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

Duergar Stone Guard medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (Chain mail, shield)
  • Hit points 39 (6d8+12)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
,

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) piercing damage, or 11 (2d8 + 4) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: (1d6 + 4) piercing damage, or 9 (2d6 + 4) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar medium humanoid (dwarf), lawful eveil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute,the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2)
piercing damage while enlarged.

javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Stone Giant Huge giant, neutral 7 2 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR23 (+6)
  • DEX15 (+2)
  • CON20 (+5)
  • INT10 (0)
  • WIS12 (+1)
  • CHA9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Giant

Challenge:7 (2 xp)

Actions

Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit:28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Duergar Xarrorn medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (Plate mail)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances: poison

Senses: darkvision 120 passive perception 10

Languages: Dwarfish, undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has
disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight.
,,

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.

Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking (3d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Swarm of Insects Medium swarm of Tiny beasts, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
  • STR3 (-4)
  • DEX13 (+1)
  • CON10 (0)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA1 (-5)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Senses: blindsight 10 ft., passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

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 insect. The swarm can't regain hit points or gain temporary hit points.,

Actions

Bites. Melee Weapon Attack:+3 to hit, reach 0 ft., one target in the swarm's space.
Hit:10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws: Wis +0

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 Ft., passive Perception 8

Languages: Understands All Languages It Spoke In Life But Can't Speak

Challenge: 1/4 (50 xp)

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8+12)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS13 (+1)
  • CHA6 (-2)

Save Throws: Perception +5, Stealth +4

Senses: Darkvision 120 Ft., passive Perception 15

Languages:

Challenge:1 (200 xp)

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

Actions

Multiattack: The dog makes two bite attacks.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (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

Polar Bear Large beast, unaligned 2 450 xp

  • Armor class 12 (Natural Armor)
  • Hit points 42 (5d10+15)
  • Speed 40 ft., swim 30 ft.
  • STR20 (+5)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages:

Challenge:2 (450 xp)

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

Actions

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

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

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.

Ettin Large giant, chaotic evil 4 1,100 xp

  • Armor class 12 (natural)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX8 (-1)
  • CON17 (+3)
  • INT6 (-2)
  • WIS10 (0)
  • CHA8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., PP14

Languages: Giant, Orc

Challenge:4 (1,100 xp)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its
battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Derro Savant small humanoid (derro), chaotic evil 3 700 xp

  • Armor class 13 (leather Armor)
  • Hit points 49 (11d6+11)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 14 (+2)

Skills: Stealth +4

Senses: darkvision 120 ft., passive Perception 7

Languages: Dwarvish, Undercommon

Challenge: 3 (700 xp)

Insanity. The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Spellcasting. The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks).

The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost

1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): blink, lightning bolt

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.

Gauth Medium aberration, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 67 (9d8+27)
  • Speed 0 ft., 20 ft. (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON16 (+3)
  • INT15 (+2)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws: Int +5, Wis +5, Cha +4

Skills: Perception +5

Damage Immunities: prone

Senses: darkvision 120 ft., passive Perception 15

Languages: Deep Speech, Undercommon

Challenge:6 (2,300 xp)

Stunning Gaze: When a creature that can see the gauth's cen-tral eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

Death Throes: When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays: The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1- Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2- Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

3- Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.

4- Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.

5- Paralyzing Roy. The targeted creature must succeed on a DC 14 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.

6- Sleep Roy. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.