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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)

Skills: Perception +3, Stealth +4

Senses: PP 13

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

Maulrat Medium humanoid, any alignment 1/4 50 xp

  • Armor class 12
  • Hit points 10
  • Speed 25 ft
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: PP 10

Languages: Common, Rat

Challenge: 1/4 (50 xp)

Pack Tactics: advantage on attack rolls against a creature if at least one of the rat's allies is within 5
ft of the creature and isn't incapacitated.

Actions

Maul: Melee weapon attack: +2 to hit, reach 5ft, 1 target. Hit: 7 (2d6) bludgeoning damage.

Bite: Melee weapon attack: +3 to hit, reach 5ft, 1 target. Hit: 3 (1d4+1) piercing damage.

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (Leather armor, Shield)
  • Hit points 7 (2d6)
  • Speed 30 ft
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: Darkvision 60 ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

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

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft, climb 30 ft
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 4 (-3)

Skills: Stealth +7

Senses: Blindsight 10 ft, Darkvision 60 ft, PP 10

Languages:

Challenge: 1 (200 xp)

Spider Climb. The 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: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a dc on a failed save, or half as much damage on a successful one 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

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. 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. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage)

Dryad Medium fey, neutral 0 xp

  • Armor class 11 (natural armor)
  • 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: Perception +4, Stealth +5

Senses: Darkvision 60 ft, PP 14

Languages: Elvish, Sylvan

Challenge: (0 xp)

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

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 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions

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

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

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.

Twig Blight Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 20 ft
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

Senses: Blindsight 60 ft (blind beyond this radius), PP 9

Languages: understands Common, but can't speak

Challenge: 1/8 (25 xp)

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

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

Wood Golem Large construct, unaligned 4 1,100 xp

  • Armor class 13 (natural armor)
  • Hit points 102
  • Speed 20 ft
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 17 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 1 (-5)

Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: Darkvision 60 ft, PP 10

Languages:

Challenge: 4 (1,100 xp)

Damage vulnerabilities: Fire

Berserk: Whenever the golem starts its turn with 30HP or fewer, roll a d6. On a 6, the golem goes berserk and attacks the nearest creature it can see on each turn or, if no creature is within range, an object.

Aversion to Fire: If the golem takes fire damage, it has disadvantage on attack rolls and ability
checks until the end of its next turn.

Immutable Form: Immune to any spell or effect that would alter its form

Magic Resistance: Advantage on saving throws against spells or other magical effects

Actions

Multiattack: Makes 2 melee attacks

Slam: Melee weapon attack: +5 to hit, reach 10ft, 1 target. Hit: 10 (2d6+4) bludgeoning damage.

Summon Twig Blight: As a bonus action, can summon 2 twig blights. Cannot use again until these
two are destroyed.

Guard Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +2

Senses: PP 12

Languages: one language (usually Common)

Challenge: 1/8 (25 xp)

Actions

Shortsword. Melee weapon attack: +3 to hit, reach 5ft, 1 target. Hit: 4 (1d6+1) piercing.

Longbow. Ranged weapon attack: +3 to hit, range 150/600, 1 target. Hit: 5 (1d8+1) piercing.

Brown Bear Large beast, unaligned 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10+12)
  • Speed 40ft, climb 30 ft
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: PP 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: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Swarm of Ravens Medium swarm of Tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 24 (7d8-7)
  • Speed 10 ft, fly 50 ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: PP 15

Languages:

Challenge: 1/4 (50 xp)

Swarm: The swarm can occupy another creature's space and vice-versa, and can move through any opening large enough for a raven (Tiny). The swarm can't regain HP or gain temporary HP.

Actions

Beaks. Melee weapon attack: +4 to hit, 5ft reach, 1 target. Hit: 7 (2d6) piercing damage, or 3 (1d6) if the swarm is at or below half HP.

Jammer—Invisible 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)

Skills: Perception +3, Stealth +4

Senses: PP 13

Languages:

Challenge: 1 (200 xp)

Keen Hearing and Smell. advantage on perception checks that rely on hearing or smell.

Pack Tactics. advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 ft of the creature and isn't incapacitated.

Actions

Bite: Melee weapon attack: +5 to hit, reach 5ft, 1 target. Hit: 10 (2d6+3) piercing damage. If target is a creature, must succeed on DC 13 strength saving throw or be knocked prone.

Invisibility: As a bonus action, can become invisible, lasts until the start of its next turn, or until the wolf takes damage.