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Weasel

Weasel Tiny beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4 - 1)
  • Speed 30 ft.,
  • STR 3 (-4)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 3 (-4)

Skills: Perception +3, Stealth +5

Senses: Passive Perception 13

Languages: --

Challenge: 0 (10 xp)


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

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

Actions


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

Giant Rat

Giant Rat Small beast, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 7 (2d6)
  • Speed 30 ft.,
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: Darkvision 60 ft., Passive Perception 10

Languages: --

Challenge: 1/8 (25 xp)


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

Actions


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

Badger

Badger Tiny beast, unaligned 0 10 xp

  • Armor class 10
  • Hit points 3 (1d4 + 1)
  • Speed 20 ft., burrow 5 ft.,
  • STR 4 (-3)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Darkvision 30 ft., Passive Perception 11

Languages: --

Challenge: 0 (10 xp)


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

Actions


Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Giant Badger

Giant Badger Medium beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8 + 4)
  • Speed 30 ft., burrow 10 ft.,
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Senses: Darkvision 30 ft., Passive Perception 11

Languages: --

Challenge: 1/4 (50 xp)


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

Actions


Multiattack. The badger makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Boar

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11 (Natural Armor)
  • Hit points 13 (2d8 + 4)
  • Speed 40 ft.,
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Senses: Passive Perception 9

Languages: --

Challenge: 1/4 (50 xp)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions


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

Panther

Panther Medium beast, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 50 ft., climb 40 ft.,
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Condition Immunities: Perception +4, Stealth +6

Senses: Passive Perception 14

Languages: --

Challenge: 1/4 (50 xp)


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

Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions


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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 37 (5d10 + 10)
  • Speed 50 ft.,
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Condition Immunities: Perception +3, Stealth +4

Senses: Passive Perception 13

Languages: --

Challenge: 1 (200 xp)


Keen Hearing. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Giant Elk

Giant Elk Huge beast, unaligned 2 450 xp

  • Armor class 14 (Natural Armor)
  • Hit points 42 (5d12)
  • Speed 60 ft.,
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 10 (0)

Condition Immunities: Perception +4

Senses: Passive Perception 14

Languages: Elvish, Giant Elk and Sylvan but can't speak them

Challenge: 2 (450 xp)


Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions


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

Bat

Bat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4 - 1)
  • Speed 30 ft.,
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Senses: Blindsight 60 ft., Passive Perception 11

Languages: --

Challenge: 0 (10 xp)


Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


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