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Giant Elk

Giant Elk Huge Beast, unaligned 2 450 xp

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

Skills: Perception +4

Senses: passive Perception 14

Languages: Giant Elk, common, Elvish, Sylvan

Challenge: 2 (450 xp)

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: (4d8 + 4) bludgeoning damage.

Dire Wolf

Dire Wolf Large Beast, unaligned 1 200 xp

  • Armor class 14 (natural)
  • 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)

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Hearing and Smell. 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 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (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 Badger

Giant Badger Medium Beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d8+4)
  • Speed 30ft, burrow 10
  • 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: (1d6 + 1) piercing damage.

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

Panther

Panther Medium Beast, unaligned 1/4 50 xp

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

Skills: 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 ft. 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: (1d6 + 2) piercing damage.

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

Boar

Boar Medium Beast, unaligned 1/4 50 xp

  • Armor class 11 (Natural)
  • Hit points 11 (2d8+2)
  • Speed 40ft
  • 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 ft. 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: (1d6 + 1) slashing damage.

Badger

Badger Tiny Beast, unaligned o 10 xp

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

Senses: Darkvision 30ft, passive Perception 11

Languages:

Challenge: o (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: (1d1) piercing damage.

Giant Rat

Giant Rat Small Beast, unaligned 1/8 25 xp

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

Senses: Darkvision 60ft, passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

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

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

Actions

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

Weasel

Weasel Tiny Beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 30ft
  • 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 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 creature. Hit: (1d1) piercing damage.