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Gaurd

Gaurd Medium Humanoid, None 1/8 25 xp

  • Armor class 16 (chain shirt/shield)
  • Hit points 11
  • Speed 30
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)

Actions

Spear.
Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.

Dueregar

Dueregar Medium Humanoid, lawful evil 1 200 xp

  • Armor class 16
  • Hit points 15
  • Speed 25
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120, passive perception 10

Languages: dwarvish, undercommon

Challenge: 1 (200 xp)

Duergar Resilience.
The duergar has advantage on saving throws
against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity.
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest).
For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in the space available.

War Pick.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin.
Melee or Ranged Weapon Attack:+4 to hit, reach 5 ft. or
range 30/120 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest).
The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.