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Noble; Medium humanoid (any race); any alignment; 15; ; 9; 2d8; 30 ft.; 11; 12; 11; 12; 14; 16; ; Persuasion +5 Deception +5, Insight +4; ; ; ; passive Perception 12; any two languages; 1/8; 25; Nobles wield great authority and influence as members of the upper class 0 xp

  • Armor class possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards (as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.; Rapier. Melee Weapon. Attack: +3 to hit)
  • Hit points reach 5 ft. (one target. Hit: 5 (1d8 + 1) piercing damage.

    Reaction - Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so)
  • Speed the noble must see the attacker and be wielding a melee weapon.; ;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Goblin Boss; Small humanoid (goblinoid); neutral evil; 17; chain shirt shield; 21; 6d6; 30 ft.; 10; 14; 10; 10; 8; 10; ; Stealth +6; ; ; ; darkvision 60 ft., passive Perception 9; Common 0 xp

  • Armor class Goblin; 1; 200; ; Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

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

    Reaction - Redirect Attack. When a creature the goblin can see targets it with an attack)
  • Speed the goblin chooses another goblin within 5 feet of it. The two goblins swap places
  • STR and the chosen goblin becomes the target instead.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Goblin; Small humanoid (goblinoid); neutral evil; 15; leather armor shield; 7; 2d6; 30 ft.; 8; 14; 10; 10; 8; 8; ; Stealth +6; ; ; ; darkvision 60 ft., passive Perception 9; Common 0 xp

  • Armor class Goblin; 1/4; 50; ; Scimitar. Melee Weapon. Attack: +4 to hit (reach 5 ft.)
  • Hit points one target. Hit: 5 (1d6+2) slashing damage.

    Shortbow. Ranged Weapon. Attack: +4 to hit (range 80/320 ft.)
  • Speed one target. Hit: 5 (1d6+2) piercing damage.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Scorchbringer Guard; Medium humanoid (any race); chaotic neutral; 16; breastplate; 11; 2d8+2; 30 ft.; 13; 14; 12; 10; 9; 10; ; ; ; ; ; passive Perception 9; any one language (usually Common); 1/2; 100; ; Light Hammer. Melee or Ranged Weapon. Attack: +4 to hit reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Scorchbringer (Recharge 4-6). The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw
0 xp

  • Armor class taking 7 (2d6) fire damage on a failed save (or half as much damage on a successful one.; ; Explosive Tank. When the guard dies)
  • Hit points or if it rolls a 1 when checking whether its Scorchbringer action recharges (the tank on its back explodes in a 10 foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw)
  • Speed taking 7 (2d6) fire damage on a failed save
  • STR or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried (-5)
  • DEX and it destroys the scorchbringer. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Soldier; Medium humanoid (any race); any alignment; 18; chain mail shield; 16; 3d8+3; 30 ft.; 13; 12; 12; 10; 11; 11; ; Perception +2, Athletics +3; ; ; ; passive Perception 12; any one language (usually Common); 1/2; 100; ; Multiattack. The soldier makes two melee attacks.

Longsword. Melee Weapon. Attack: +3 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 6 (1d8+2) slashing damage)
  • Hit points or 7 (1d10+2) slashing damage if used with two hands.; ; Formation Tactics. The soldier has advantage on saving throws against being charmed (frightened)
  • Speed grappled
  • STR or restrained while it is within 5 feet of at least one ally. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Kraul Warrior; Medium humanoid (kraul); neutral evil; 18; natural armor; 27; 5d8+5); 30 ft. climb 30 ft.; 15; 12; 13; 10; 11; 8; ; ; ; ; ; darkvision 60 ft., passive Perception 11; Kraul 0 xp

  • Armor class understands Common but can't speak it; 1/2; 100; ; Spear. Melee or Ranged Weapon. Attack: +4 to hit (5 ft. or range 20/60 ft.)
  • Hit points one target. Hit: 5 (1d6+2) piercing damage (or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.; ; Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.

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

    Spider Climb. The kraul can climb difficult surfaces)
  • Speed including upside down on ceilings
  • STR without needing to make an ability check. (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Krenko; Small humanoid (goblinoid); neutral evil; 17; chain shirt shield; 21; 6d6; 30 ft.; 10; 14; 10; 10; 8; 14; ; Deception +4, Persuasion +4 0 xp

  • Armor class Stealth +6; ; ; ; darkvision 60 ft. (passive Perception 9; Common)
  • Hit points Goblin; 1; 200; ; Multiattack. Krenko makes two attacks with his scimitar.

    Scimitar. Melee Weapon. Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 5 (1d6+2) slashing damage plus 2 (1d4) poison damage.

    Light Crossbow. Ranged Weapon. Attack: +4 to hit
  • STR range 80/320 ft. (-5)
  • DEX one target. Hit: 6 (1d8+2) piercing damage.

    Reaction - Redirect Attack. When a creature Krenko can see targets him with an attack (-5)
  • CON Krenko chooses another goblin within 5 feet of him. The two goblins swap places (-5)
  • INT and the chosen goblin becomes the target instead.; ; Nimble Escape. Krenko can take the Disengage or Hide action as a bonus action on each of his turns. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Goblin Gang Member; Small humanoid (goblinoid); neutral evil; 14; leather armor; 10; 3d6; 30 ft.; 8; 16; 10; 10; 10; 8; ; Stealth +5; ; ; ; darkvision 60 ft. passive Perception 10; Common, Goblin; 1/4; 50; ; Dagger. Melee or Ranged Weapon Attack: +5 to hit 0 xp

  • Armor class reach 5 ft. or range 20/60ft. (one target. Hit: 5 (1d4+3) piercing damage.

    Light Crossbow. Ranged Weapon Attack. +5 to hit)
  • Hit points range 80/120 ft. (one target. Hit: 7 (1d8+3) piercing damage.; ; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions