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Red Dragon Wyrmling

Red Dragon Wyrmling Medium dragon, chaotic evil 4 1 xp

  • Armor class 17 (Natural Armor)
  • Hit points 75 (10d8+30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Dex +2, Con +5, Wis +2, Cha +4

Skills: Perception +4, Stealth +2

Damage Immunities: Fire

Senses: Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14

Languages: Draconic

Challenge: 4 (1 xp)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage plus (1d6)fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Cloud Giant

Cloud Giant Huge giant, neutral good (50%) or neutral evil (50%) 9 5 xp

  • Armor class 14 (Natural Armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft.
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Con +10, Wis +7, Cha +7

Skills: Insight +7, Perception +7

Senses: passive Perception 17

Languages: Common, Giant

Challenge: 9 (5 xp)

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: (4d10 + 8) bludgeoning damage.

Noble

Noble Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Persuasion +5

Senses: passive Perception 10

Languages: any two languages

Challenge: 1/8 (25 xp)

Actions

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

Reactions:
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Guard

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: any one language (usually 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.