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Vat Goblin Veteran Small humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (splint armor)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: Darkvision 60ft, passive Perception 12

Languages: Common, Goblin

Challenge: 3 (700 xp)

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

Death Burst. When the goblin dies, it explodes in a burst of necrotic slime. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw or take 3 (1d6) necrotic damage.

Actions

Multiattack. The goblin makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 2) piercing damage.

Vat Goblin Berserker Small humanoid (goblinoid), chaotic evil 2 450 xp

  • Armor class 14 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: Darkvision 60ft, passive Perception 10

Languages: Common, Goblin

Challenge: 2 (450 xp)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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

Death Burst. When the goblin dies, it explodes in a burst of necrotic slime. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw or take 3 (1d6) necrotic damage.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Vat Goblin Thug Small humanoid (goblinoid), chaotic evil 1/2 100 xp

  • Armor class 12 (leather armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: Darkvision 60ft, passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Death Burst. When the goblin dies, it explodes in a burst of necrotic slime. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw or take 3 (1d6) necrotic damage.

Actions

Multiattack. The goblin thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8) piercing damage.

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

  • Armor class 14 + 2 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 8 (-1)

Skills: Stealth +6

Senses: Darkvision 60ft, passive Perception 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.

Death Burst. When the goblin dies, it explodes in a burst of necrotic slime. Each creature within 5 feet of it must then succeed on a DC 10 Dexterity saving throw or take 3 (1d6) necrotic damage.

Actions

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

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

Leucrotta Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 67 (9d10+18)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Deception +2, Perception +3

Senses: Darkvision 60 ft., passive Perception 13

Languages: Abyssal, Gnoll

Challenge: 3 (700 xp)

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

Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.

Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

Actions

Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.

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

Gnoll Hunter Medium humanoid (gnoll), chaotic evil 1/2 100 xp

  • Armor class 13 (leather armor)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +3

Senses: Darkvision 60 ft., passive Perception 13

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Green Warder Medium plant, neutral evil 1/2 100 xp

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

Skills: Stealth +1

Senses: Blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages: Common

Challenge: 1/2 (100 xp)

False Appearance. While the warder remains motionless, it is indistinguishable from a tangle of branches.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). 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 warder, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the warder's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.

Gorig (Hobgoblin Devastator) Medium humanoid (goblinoid), Lawful Evil 3 700 xp

  • Armor class 13 (studded leather)
  • Hit points 54 (7d8 + 23)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Arcana +6

Senses: Darkvision 60 ft., passive Perception 12

Languages: Common, Goblin

Challenge: 3 (700 xp)

Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.

Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Special Equipment (Stone of Good Luck). Gorig gains a +1 bonus to ability checks and saving throws (not included).

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.

Spellcasting. The hobgoblin is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shock- ing grasp
1st level (4 slots): false life, magic missile, ray of sickness, shield
2nd level (3 slots): blindness/deafness, mirror image, ray of enfeeblement
3rd level (2 slots): fear, haste

*+9 hit points already included above, the hobgoblin
mage has only 3 1st level spell slots remaining.