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Githinid Protector

Githinid Protector Medium humanoid (Gith), unaligned 2 450 xp

  • Armor class 14
  • Hit points 38 ((7d8 +7))
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +3, Dex +4, Int +3, Wis +4

Skills: Insight +4, Perception +4

Senses: passive Perception 14

Languages: Gith, Sylvan

Challenge: 2 (450 xp)

Innate Spellcating (Psionics). The githinid’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: feather fall, jump, see invisibility, shield

Psychic Defense. While the githinad is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions
Multiattack. The githinid makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Githinuk Warrior

Githinuk Warrior Medium humanoid (Gith), unaligned 2 450 xp

  • Armor class 17 ((half plate))
  • Hit points 49 ((9d8 +9))
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Con +3, Int +3, Wis +3

Senses: passive Perception 11

Languages: Gith, Infernal

Challenge: 2 (450 xp)

Innate Spellcasting (Psionics). The githinuk’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only)

Actions
Multiattack. The githinuk makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Seagull

Seagull Small beast, unaligned 0 10 xp

  • Armor class 11
  • Hit points 3 (1d6)
  • Speed 10ft, 30ft fly
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 7 (-2)

Skills: Perception +4

Senses: passive Perception 14

Languages: -

Challenge: 0 (10 xp)

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

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 3 (1d4) slashing damage.

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Doke

Doke Small creature, unaligned 1/8 25 xp

  • Armor class 12
  • Hit points 6 (2d6-2)
  • Speed 30ft, fly 30ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: passive perception 8

Languages: -

Challenge: 1/8 (25 xp)

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Shotput with feet. Ranged Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.

Small fuzzy bat-like creatures, dark blue, big eyes, sharp claws, pretty cute.
Sunlight Sensitivity. While in sunlight, the doke has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The doke has advantage on an attack roll against a creature if at least one of the doke's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Rain Snake

Rain Snake Small beast, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 4 (1d6)
  • Speed 30ft, 30ft swim
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Blindsight 10ft, Darkvision 30ft, passive Perception 10

Languages:

Challenge: 1/8 (25 xp)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Bright stripes in alternating: red, orange, green, yellow, blue, and a row of tiny black diamond patterns along either side.

Actions