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Frulam Mondath Medium Humanoid, Lawful Evil 2 450 xp

  • Armor class 16 (Chain Mail)
  • Hit points 44 (8d8 + 8)
  • Speed 30
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 15 (+2)

Save Throws: WIS +6, CHA +4

Skills: Deception +4, History +2, Religion +2

Senses: Passive Perception 14

Languages: Common, Draconic, Infernal

Challenge: 2 (450 xp)

Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, cure wounds, healing word, sanctuary

2nd level (3 slots): calm emotions, hold person, spiritual weapon

3rd level (2 slots): mass healing word, spirit guardians

Actions

Multiattack. Frulam attacks twice with her halberd.

Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Langdedrosa Cyanwrath Medium humanoid, lawful Evil 4 1 xp

  • Armor class 17 (Splint)
  • Hit points 57 (6d12 + 18)
  • Speed 30
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: STR +6, CON +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: Lightning

Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.

Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.

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

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragonclaw Medium humanoid, neutral Evil 1 200 xp

  • Armor class 14 (Leather Armour)
  • Hit points 16 (3d8 + 3)
  • Speed 30
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: WIS +2

Skills: Deception +3, Stealth +5

Senses: Passive Perception 10

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.

Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

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

Actions

Multiattack. The dragonclaw attacks twice with its scimitar.

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

Winged Kobold Small Humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 13 (None)
  • Hit points 7 (3d6 -3)
  • Speed 30ft, fly 30 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., Passive Perception 8

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

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 an attack roll against a creature if 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 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

Swarm of Rats Medium swarm of Tiny Beasts, unaligned 1/4 50 xp

  • Armor class 10 (None)
  • Hit points 24 (7d8 - 7)
  • Speed 30
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Darkvision 30 ft., Passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite.. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Linan Swift Medium Humanoid (Human), Neutral Good 0 0 xp

  • Armor class 10 (None)
  • Hit points 8 (2d6)
  • Speed 30
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: Passive Perception 10

Languages: Common

Challenge: 0 (0 xp)

Actions

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

Acolyte Medium Humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10 (None)
  • Hit points 9 (2d8)
  • Speed 30
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: Passive Perception 12

Languages: Common

Challenge: 1/4 (50 xp)

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): bless, cure wounds, command

Actions

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

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: Passive Perception 12

Languages: Common

Challenge: 1/8 (25 xp)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Ambush Drake Medium dragon, unaligned 1/2 100 xp

  • Armor class 13 (Natural Armour)
  • Hit points 22 (4d6 + 8)
  • Speed 30
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 6 (-2)

Skills: Perception +4, Stealth +4

Damage Resistances: Poison

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Draconic understands but can’t speak it

Challenge: 1/2 (100 xp)

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

Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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

Cultist Medium Humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 12 (Leather Armour)
  • Hit points 9 (2D8)
  • Speed 30
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, Religion +2

Senses: Passive Perception 10

Languages: Common

Challenge: 1/8 (25 xp)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Kobold Small Humanoid, Lawful Evil 1/8 25 xp

  • Armor class 12 (No Armour)
  • Hit points 5 (2D6 -2)
  • Speed 30
  • 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)

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 had advantage on an attack roll against a creature itf at least one of the kobold's allies is within 5 feet of the creature and isn't incapacitated

Actions

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

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