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Edouart

Edouart Medium humanoid (human), neutral good 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 9 (-1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +3

Senses: passive Perception 12

Languages: Common

Challenge: 1/4 (50 xp)

Spellcasting. Eduart is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He knows the following spells:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, detect poison and disease, sanctuary

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Firenewt Warrior

Firenewt Warrior Medium humanoid (firenewt), neutral evil 1/2 100 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 22 (4d8 + 4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Damage Immunities: fire

Senses: passive Perception 10

Languages: Draconic, Ignan

Challenge: 1/2 (100 xp)

Amphibious. The firenewt can breathe air and water.

Actions

Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a success, or half as much on a success.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and 3 (1d6) fire damage.

Giant Strider

Giant Strider Large monstrosity, neutral evil 1 200 xp

  • Armor class 14 (natural armour)
  • Hit points 22 (3d10 + 6)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Immunities: fire

Senses: passive Perception 11

Languages:

Challenge: 1 (200 xp)

Fire absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Flame Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. The fire spreads around corners, and ignites flammable objects in that area that aren't being worn or carried.

Lion

Lion Large beast, unaligned 1 200 xp

  • Armor class 12
  • Hit points 26 (4d10 + 4)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +6

Senses: passive Perception 13

Languages:

Challenge: 1 (200 xp)

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

Pack tactics. The lion has advantage on attack rolls made against a creature which has an ally of the lion within 5 ft. of it, if the ally is not incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Poisonous Snake

Poisonous Snake Tiny beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30 ft., swim 30 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: blindsight 10 ft., passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, and half as much damage on a successful one.

Twig Blight

Twig Blight Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armour)
  • Hit points 3 (1d6)
  • Speed 20 ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

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

Languages: understands Common but can't speak

Challenge: 1/8 (25 xp)

Vulnerable to fire.

False appearance. While motionless, the blight is indistinguishable from a dead shrub

Actions

Claws. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

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

Skills: Perception +3, Stealth +4

Senses: passive Perception 13

Languages:

Challenge: 1/4 (50 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 attacks made against a creature if the creature has another of the wolf's allies within 5 ft. of it and the ally is not incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Zombie (Ash)

Zombie (Ash) Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 15 (2d8 + 6)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

Languages: understands the languages it spoke in life, but cannot speak

Challenge: 1/4 (50 xp)

Ash puff. The first time the zombie takes damage, any living creature within 5 f. must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage.

Undead fortitude. When taking damage which would reduce it to 0 hit points, the zombie may make a DC 5 + damage taken Constitution saving throw, falling to 1 hit point on a success, unless the damage was from radiant damage or a critical hit.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.