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Harpy medium monstrosity, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 38 (7d8 + 7)
  • Speed 20ft., fly 40ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: passive perception 10

Languages: common

Challenge: 1 (200 xp)

A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.

Actions

Multiattack. The harpy can make two attacks: one with its claws and one with its club.

Claws. Melee weapon attack: +3 to hit, range 5ft., one target. Hit: 6 slashing

Club. Melee weapon attack: +3 to hit, range 5ft., one target. Hit: 3 bludgeoning

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300ft of the harpy that can hear the song must succeed on a DC11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5ft. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to the harpy's song for the next 24 hours.

Gorthok the Thunder Boar huge monstrosity, chaotic evil 6 2 xp

  • Armor class 15 (natural evil)
  • Hit points 73 (7d12 + 28)
  • Speed 50ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 14 (+2)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: lightning, thunder

Senses: darkvision 60ft., passive perception 10

Languages:

Challenge: 6 (2 xp)

Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction.



Relentless (recharges after a Short or Long Rest). If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 instead

Actions

Miltiattack. Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves.

Lightning Tusks. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 12 slashing plus 7 lightning damage

Thunder Hooves. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 12 bludgeoning plus 7 thunder damage

Lightning Bolt (Recharge 6). Gorthok shoots a bolt of lightning at one creature it can see within 120ft of it. The target must make a DC15 Dexterity saving throw, taking 18 lightning damage on a failed save, or half as much on a successful one.

Giant Rat small beast, unaligned 1/8 25 xp

  • Armor class 23
  • 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)

Giant rats roam in packs through sewers, caves, and other dank places. They are often found in the company of wererats

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 5ft of the creature and ally isn't incapacitated

Actions

Bite. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 4 piercing

Giant Crab medium beast, unaligned 1/8 25 xp

  • Armor class 15 (natural armor)
  • Hit points 13 (3d8)
  • Speed 30ft., swim 30ft
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Skills: Stealth +4

Senses: blindsight 30ft., passive perception 9

Languages:

Challenge: 1/8 (25 xp)

A giant crab weighs as much as an average adult human. Protected by a thick shell, it attacks with its pincer claws.

Amphibious. The crab can breathe air and water

Actions

Claw. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 4 bludgeoning and target is grappled (DC11). The crab has two claws, each of which can grapple only one target.

Falcon the Hunter medium humanoid (human), neutral good 4 1 xp

  • Armor class 14 (studded leather)
  • Hit points 112 (15d8 + 45)
  • Speed 30ft
  • STR 14 (+2)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 16 (+3)
  • CHA 15 (+2)

Save Throws: Dex +4, Wis +5

Skills: Athletics +4, Perception +7, Survival +5

Senses: Passive Perception 17

Languages: Common

Challenge: 4 (1 xp)

Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood

Sharpshooter. Falcon's ranged weapon attacks ignore half cover and three quarters cover

Actions

Multiattack. Makes three melee or two ranged attacks

Longsword. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 slashing or 7 slashing if using two hands

Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 11 piercing

Don-Jon Raskin Medium Humanoid (human), neutral 1/2 100 xp

  • Armor class 10
  • Hit points 44 (8d8 + 8)
  • Speed 30
  • STR 11 (0)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 14 (+2)

Save Throws: Dex +2, Con +3

Skills: Deception +4, Persuasion +4

Senses: passive perception 10

Languages: Common, Dwarvish

Challenge: 1/2 (100 xp)

Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures.

Brave. Don-Jon has advantage on saving throws against being frightened.

Not Dead Yet (Recharged after a Long Rest). If damage is reduced to 0 hit points, he drops to 1 instead and gains advantage on attack rolls until the end of his turn.

Actions

Multiattack. Don-Jon makes three melee attacks

Dagger. Melee or Ranged weapon attack: +2 to hit, reach 5ft or range 20/60ft., one target. Hit: 2 piercing

Sling. Ranged weapon attack: +2 to hit, range 30/120ft., one target. Hit: 2 bludgeoning

Pickled Pete Human , Helpful Expert (lvl 4) 0 xp

  • Armor class 14 (studded leather)
  • Hit points 27 (5d8 + 5)
  • Speed 30ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 14 (+2)

Save Throws: Dex +6

Skills: Athletics +5, Performance +4, Persuasion +8, Sleight of Hand +5, Stealth +9

Senses: Passive Perception 10

Languages: Common, Orc

Challenge: (0 xp)

Can use Help as bonus action

Cunning Action. In combat, can take Dash, Disengage, or Hide as bonus action

Actions

Shortsword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 piercing

Dagger. Melee or Ranged weapon attack: +5 to hit, reach 5ft or range 20/60ft., one target. Hit 5 piercing

Shortbow. Ranged weapon attack: +5 to hit, range 80/320 ft., one target. Hit: 7 piercing

Legendary Actions

AT LEVEL 5: increase Saving Throw , Skills, and weapon bonuses and damage by 1

AT LEVEL 6: Can attack twice on turn.

Inverna Nightbreeze Moon Elf, Warrior Attacker (lvl 4) 0 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 32 (5d8 + 10)
  • Speed 30ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Con +4

Skills: Athletics +5, Perception +3, Survival +3

Senses: Passive Perception 13

Languages: Common, Elvish

Challenge: (0 xp)

Second Wind: warrior can use bonus action to regain HP equal to 1d10+its level. Can't use again until short or long rest.

Improved Critical: Crit on 19 or 20.

Actions

Longsword. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 7 slashing, or 8 if using two hands.

Langbow. Ranged weapon attack: +6 to hit, range 150/600 ft., one target. Hit: 6 piercing

Legendary Actions

AT LEVEL 5: Increase Saving Throws and Skills by 1, increase Passive Perception by 1, increase hit bonuses by 1

AT LEVEL 6: Extra Attack - can take two attacks instead of one in its turn

Nib Addlespur Lightfoot Halfling, Spellcaster (healer, lvl 4) 0 xp

  • Armor class 12 (leather)
  • Hit points 22 (5d8)
  • Speed 30ft
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 13 (+1)

Save Throws: Wis +5

Skills: Arcana +4, Investigation +4, religion +4

Senses: Passive Perception 13

Languages: Common, Halfling

Challenge: (0 xp)

Spellcasting: Spellcasting ability is Wisdom (Spell save DC 13, +5 to hit with spell attacks)

AT LEVEL 5: Increase Saving Throws and Skills by 1, increase bonus to spell hit and attack hit by 1, HP to 27)
AT LEVEL 6: Add spellcasting ability modifier (3) to damage done by cantrips, HP to 31

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 bludgeoning or 4 bludgeoning with two hands.

Legendary Actions

SPELLS:
Cantrips: guidance, sacred flame, bless, resistance

1st Level (3 slots[4 slots at lvl 5]): Sleep, Shield of Faith

2nd Level (2 slots, only at level 5): Aid

Cow Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 15 (2d10 + 4)
  • Speed 30ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: passive perception 10

Languages:

Challenge: 1/4 (50 xp)

Charge. If the cow moves at least 20ft straight toward a target and then hits it with a goreattack on the same turn, the target takes an extra 7 (2d6) piercing damage

Actions

Gore. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing.

Centaur large monstrosity, neutral good 2 450 xp

  • Armor class 12
  • Hit points 45 (6d10 + 12)
  • Speed 50ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Athletics +6, Perception +3, Survival +3

Senses: Passive Perception 13

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

Charge. If the centaur moves at least 30ft straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow..

Pike. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d10 +4) piercing

Hooves. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 +4) bludgeoning

Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8+2) piercing

Legendary Actions

DESCRIPTION: Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10 + 18)
  • Speed 30ft., climb 30ft.
  • STR 14 (+2)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +3

Senses: darkvision 60ft., passive perception 13

Languages:

Challenge: 2 (450 xp)

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

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The carrion crawler can make two attacks: one with its tentacles and one with its bite.

Tentacles. Melee weapon attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1d4+2) poison damage, and the target must succeed on a DC13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself with a success.

Bit. Melee weapon attack: +4 to hit, 5ft., one target. Hit: 7 (2d4+2) piercing.

Legendary Actions

DESCRIPTION: Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting.

Boar Medium beast, unaligned 1/4 50 xp

  • Armor class 11 (natural armor)
  • 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 feet 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 DC11 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 5ft., one target. Hit: 4 (1d6+1) slashing.

Legendary Actions

DESCRIPTION: Boars are dim-witted omnivores that avoid combat unless they are particularly hungry or ornery. A boar attacks by charging and goring enemies with its tusks.

Vine Blight medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (Natural armor)
  • Hit points 26 (4d8 + 8)
  • Speed 10ft.
  • STR 15 (+2)
  • DEX 8 (-1)
  • CON 14 (+2)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60ft (blind beyond this radius), passive perception 10

Languages: Common

Challenge: 1/2 (100 xp)

Appearing as masses of slithering creepers, vine blights can animate the plants around them, using these plants to entangle foes. Vine blights are the only blights capable of speech, which they use to taunt victims or bargain with powerful foes.



False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee weapon attack: +4 to hit, reach 10ft., one target. Hit: 9 (2d6 + 2) bludgeoning, and a Large or smaller target is grappled (escape DC12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC12 Strength saving throw or become restrained. A creature can use its action to make a DC12 Strength check, freeing itself or another entangled creature within reach on a success.

Needle Blight medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8 + 2)
  • Speed 30ft
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: blinded, deafened

Senses: blindsight 60ft (blind beyond this radius), passive perception 9

Languages: understands common but can't speak

Challenge: 1/4 (50 xp)

In the shadows of a forest, needle blights might be mistaken at a distance for shuffling, hunched humaoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.

Actions

Claws. Melee weapon attack: +3 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) piercing

Needles. Ranged weapon attack: +3 to hit, range 30/60ft., one target. Hit: 8 (2d6+1) piercing.

Banshee Medium undead, chaotic evil 4 1 xp

  • Armor class 12
  • Hit points 58 (13d8)
  • Speed 0ft., fly 40ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 17 (+3)

Save Throws: Wis +2, Cha +5

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft, passive perception 10

Languages: common, elvish

Challenge: 4 (1 xp)

Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee spell attack: +4 to hit, reach 5ft., one target. Hit: 12 (3d6 +2) necrotic

Horrifying visage. Each non-undead creature within 60ft of the banshee that can see her must succeed on a DC13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If the target's saving throw is successful of the effect ends for it, the target is immune to the banshee's Horrifying Visage for 24 hours.

Wail (1/day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures w/in 30ft of her that can hear her must make a DC13 Constitution saving throw. On a failure, a creature drops to 0 HP. On success, a creature takes 10 (3d6) psychic damage.

Legendary Actions

DESCRIPTION: A banshee is a hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee's face is wreathed in a wild tangle of hair, and its body is clad in wispy rags that flutter and stream around it.

A banshee is forever bound to the place of its demise. It abhors mirrors, for it can't bear to see the horror of its undead existence.

Ankheg large monstrosity, unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 39 (6d10 + 6)
  • Speed 30ft., burrow 10ft.
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 13 (+1)
  • CHA 6 (-2)

Senses: darkvision 60ft., tremorsense 60ft.

Languages:

Challenge: 2 (450 xp)

An ankheg resembles an enormous, many-legged insect that burrows underground while using its tremorsense to detect prey. When it detects movement above, it bursts from the ground and uses its mandibles to seize prey. From its maw, it secretes acidic enzymes that help dissolve a victim for easy swallowing. It can squirt these enzymes to take down foes beyond its reach.

Actions

Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC13). Until this grapple ends, the ankheg can bit only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30ft. long and 5ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save or half on a successful one.

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Anchorite of Talos Medium humanoid (half-orc, shapechanger), neutral evil 3 700 xp

  • Armor class 13 (hide armor)
  • Hit points 58 (9d8 + 18)
  • Speed 30ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 9 (-1)
  • WIS 15 (+2)
  • CHA 12 (+1)

Skills: Nature +1, Stealth +3, Survival +4

Senses: darkvision 60ft., passive perception 12

Languages: Common, Orc

Challenge: 3 (700 xp)

Innate Spellcasting: The anchorite's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
- 1/day each: augury, bless, lightning bolt (8d6 damage), revivify
- 3/day: thunderwave (2d8 damage)

Shapechanger. The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts back to its true form if it dies.

Actions

Clawed Gauntlet (Humaoid Form Old). Melee weapon attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 +3) slashing.

Tusk (Boar form only). Melee weapon attack. +5 to hit, reach 5ft., one target. Hit 6 (1d6 +3) slashing.

Legendary Actions

DESCRIPTION: These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.

Winged Kobold small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 13
  • Hit points 7 (3d6 - 3)
  • Speed 30ft, fly 30ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvisions 60ft., passive perception 8

Languages: common, draconic

Challenge: 1/4 (50 xp)

KOBOLDS ARE CRAVEN, REPTILIAN HUMANOIDS THAT WORSHIP EVIL DRAGONS AS DEMIGODS AND SERVICE THEM AS MINIONS AND TOADIES.

SUNLIGHT SENSITIVITY: While in sunlight, the kobold has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

PACK TACTICS: The kobold has advantage on attack rolls against a creature is at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Dropped rock: Ranged weapon attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 +3) bludgeoning.

Kobold Small Humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6 - 2)
  • Speed 30ft
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60ft, passive perception 8

Languages: common, draconic

Challenge: 1/8 (25 xp)

KOBOLDS ARE CRAVEN, REPTILIAN HUMANOIDS THAT WORSHIP EVIL DRAGONS AS DEMIGODS AND SERVICE THEM AS MINIONS AND TOADIES.

SUNLIGHT SENSITIVITY: While in sunlight, the kobold has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

PACK TACTICS: The kobold has advantage on attack rolls against a creature is at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Dagger: Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 +2) piercing

Sling: Ranged weapon attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 +2) bludgeoning.