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Goblin Boss

Goblin Boss Small Humanoid (Goblinoid), Neutral Evil 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 21 (6d6)
  • Speed 30'
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: Darkvision 60ft, PP9

Languages: Common, Goblin

Challenge: 1 (200 xp)

NIMBLE ESCAPE. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

MULTI-ATTACK. The Goblin makes two attacks with its scimitar. The second attack has disadvantage.

SCIMITAR. Melee Weapon Attack: +4 to hit, reach 5ft, 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 ft of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Worg

Worg Large Monstrosity, Neutral Evil 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 26 (4d10 +4)
  • Speed 50'
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Skills: Perception +4

Senses: Darkvision 60 ft., PP 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

KEEN HEARING AND SMELL. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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 Save Throw or be knocked prone.

Grimlock

Grimlock Medium Humanoid, Neutral Evil 1/4 50 xp

  • Armor class 11 (Natural)
  • Hit points 11 (2d8 +2)
  • Speed 30'
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 8 (-1)
  • CHA 6 (-2)

Skills: Athletics +5, Perception +3, Stealth +3

Condition Immunities: Blinded

Senses: Blindsight 30ft, or 10 ft while deafened, (blind beyond this radius), PP 13

Languages: Undercommon

Challenge: 1/4 (50 xp)

BLIND SENSES. The grimlock can't use its blind sight while deafened or unable to smell.

KEEN HEARING and SMELL. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

STONE CAMOUFLAGE. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

SPIKED BONE CLUB. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d4 +3) bludgeoning damage and 2 (1d4) piercing damage.

Allosaurus

Allosaurus Large Beast, Unaligned 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 51 (6d10 +18)
  • Speed 60'
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Skills: Perception +5

Senses: PP 15

Languages:

Challenge: 2 (450 xp)

POUNCE. If the allosaurus moves 30 ft straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength save throw or be knocked prone. If the target is prone, the allosaurus can make one attack bite against it as a bonus action.

Actions

BITE. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 15 (2d10 +4) piercing damage.

CLAW. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 8 (1d8 +4) slashing damage.