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Bugbear Chief

Bugbear Chief Medium humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Skills: Intimidation +2, Stealth +6

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

ACTIONS

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 12 (2d8 + 3) piercing damage.

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

OTHER

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Wolf

Wolf Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (Natural Armor)
  • Hit points 11 (2d8 + 2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 13

Languages:

Challenge: 1/4 (50 xp)

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

OTHER

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 attack rolls 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.

Actions

Worg

Worg Large monstrosity, nuetral evil 1/2 100 xp

  • Armor class 13 (Natural Armor)
  • Hit points 26 (4d10 + 4)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60ft., Passive Perception 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

OTHER

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (Leather Armor, Shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

ACTIONS

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage

OTHER

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,

Actions

Goblin Boss

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 21 (6d6)
  • Speed 30ft
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA10 (0)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

ACTIONS

Multiattack. The goblinmakes two melee attacks with its scimitar. The second attack has disadvantage.

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

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

Reactions
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

OTHER

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,

Actions

Bugbear

Bugbear Medium humanoid (goblinoid), chaotic evil 1 200 xp

  • Armor class 16 (Hide Armor, Shield)
  • Hit points 27 (5d8 + 5)
  • Speed 30ft
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT8 (-1)
  • WIS11 (0)
  • CHA9 (-1)

Skills: Stealth +6

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common, Goblin

Challenge: 1 (200 xp)

ACTIONS

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

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

OTHER

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Skeleton

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8 + 4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Understands all languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities Bludgeoning

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Actions

Ghoul

Ghoul Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10

Languages: Common

Challenge: 1 (200 xp)

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

Actions

Warhorse Skeleton

Warhorse Skeleton Large undead, lawful evil 1/2 100 xp

  • Armor class 13 (Barding Scraps)
  • Hit points 22 (3d10 + 6)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 ft., Passive Perception 9

Languages:

Challenge: 1/2 (100 xp)

Damage Vulnerabilities Bludgeoning

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Actions

Spy

Spy Medium humanoid (any race), any alignment 1 200 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: Passive Perception 16

Languages: any two languages

Challenge: 1 (200 xp)

ACTIONS

Multiattack.The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

OTHER

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Dire Wolf

Dire Wolf Large beast, unaligned 1 200 xp

  • Armor class 14 (Natural Armor)
  • Hit points 37 (5d10 + 10)
  • Speed 50 ft.
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 13

Languages:

Challenge: 1 (200 xp)

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

OTHER

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.

Actions

Redbrand Ruffian

Redbrand Ruffian Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14 (Studded Leather Armor)
  • Hit points 16 (3d8 + 3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 9 (-1)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: Passive Perception 9

Languages: Common

Challenge: 1/2 (100 xp)

ACTIONS

Multiattack. The ruffian makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Actions

Grell

Grell Medium aberration, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 55 (10d8 + 10)
  • Speed 10 ft., fly 30 ft. (hover)
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Perception +4, Stealth +6

Damage Immunities: Lightning

Condition Immunities: Blinded, Prone

Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 14

Languages: Grell

Challenge: 3 (700 xp)

ACTIONS

Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

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

Actions

Nothic

Nothic Medium aberration, neutral evil 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Arcana +3, Insight +4, Perception +2, Stealth +5

Senses: Truesight 120 ft., Passive Perception 12

Languages: Undercommon

Challenge: 2 (450 xp)

ACTIONS

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

OTHER

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Actions