Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3
Webmoney Yandex

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Braunbaer/Brown Bear Large beast, unalinged 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10 + 12)
  • Speed 40ft, climb 30ft
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 1 (-5)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

Keen Smell...
The bear has advantage on WIS (Perception) checks that rely on smell.

Actions

Multiattack..The bear makes two attacks: one with its bite and one with its claws.

BiteMelee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 8 (1d8 +4) piercing damage.

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

Skelett/Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands all languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

SReletons aris~ when animated by dark magic. They
heed the summons of spellcasters who call them from
their stony tombs and ancient battlefields, or rise of their
own accord in places saturated with death and loss,
awakened by stirrings of nycromantic energy or the
presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a
skeleton infuses its bones with a dark vitality, adhering
joint to joint and reassembling dismantled limbs. This
energy motivates a skeleton to move and think in a
rudimentary fashion, though only as a pale imitation of
the way it behaved in life. An animated skeleton retains
no connection to its past, although resurrecting a
skeleton restores it body and soul, banishing the hateful
undead spirit that empowers it.
While most skeletons are the animated remains of
dead humans and other humanoids, skeletal undead can
be created from the bones of other creatures besides
humanoids, giving rise to a host of terrifying and
unique forms.

Damage Vulnerabilities: bludgeoning

Actions

Shortsword.<\b> Melee Weapon Attack:<\i> +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack:<\i> +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.

Grul/Ghast Medium undead, chaotic evil 2 450 xp

  • Armor class 13
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: necrotic

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

Ghouls roam the night in packs, driven by an insatiable
hunger for humanoid flesh.
Devourers of Flesh.<\b> Like maggots or carrion
beetles, ghouls thrive in places rank with decay and
death. A ghoul haunts a place where it can gorge on
dead flesh and decomposing organs. When it can't
feed on the dead, it pursues living creatures and
attempts to make corpses of them. Though they gain
no nourishment from the corpses they devour, ghouls
are driven by an unending hunger that compels them
to consume. A ghoul's undead flesh never rots, and this
monster can persist in a crypt or tomb for untold ages
without feeding.

Stench.<\b> Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance.<\b> The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite.<\b> Melee Weapon Attack:<\i> +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws.<\b> Melee Weapon Attack\i>: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Todesalb/Wraith Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8+27)
  • Speed 0 ft., fly 60 ft. (hover)
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 12

Languages: any one Language (usually Common)

Challenge: 5 (1,800 xp)

A wraith is malice incarnate, concentrated into an
incorporeal form that seeks to quench all life. The
creature is suffused with negative energy, and its
mere passage through the world leaves nearby plants
blackened and withered. Animals flee from its presence.
Even small fires can be extinguished by the sucking
oblivion of the wraith's horrifying existence.

Incorporeal Movement.<\b> The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity.<\b> While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain.<\b>Melee Weapon Attack:<\i> +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter<\b>. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Veteran Medium humanoid (any race), any alignment 3 700 xp

  • Armor class 17 (splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: any one language (usually Common)

Challenge: 3 (700 xp)

Veterans are professional fighters that take up arms
for pay or to protect something they believe in or value.
Their ranks include soldiers retired from long service
and warriors who never served anyone but themselves.

Actions

Multiattack. The veteran 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 +a3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit:5 (1d10) piercing damage.

Gemeiner / Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

Commoners include peasants, serfs, slaves, servants,
pilgrims, merchants, artisans, and hermits.

Actions

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

Schlaeger/Thug Medium humanoid (any race), any non-good alignment 1/2 100 xp

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

Skills: Intimidation +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/2 (100 xp)

Thugs<\b>are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Actions

Multiattack.<\b>The thug makes two melee attacks.

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

Heavy Crossbow.<\b>Ranged Weapon Attack:<\i> +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

Hailing from uncivilized lands, unpredictable berserker come together in war parties and seek
conflict wherever they can find it.

Actions

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

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

Todeshund/Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8+12)
  • Speed 40 ft
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 13 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: darkvision 120 ft., passive Perception 15

Languages: any one Language (usually Common)

Challenge: 1 (200 xp)

A death dog is<\b> an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

Two-Headed.<\b> The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions


Multiattack.<\b>The dog makes two bite attacks.

Bite.<\b>Melee Weapon Attack:<\i> +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Werratte/ Wererat Medium humanoid (shape changer), lawful evil 2 450 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2, Stealth +4

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses: darkvision 60 ft. (rat form only), passive perception 12

Languages: Common (can't speak in rat form)

Challenge: 2 (450 xp)

Shapechanger.<\b> The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell.<\b>The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,,

Actions

Multiattack (Humanoid or Hybrid Form Only).<\b> The were rat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only).<\b> Melee Weapon Attack:<\i>+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with were rat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only).<\b> Melee Weapon Attack:<\i> +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only).<\b> Ranged
Weapon Attack:<\i> +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.