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Gibbering Mouther Medium Aberration, Neutral 2 450 xp

  • Armor class 9
  • Hit points 67 (9d8 +27)
  • Speed
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Condition Immunities: Prone

Senses: Darkvision 60ft., Passive Per. 10

Languages: --

Challenge: 2 (450 xp)

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bite.. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Legendary Actions

Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Ahmed Noke Medium Humanoid (Human), Neutral Evil 2 450 xp

  • Armor class 12
  • Hit points 55 (10d8 +10)
  • Speed 30ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 16 (+3)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Intelligence, +5, Wisdom +4

Skills: Arcana +6

Senses: Passive Perception 11

Languages: Common, Elven, Draconic

Challenge: 2 (450 xp)

Actions

Spellcasting. Noke is a 7th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, spell attacks +6). He has the following spells prepared: Cantrips -- Ray of Frost, Mending, Prestidigitation, Message. -- 1st (4 slots) Expeditious REtreat, Jump, Thunderwave. -- 2nd (3 slots) Enlarge/Reduce, Levitate. -- 3rd (three slots) Haste, Slow. - 4th (one slot): Polymorph.

Dagger. Melee or ranged weapon attack: +5 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4 +2) piercing damage.

Bed Dragon Wyrmling Large Dragon, Chaotic Neutral 4 1,100 xp

  • Armor class 16 (Natural Armor)
  • Hit points 75 (10d8 +30)
  • Speed
  • STR 19 (+4)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 8 (-1)
  • CHA 4 (-3)

Skills: Perception +2, Stealth +5

Senses: Passive Perception 12

Languages:

Challenge: 4 (1,100 xp)

Vulnerable to fire damage . (double damage)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (2d10 +4).

Splinter Breath (Recharge 5-6). The Bed Dragon Wyrmling sends out a shower of wooden splinters in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one.

Ape Medium beast, Unaligned 1/2 100 xp

  • Armor class 12 (Natural Armor)
  • Hit points 19 (3d8 +6)
  • Speed 30ft., climb 30ft
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5, Perception +3

Senses: Passive Perception 13

Languages: --

Challenge: 1/2 (100 xp)

These apes are not likely to fight to the death and will flee once they fall below half health.

Actions

Multiattack. The ape makes two slash attacks.

Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (Natural Armor)
  • Hit points 34 (4d10 +12)
  • Speed
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: Passive Perception 13

Languages: --

Challenge: 1 (200 xp)

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

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Wolf Medium Beast, unaligned 1/4 50 xp

  • Armor class 13 (Natural Armor)
  • Hit points 11 (2d8 +2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Senses: Perception +3, Stealth +4

Languages: --

Challenge: 1/4 (50 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 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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Guz Medium Humanoid (half-orc), Chaotic Neutral 2 450 xp

  • Armor class 14 (Leather Armor)
  • Hit points 67 (9d8 +27)
  • Speed 30ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +1

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common, Orc

Challenge: 2 (450 xp)

RECKLESS: Guz can choose to gain advantage on all melee weapon attacks during his turn, bbut in return all attack rolls against him also have advantage until the start of his next turn.

Actions

Whirling Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., two separate targets. Hit: 10 (2d6 +3) slashing damage.