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Garl the Drunk

Garl the Drunk Orc (Humanoid), Chaotic Evil 5 0 xp

  • Armor class 19 (Half-Plate, Greatshield)
  • Hit points 132 (11d8+44)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: STR + 9, CON +7, WIS +2

Skills: Athetics +9, Perception +4, Deception +3, _ Intimidation +3

Senses: Passive Perception 13, Darkvision 60 ft.

Languages: Orc, Common

Challenge: 5 (0 xp)

Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury- The Orc deals extra damage when it hits with a weapon attack (included in the attacks).

Alcoholic- Due to the Orc's relentless drinking, they have advantage on any Constitution saving throws related to drinking alcohol.

Battle Cry (1/Day)- Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
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Actions

Multiattack- The Orc can attack two times.

Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Shield Master- If the Orc takes the Attack action on their turn, they can use a bonus action to try to shove a creature within 5 feet of them with their shield. If they aren't incapacitated, they can add their shield's AC bonus to any Dexterity saving throw they make against a spell or other harmful effect that targets only them. If they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing their shield between themselves and the source of the effect.

Polearm Master- Other creatures provoke an opportunity attack from the Orc when they enter their reach.

Glaive- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 1d12 + 9 slashing damage.
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Ar-Janek the Dwarf-Hater

Ar-Janek the Dwarf-Hater Orc (Humanoid), Chaotic Evil 5 0 xp

  • Armor class 19 (Full-Plate)
  • Hit points 154 (11d10 + 44)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 7 (-2)
  • CHA 8 (-1)

Save Throws: STR + 9, CON +7

Skills: Athetics +9, Perception +2, Deception +3, _ Intimidation +3

Senses: Passive Perception 12, Darkvision 60 ft.

Languages: Orc, Common

Challenge: 5 (0 xp)

Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury- The Orc deals extra damage when it hits with a weapon attack (included in the attacks).

Battle Cry (1/Day)- Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
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Actions

Multiattack- The Orc can attack three times.

Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Action Surge- You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Indomitable- You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

Improved Critical- The Orc's weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete- The Orc can add +2 to any Strength, Dexterity, or Constitution check they make that doesn't already use their Proficiency Bonus. In addition, when they make a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier.

Greataxe- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 1d12 + 9 slashing damage.
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Snafu the Savage

Snafu the Savage Orc (Humanoid), Chaotic Evil 5 0 xp

  • Armor class 15 (Studded Leather)
  • Hit points 121 (11d8+33)
  • Speed 40 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: DEX + 9, INT+3

Skills: Athetics +11, Stealth +11, Investigation +3, Nature +7, Animal Handling +5, Perception +5, Survival +9, Deception +9, Intimidation +9

Senses: Passive Perception 15, Darkvision 60 ft.

Languages: Orc, Common

Challenge: 5 (0 xp)

Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury- The Orc deals extra damage when it hits with a weapon attack (included in the attacks).

Battle Cry (1/Day)- Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.

Beast Slayer- Hunters do an extra +3 damage to beasts or monstrosities.
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Actions

Sneak Attack- Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action- You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent- Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Skirmisher- You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Javelin- Melee/Ranged Weapon Attack: +7 to hit, reach 10 ft., range 30/120 ft., one target. Hit: 1d6 + 7 piercing damage.
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Shaman Hoshu

Shaman Hoshu Orc (Humanoid), Netural Evil 5 0 xp

  • Armor class 13 (Studded Leather)
  • Hit points 88 (11d6 + 22)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: CON +6, CHA +8

Skills: Athletics +6, Arcana +4, Perception +5, Intimidation +8, Persuasion +8

Senses: Darkvision 120 ft.

Languages: Orc, Common

Challenge: 5 (0 xp)

Sorcery Points: 11_____Spell Attack: +8_____Save DC: 16

Cantrips: Chill Touch, Ray of Frost, Toll the Dead, Friends, Minor Illusion
(4 Slots) 1st Level: Charm Person, Chromatic Orb, Detect Magic, Magic Missile, Shield, Sleep
(3 Slots) 2nd Level: Darkness, Detect Thoughts, Hold Person
(3 Slots) 3rd Level: Dispel Magic, Sleet Storm
(3 Slots) 4th Level: Ice Storm
(2 Slots) 5th Level: Cone of Cold
(1 Slots) 6th Level:


Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury- The Orc deals extra damage when it hits with a weapon attack (included in the attacks).

Actions

Quarterstaff- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 6 bludgeoning damage.
Eyes of the Dark- You learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave- Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Hound of Ill Omen- You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:
1. The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
2. It appears with a number of temporary hit points equal to half your sorcerer level.
3. It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
4. At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Akoth Foul-Spawn

Akoth Foul-Spawn Medium Fiend (Demon, Orc), Chaotic Evil 5 0 xp

  • Armor class 14 (Natural)
  • Hit points 130 (10d8+50)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 9 (-1)
  • WIS 9 (-1)
  • CHA 9 (-1)

Skills: Perception +2, Intimidation +2

Damage Resistances: Fire, Poison

Senses: Passive Perception 12, Darkvision 60 ft.

Languages: Abyssal, Orc, Common

Challenge: 5 (0 xp)


Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Magic Resistance- The Tanarukk has advantage on saving throws against spells and other magical effects.
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Actions


Multiattack- The Tanarukk makes two attacks: one with its bite and one with its greatsword.

Unbridled Fury- In response to being hit by a melee attack, the Tanarukk can make one melee weapon attack with advantage against the attacker.

Bite- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.

Greatsword- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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Bolg Taskmaster

Bolg Taskmaster Orc (Humanoid), Neutral Evil 5 0 xp

  • Armor class 14 (Hide Armor)
  • Hit points 60 (6d8+12)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 8 (-1)
  • CHA 10 (0)

Save Throws: DEX +6, INT +5

Skills: Athetics +4, Stealth +9, Investigation +8, Perception +5, Deception +6, Intimidation +3

Senses: Passive Perception 15, Darkvision 60 ft.

Languages: Orc, Common

Challenge: 5 (0 xp)


Aggressive- As a Bonus Action, the Orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury- The Orc deals extra damage when it hits with a weapon attack (included in the attacks).
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Actions


Sneak Attack- Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action- You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Fancy Footwork- You learn how to land a strike and then slip away without reprisal. During your turn, if you make an attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity- You gain an additional way to use your Sneak Attack, you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Crossbow Expert- Thanks to extensive practice with the crossbow, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Longbow- Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 8 piercing damage.
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