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sep= , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

blankpage type, alignment CT 0 xp

  • Armor class AC (armor type)
  • Hit points HP (hpCalc)
  • Speed movement
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Skills:skill profs

Damage Resistances:resistance

Damage Immunities:immunity

Condition Immunities:status immunity

Senses:senses

Languages:languages

Challenge:CT (0 xp)

ability/description

special2

Actions

attack

Legendary Actions

special1

Warhorse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 xp)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Skills: Stealth +7

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10

Languages:

Challenge:1 (200 xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense.While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker.The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack:+5 to hit, range 30/60 ft., one creature.Hit:The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Mastiff Medium beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 5 (1d8+1)
  • Speed 40 ft.
  • STR13 (+1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Senses: Senses passive Perception 13

Languages:

Challenge: 1/8 (25 xp)

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses, Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Keen Hearing and Smell. The mastiff 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. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Rat Tiny beast, unaligned 10 0 xp

  • Armor class 10
  • Hit points 1 (1d4-1)
  • Speed 20 ft.
  • STR2 (-4)
  • DEX11 (0)
  • CON9 (-1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA4 (-3)

Skills: Perception 10

Senses: darkvision 30ft.

Languages:0

Challenge:10 (0 xp)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., PP 9

Languages: understands languages it knew in life, can't speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning
.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Kobold Small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX15 (+2)
  • CON9 (-1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge:3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Multiattack.The hobgoblin makes two greatsword attacks.

Actions



Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:9 (2d6 + 2) piercing damage.

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.

Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit:5 (1d8 + 1) piercing damage.

Shadow Guardian Medium undead, lawful evil Languages it knew in life 3 xp

  • Armor class 13 (spectral armor)
  • Hit points 40 (6d8+12)
  • Speed 30 ft.
  • STR14 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT15 (+2)
  • WIS14 (+2)
  • CHA9 (-1)

Skills: History 13, Insight 13

Damage Resistances: non-magical piecing, bludgeoning, and slashing

Damage Immunities: cold, lightning

Condition Immunities: poison, necrotic

Senses: exhaustion, restrained, poisoned, paralyzed, petrified

Languages: darkvision 60 ft., blindsight 10 ft., PP 12

Challenge: Languages it knew in life (3 xp)

700

Vulnerable to Radiant damage.

Shadow Aura. The Shadow Guardian has a deathly cold shadow aura with a 10 ft. radius. Any creature that ends it's turn in that area suffers 7 (d12) necrotic damage. Damage done in this way returns as life to the shadow.

Incorporeal Movement. The shadow can move through solid objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Any living creature that the Shadow moves through is Charmed by the Shadow with a feeling of hopeless apathy. At the beginning of its turn, an affected creature may make a wisdom save (DC 12) to break the Charm.

Light Sensitivity. While in bright light, the guardian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Shadow attacks twice with it's claws.

Claws. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: 8 (d8+3) slashing damage.

Troll Large giant, chaotic evil 5 1 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 xp)

Keen Smell.The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration.The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.,,

Actions

Multiattack.The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:11 (2d6 + 4) slashing damage.

Enderman CR4, 114 hp, 12d10+48, natural AC is 15 + 2 for magic resistance + 2 for permanent Blink = 19 effective AC 0 xp

  • Armor class defCR=5 (d10+3 per att * 2 attacks + 2 for misty step = 23(offCR3), att is +5 instead of +4 but stays at offCR=3)
  • Hit points off3 + def5 avg to CR4. speaks Ender. cannot walk while raged, may only misty-step and blink. Vulnerable to water (cold/thunder).No save proficiencies.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions