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Wolf companion (page 1)

Wolf companion (page 1) medium beast, chaotic good 2 0 xp

  • Armor class 15 (natural armor)
  • Hit points 15 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Save Throws: Str +3, Dex +5, Con +3, Int -2, Wis +3, Cha +0
Inititative:  +2

Skills: Acrobatics +4, Intimidation +0, Perception +3,               Stealth +4

Senses: Passive Perception 13

Languages: Understands the languages spoken by its ranger, but cannot speak.

Challenge: 2 (0 xp)


Description: ?

Actions


Bite. Melee (Dex) Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Traits


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 attack rolls 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.

Wolf companion (page 2)

Wolf companion (page 2) medium beast, chaotic good 2 0 xp

  • Armor class 15 (natural armor)
  • Hit points 15 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Save Throws: Str +3, Dex +5, Con +3, Int -2, Wis +3, Cha +0
Inititative:  +2

Skills: Acrobatics +4, Intimidation +0, Perception +3,               Stealth +4

Senses: Passive Perception 13

Languages: Understands the languages spoken by its ranger, but cannot speak.

Challenge: 2 (0 xp)


Personality Traits. ???

Ideals. Change - Life is like the seasons, in constant change, and we must change with it.

Bonds. The ranger who travels with me is a beloved companion for whom I would gladly give my life.

Flaws. ???

Actions


Animal Companion. At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world:
• With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your companion.
• If you companion is ever slain, your magic can return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it.
• You may only have one companion at a time. If you call forth the spirit of a former companion while you have a current companion, your current companion leaves you.

Companion Bond. Your companion has the following traits:
• Your companion uses your proficiency bonus rather than its own.
• Your companion adds its proficiency bonus to its AC and to its damage rolls.
• Your anmial companion becomes proficient with all saving throws.
• Your companion becomes proficient with two skills.
• For each level you gain after 3rd, your companion gains an additional hit die and hit points.
• Whenever you gain the Ability Score Improvement feature, your companion can increase one score by 2 or two scoes by 1 (cannot increase beyond 20).

Dryad

Dryad medium fey, neutral 1 200 xp

  • Armor class 11 (16 with barkskin)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 18 (+4)

Skills: Pereption +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Elvish, Sylvan

Challenge: 1 (200 xp)


Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh

Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
   Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target 's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
   The dryad can have no more than one humanoid and up to three beasts charmed at a time.


   Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.
   Reclusive fey, dryads act as guardians of their woodland demesnes.

Satyr

Satyr medium fey, chaotic neutral 1/2 100 xp

  • Armor class 14 (leather)
  • Hit points 31 (7d8)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 14 (+2)

Skills: Perception +2, Performance +6, Stealth +5

Senses: Passive Perception 12

Languages: Common, Elvish, Sylvan

Challenge: 1/2 (100 xp)


Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.
   Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.


Magic Resistance. The satyr has advantage on saving throws agains spells and other magical effects.

Actions


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

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Special Equipment


Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage is used with two hands to make a melee attack.

Net. Ranged Weapon Attack +5 to hit, range 5/15 ft., one creature. Hit. A large or smaller creature hit by the net is restrained until freed. An net has not effect on a creature that is formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harning it, ending the effect and destroying the net.

Beli

Beli small fey, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (10d6 + 10)
  • Speed 30 ft., fly 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Dex +5

Skills: Perception +4, Stealth +5

Damage Resistances: Cold
Damage Vulnerabilities: Fire

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Dwarvish, Giant

Challenge: 2 (450 xp)


Found in Tome of Beasts (p. 35).


Arctic Hunter. Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings.

Cold Regeneration. As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn’t function at the start of the beli’s next turn. The beli dies only if it starts its turn with 0 hit points and it doesn’t regenerate.

Flyby. The beli doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions


Ice Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing damage plus 2 (1d4) cold damage.

Icy Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow’s icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn’t die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.

Innate Spellcasting. The beli’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
   At will: invisibility
   3/day: chill touch

Redcap

Redcap small fey, chaotic evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d6+24)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Skills: Athletics +6, Perception +3

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Common, Sylvan

Challenge: 3 (700 xp)


   A redcap is a homicidal fey creature born of blood lust. They might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. They emerge looking like a wizened and undersized gnome with a hunched back and sinewy frame. The creature has a pointed leather cap that is soaked in blood and a pair of heavy iron boots. To sustain its unnatural existance, the redcap must soak its hat in the blood of its victems at leat once every three days.(VGM 188)

Iron Boots. While moving, the redcap has disadvantage on Dexterity(Stealth) checks.

Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.

Actions


Multiattack. The redcap makes three attacks with its wicked sickle.

Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Ironbound Prusuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.

Pixie

Pixie tiny fey, neutral good 1/4 50 xp

  • Armor class 15
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 30 ft.
  • STR 2 (-4)
  • DEX 20 (+5)
  • CON 8 (-1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 15 (+2)

Skills: Perception +4, Stealth +7

Senses: Passive Perception 14

Languages: Sylvan

Challenge: 1/4 (50 xp)


Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.

Actions


Innate Spellcasting. The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft
1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the picie wears or carries is invisible with it.

Deep Scion

Deep Scion medium humanoid (shapechanger), neutral evil 3 700 xp

  • Armor class 11
  • Hit points 67 (9d8+27)
  • Speed 30 ft. (20ft. and swim 40 ft. in hybrid form)
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Wis +3, Cha +4

Skills: Deception +6, Insight +3, Slight of Hand +3, Stealth +3

Senses: Darkvision 120 ft., Passive Perception 11

Languages: Aquan, Common, Thieves' Cant

Challenge: 3 (700 xp)


   Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual that transforms them into a shapechanger that is fully at home beneath the waves. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. (VGM 135)

Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only). The deep scion can breathe air and water.

Actions


Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.

Battleaxe (Humanoid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Bite (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Claw (Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Psychic Screech (Hybrid form only, recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end ofthe deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

NAME

NAME TYPE, ALIGNMENT CR 0 xp

  • Armor class AC (ARMOR TYPE)
  • Hit points HP (HITDICE)
  • Speed SPEED
  • STR ST (-5)
  • DEX DX (-5)
  • CON CN (-5)
  • INT IN (-5)
  • WIS WS (-5)
  • CHA CH (-5)

Save Throws: SAVES

Skills: SKILLS

Damage Resistances: DMGR

Damage Immunities: DMGI

Condition Immunities: CONDI

Senses: SENSES

Languages: LANG

Challenge: CR (0 xp)

DESC

TRAITS

Actions

ACTIONS

Legendary Actions

LA

Nilbog

Nilbog small humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 13 (leather)
  • Hit points 7 (2d6)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 15 (+2)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)


   The goblins' pantheon included a trickster deity who's essence was shattered by Maglubiyet. This trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. They call the possessing spirit, and the goblin possessed by it, a nilbog (goblin spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.
   When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.

Actions


Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

Innate Spellcasting. The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
  At will: mage hand, Tasha's hideous laughter, vicious mockery
  1/day: confusion


Reactions


Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains ld6 hit points.


Traits


Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.