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Valafrie Silberstamm

Valafrie Silberstamm Medium Humanoid, Chaotisch Gut 0 xp

  • Armor class 18 (Kettenpanzer + Schild)
  • Hit points 36 (5d8+5)
  • Speed 30 feet
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 15 (+2)

Save Throws: Str +4, Kon +4

Skills: Deception +4, History +2, Perception +3, Persuasion +4,

Senses: PP13

Languages: Gemeinsprache, Elfisch, Zwergisch

Challenge: (0 xp)

Second Wind
Action Surge
Kampfstil: Verteidigung

Actions

Langschwert: Nahkampfwaffenangriff: +4 auf Treffen, Reichw. 1,5m, ein Ziel. Treffer: 5 (1d8+2) Hiebschaden.

Wurfdolch: Fernkampfwaffenangriff: +2 auf Treffen, Reichw. 6/18m, ein Ziel. Treffer: 2 (1d4) Stichschaden.

Winter Wolf

Winter Wolf Large monstrosity, neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5, Stealth +3

Damage Immunities: cold

Senses: PP 15

Languages: Common, Giant, Winter Wolf

Challenge: 3 (700 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 an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Snow Camouflage: The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6): The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Berserker

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: PP 10

Languages: any one language (usually Common)

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.

Actions

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

Warlock of the Gread Old One

Warlock of the Gread Old One Medium humanoid (any race), any alignment 6 2,300 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 91 (14d8+28)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Wis +4, Cha +7

Skills: Arcana +4, History +4

Damage Resistances: psychic

Senses: Darkvision 60 ft., PP 11

Languages: any two languages, Telepathy 30 ft.

Challenge: 6 (2,300 xp)

Innate Spellcasting: The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: detect magic, jump, levitate (self only), speak with dead
1/day each: arcane gate, true seeing

Whispering Aura: At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.

Actions

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Features cont.

Spellcasting: The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch