+9)
  • Speed 30 / Burrow 30
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Fort +6 Ref +3 Will +2,

Skills: Listen +4.

Senses: tremorsense (can sense location of any on ground within 60 ft

Languages:

Challenge: 3 (800 xp)

The ankheg was an ambush predator that waited around 5–10 feet underground for prey to wander into position. The attack was quick, as the prey was crushed and ground in its mandibles and assaulted with acidic digestive enzymes.

Actions

bite +6 (2d6+7)

Acid (1d4 to held victim),

spit acid (stream 5 ft. wide, 5 ft. high, 30 ft. long, 4d4, Reflex half (DC 14),

Legendary Actions

improved grab
(hit with bite, then does bite damage
each round victim is held,

Chaos spirit Small Outsider, Chaotic 1 300 xp

  • Armor class 17 (Touch 15)
  • Hit points 7 (2d8 - 2)
  • Speed Fly 30
  • STR 0 (-5)
  • DEX 19 (+4)
  • CON 8 (-1)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 15 (+2)

Save Throws: Fort +4, Reflex +5, Will +1

Skills: Hide +8, Spot +4, Listen +3, Move S ilently +7,

Languages:

Challenge: 1 (300 xp)

The chaos spirit is a mischievous and destructive spirit of pure chaos.
Though not evil, the chaos spirit draws pleasure from the act of destruction and
cares nothing for the consequences of its behavior.

Actions

Slam +7 melee, Damage: By object (Book 1d4-2, knife 1d4+1, short sword 1d6+3),

Legendary Actions

Improved Initiative,