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Cat

Cat Tiny beast, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2
  • Speed 40 ft., climb 30 ft.
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception: +3, Stealth: +4

Senses: Passive perception 13

Languages: none

Challenge: 0 (10 xp)

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

Actions

Claws
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Giant Spider

Giant Spider Large beast, unaligned 1 200 xp

  • Armor class 14
  • Hit points 26 (4d10)
  • 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: Skills Stealth: +7

Senses: Blindsight 10 ft., darkvision 60 ft., passive perception 10

Languages: none

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: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage 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, 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. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Giant Toad

Giant Toad Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 39 (6d10)
  • Speed 20 ft., swim 40 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Darkvision 30 ft., passive perception 10

Languages: none

Challenge: 1 (200 xp)

Amphibious
The toad can breathe air and water

Standing Leap
The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow
The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14
  • Hit points 37 (5d10)
  • 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: none

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: 10 (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 Octopus

Giant Octopus Large beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10)
  • Speed 10 ft., swim 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception: +4, Stealth: +5

Senses: Darkvision 60 ft., passive perception 14

Languages: none

Challenge: 1 (200 xp)

Hold Breath
While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage
The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing
The octopus can breathe only underwater.

Actions

Tentacles
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest)
A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Warhorse

Warhorse Large beast, unaligned 1 200 xp

  • Armor class 14 (Armour)
  • Hit points 30 (4d10 + 8)
  • Speed 60
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: Sta +4, Spi +3

Senses: passive Perception 11

Languages: none

Challenge: 1 (200 xp)

Trampling Charge
If the horse moves at least 20
feet straight toward a creature right before hitting
it with a hooves attack, the target must succeed
on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the horse can take a
bonus action to make another attack with its
hooves against the target.

Actions

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