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Wild Dog Alpha

Wild Dog Alpha Large Beast, Un aligned 1 200 xp

  • Armor class 12
  • Hit points 26
  • Speed 50
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3

Senses: passive Perception +3

Languages:

Challenge: 1 (200 xp)

een Hearing and Smell.
The wild dog alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics.
The wild dog alpha has advantage on an attack roll
against a creature if at least one of the wild dog alpha’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.

Pounce.
If the wild dog alpha moves at least 20 feet straight
toward a creature and then hits it with a bite attack on the same
turn, that target must succeed on a DC 13 Strength saving throw
or be knocked prone. If the target is prone, the lion can make one additional bite attack against it as a bonus action.

Running Leap.
With a 10-foot running start, the wild dog alpha
can long jump up to 25 feet

Actions

Wild Dog

Wild Dog Medium Beast, Un-aligned 1/8 25 xp

  • Armor class 12
  • Hit points 5
  • Speed 40
  • STR 13 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Keen Hearing and Smell.
The wild dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Giant Two-Headed Goat

Giant Two-Headed Goat Large Beast, Un-aligned 1/2 100 xp

  • Armor class 11
  • Hit points 19
  • Speed 40
  • 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 feet straight toward a target
and then hits it with a ram attack on the same tu
rn, 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 th
at would knock it prone.

Actions

Multiattack:
The two-headed goat makes two ram attacks. These
attacks must be against different targets.

Ram:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

Goat

Goat Medium beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 4
  • Speed 40ft
  • STR 12 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: passive perception 10

Languages:

Challenge: 0 (10 xp)

Charge.

If the goat moves at least 20 feet straight toward a target
and then hits it with a ram attack on the same
turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 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: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.