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Leucrotta Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 67 (9d10+18)
  • Speed 50
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Deception +2, Perception +3

Senses: darkvision 60 ft.

Languages: Abyssal, Gnoll

Challenge: 3 (700 xp)

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

Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.

Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

Actions

Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Flind Medium humanoid (gnoll), chaotic evil 9 5,000 xp

  • Armor class 16 (chain mail)
  • Hit points 127 (15d8 + 60)
  • Speed 30
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +5

Skills: Intimidate +5, Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages: Gnoll, Abyssal

Challenge: 9 (5,000 xp)

Aura of Blood Thirst. If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the find.

Actions

Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.

Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.

Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Gnoll Deathpledge Medium humanoid (gnoll), chaotic evil 3 700 xp

  • Armor class 15 (Studded Leather, shield)
  • Hit points 65
  • Speed 30
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Save Throws: Str +5, Con +4

Senses: Darkvision 60ft, Passive Perception 9

Languages: Gnoll

Challenge: 3 (700 xp)

Brute: +1 die of damage with melee weapons (included)

Fateful Aura: Any creature within 25 feet of the gnoll has disadvantage on death saving throws.

Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Warmonger: Any creature within 5 feet of this gnoll that's hostile to it has disadvantage on attack rolls against targets other than this gnoll or another creature with this trait. An enemy is immune to this effect if it can't see or hear this gnoll or it can't be frightened.

Actions

Multiattack: This gnoll makes two attacks with its battleaxe.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) piercing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage or 14 (2d10+3) when used with two hands to make a melee attack.

Gnoll Deathknight Medium humanoid, chaotic evil 6 2,300 xp

  • Armor class 17 (Half plate)
  • Hit points 120
  • Speed 30
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: STR +7, CON +6, CHA +5

Skills: Intimidation +5

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Gnoll

Challenge: 6 (2,300 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Aura of Malice. All enemies within 10 feet of the gnoll have disadvantage on saving throws.

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its greatsword.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fiendish Hyena Large fiend, chaotic evil 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 45
  • Speed 50
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +3

Damage Resistances: Cold, Fire, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft, Passive Perception 13

Languages:

Challenge: 2 (450 xp)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Aura of Malice. All enemies within 10 feet of the hyena have disadvantage on saving throws.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.

Us Bloodhammer Medium Humanoid (Gnoll), Chaotic Evil 7 2,900 xp

  • Armor class 15 (Mage Armor)
  • Hit points 65
  • Speed 30
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 17 (+3)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Deception +4, Perception +4

Senses: Darkvision 60ft, passive Perception 10

Languages: Gnoll

Challenge: 7 (2,900 xp)

Spellcasting. The gnoll is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 14, +6 to hit with spell attacks). The gnoll has the following spells prepared:
Cantrips (at will): acid splash, blade ward, chill touch, poison spray
1st level (4 slots): mage armor, ray of sickness, shield, Tasha's hideous laughter
2nd level (3 slots): silence, darkness, misty step
3rd level (3 slots): fear, slow
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.

Conjure Fiends (1/Day). The gnoll magically summons 1d4 fiendish hyenas. The summoned fiends appear in unoccupied spaces within 60 feet of their summoner and act as allies of their summoner. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.