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Elina

Elina Medium Humanoid, neutral evil 1 100 xp

  • Armor class 14
  • Hit points 52
  • Speed 30
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 16 (+3)
  • CHA 10 (0)

Save Throws: Int +2, Wis +5

Skills: Animal Handling +5, Bluff +1, Nature +2, Stealth +3 Saving Throws

Senses: darkvision 60 ft., passive Perception 13

Languages: Common, Druidic, Elvish, any one other language

Challenge: 1 (100 xp)

Elven Ancestry. Elina has advantage on
saving throws against being charmed, and
magic cannot put her to sleep.
Spellcasting. Elina’s spellcasting ability
is Wisdom (spell save DC 13). She has the
following spells prepared from the druid
spell list.
Caltrips (at will): guidance, produce flame
1st (2 slots): charm person, cure wounds,
entangle, speak with animals

Actions

Sickle. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2)
slashing damage.
Sling. Ranged Weapon Attack: +3 to hit,
range 30 ft./120 ft., one target. Hit: 3 (1d4 +
1) bludgeoning damage.

Conrad Andon

Conrad Andon Medium humanoid, lawful evil 1 200 xp

  • Armor class 12
  • Hit points 27
  • Speed 30
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +3

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses: darkvision 60 ft. (rat form only), passive Perception 13

Languages: Common

Challenge: 1 (200 xp)

Shapechanger. The wererat can use its
action to polymorph into a rat-human
hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics,
other than its size, are the same in each
form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its
true form if it dies.
Keen Smell. The wererat has advantage on
Wisdom (Perception) checks that rely on
smell.

Actions

Multiattack (Humanoid or Hybrid
Form Only). The wererat makes two
attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. If
the target is a humanoid, it must succeed
on a DC 10 Constitution saving throw or be
cursed with wererat lycanthropy (MM 206).
Scimitar (Humanoid or Hybrid Form
Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage.
Handaxe (Humanoid or Hybrid Form
Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 3 (1d6) slashing
damage.
Longbow (Humanoid or Hybrid Form
Only). Ranged Weapon Attack: +3 to hit,
range 150/600 ft., one target. Hit: 5 (1d8 +
1) piercing damage.
Conrad Andon was an unremarkable local
bandit. Arrested by the local guards more than
once, he learned to live deep in the woods to
avoid the law and do as he pleased. That was
where he was bitten by a wererat.
Having long since gone feral, Conrad’s
sire intended for the bandit to be his next
meal. Only his magic arrows kept him
from perishing there. After several days of
fever dreams, he found he could transform
into a rat. Conrad is still learning his new
abilities and does not have full immunity
from nonsilvered weapons, but he loves his
newfound powers, intending to make

Mite

Mite Small fey, lawful evil 1 50 xp

  • Armor class 12
  • Hit points 40
  • Speed 20, 20
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills: Perception +3, Stealth +4

Senses: darkvision 60 ft., passive Perception 13

Languages: Deep Speech

Challenge: 1 (50 xp)

Innate Spellcasting. The mite’s
spellcasting ability is Charisma (spell
save DC 10). The mite can innately cast
the following spells, requiring only verbal
components:
At will: prestidigitation
1/day: bane

Actions

Dagger. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Dart. Ranged Weapon Attack: +4 to hit,
range 20 ft./ 60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Vermin Empathy (1/day). As an action, a
mite can conjure a swarm of bats, a swarm
of rats, a giant centipede, 2 giant rats, or a
giant wolf spider. The conjured creatures
attack the closest creature except the mite.
The mite has no additional control over the
conjured creatures.

Scarlet Spider

Scarlet Spider tiny beast, unaligned 1 25 xp

  • Armor class 12
  • Hit points 21
  • Speed 20,
  • STR 8 (-1)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 4 (-3)

Skills: Stealth +2

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 8

Languages:

Challenge: 1 (25 xp)

Spider Climb. A 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: +2 to hit,
reach 5 ft., one target. Hit: 2 (1d4) piercing
damage plus 1 poison damage.
Scarlet spiders get their name, not from
their appearance—which is brown and blends
in well—but from the color their victims turn
after being bitten. For an hour after being
bitten, their victims turn a bright scarlet color
as their body fights the spider’s venom.
Being the size of a house cat and
individually weak, few see them as a genuine
threat. This is probably why scarlet spiders
seldom fight alone. Only one may show
itself, but those familiar with these creatures
know to look for more hiding within striking
distance. If their prey does approach thinking
the spider would be a quick kill, other scarlet
spiders appear from their hiding places and
strike all at once.

Hellspinner

Hellspinner medium beast, unaligned 1 50 xp

  • Armor class 13
  • Hit points 38
  • Speed 20, 20
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: Fire

Senses: Perception +3, Stealth +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages:

Challenge: 1 (50 xp)

Spider Climb. A 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: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage plus 2 (1d4) fire damage , and the
target must make a DC 11 Constitution
saving throw, taking 2 (1d6) poison damage
on a failed save. 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.
Straight from the pit of Hell and deep in the
Abyss, hellspiners feed upon the weak fiends
and the souls greater fiends enjoy torturing.
These vermin burn their victims from the
inside before devouring their essence.

Giant Black Widow Spider

Giant Black Widow Spider large Beast, unaligned 1 30 xp

  • Armor class 14 (natural armor)
  • Hit points 45
  • Speed 30, 30
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +5

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

Languages:

Challenge: 1 (30 xp)

Spider Climb. A spider can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Squeeze. A giant black widow spider can
move through a space large enough for a
Medium creature to pass through without
taking the movement penalty, nor does it
have disadvantage on attack rolls. Attack
rolls against it are not made with advantage.
It still has disadvantage on Dexterity saves.
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
10 ft., one target. Hit: 7 (1d8 + 3) piercing
damage and the target must make a DC
13 Constitution saving throw, becoming
poisoned until the end of the black widow
spider’s next turn.
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.
Known for the red hourglass shape on their
dark bodies, black widow spiders are rightly
feared. They start by throwing webs at their
intended meal and strike when the target is
held in place. If a bite does not kill the poor
creature right away, the black widow’s venom
makes it more difficult for the person to
escape.

Crab Spider

Crab Spider Small Beast, unaligned 0 xp

  • Armor class 12 (natural armor)
  • Hit points 36
  • Speed 20 climb 20
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 7 (-2)
  • CHA 4 (-3)

Skills: Stealth +4

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 8 Challenge 1/4 (50 XP)

Languages:

Challenge: (0 xp)

Actions

Hide. As long as a crab spider is not moving,
it has advantage to Dexterity (Stealth)
checks.
Spider Climb. A spider can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Squeeze. A crab spider can move through
a space large enough for a Tiny creature to
pass through without taking the movement
penalty, nor does it have disadvantage
on attack rolls. Attack rolls against it
are not made with advantage. It still has
disadvantage on Dexterity saves.

Legendary Actions

Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage and the target must make a DC 13
Constitution saving throw, taking 2 (1d4)
poison damage on a failed save or half as
much damage on a successful one.
Crab spiders get their name from their

Giant Assassin Spider

Giant Assassin Spider Large Beast, Undefined 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 67 (9d10+8)
  • Speed 30, climb 30ft
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +6

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

Languages:

Challenge: 2 (450 xp)

The head of this awkward-looking vermin
towers above its body. Long mandibles
reach almost to the ground amidst a
forest of spindly legs.

Actions

Spider Climb. A spider can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Squeeze. A giant assassin spider can move
through a space large enough for a Medium
creature to pass through without taking
the movement penalty, nor does it have
disadvantage on attack rolls. Attack rolls
against it are not made with advantage. It
still has disadvantage on Dexterity saves.
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.

Legendary Actions

Bite. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 8 (1d8 + 4) piercing
damage. A creature bitten by the giant
assassin spider is restrained 10 feet from
the giant assassin spider. The restrained
creature may attempt to escape with a DC
13 Dexterity check at the start of its turn.
If the creature fails to escape, the creature
automatically takes 11 (2d6+4) bludgeoning
damage as the jaws squeeze the creature
tighter and tighter. The giant assassin spider
can choose to let the creature go at any time,
but it cannot move nor can it bite another
creature while it is restraining a creature.
Giant assassin spiders lurk upside down
from cave ceilings, overhangs, or tree
branches, waiting for prey to approach.
Once in range, they plunge their mandibles
into their prey, fixing them in place, making
them unable to escape or close the distance
to attack. Assassin spiders patiently wait for
prey to succumb to their venom, lowering
the captive to ground level to feed once it has
gone limp.
Assassin spiders often invade the webs
of other giant spiders, plucking at them to
cause vibrations that lure arachnid prey to
investigate.