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

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

Red Dragon Wyrmling

Red Dragon Wyrmling Medium dragon, chaotic evil 4 1,100 xp

  • Armor class 17 (Natural Armor)
  • Hit points 75 (10d8+30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+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 (1,100 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 5,000 xp

  • Armor class 14 (Natural Armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft.
  • STR27 (+8)
  • DEX10 (0)
  • CON22 (+6)
  • INT12 (+1)
  • WIS16 (+3)
  • CHA16 (+3)

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

Skills: Insight +7, Perception +7

Senses: passive Perception 17

Languages: Common, Giant

Challenge:9 (5,000 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
  • STR11 (0)
  • DEX12 (+1)
  • CON11 (0)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+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
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (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.