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Orc War Chief

Orc War Chief Medium Humanoid (Orc), CHaotic Evil 4 1 xp

  • Armor class 16 (Chain Mail)
  • Hit points 93 (11d8 +44)
  • Speed 30'
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: STR +6, Con +6, Wis +2

Skills: Intimidation +5

Senses: Darkvision 60ft, PP 10

Languages: Common, Orc

Challenge: 4 (1 xp)

The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of the other tribe members, whose blood-lust must be regularly satisfied lest the chief appear weak.

AGGRESSIVE. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.

GRUUMSH'S FURY. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions

MULTI-ATTACK. The orc makes two attacks with its greataxe or its spear.

GREATAXE. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing damage.

SPEAR. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

BATTLE CRY(1/Day). Each creature of the war chief's choice that is within 30 ft. 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.

Orc Eye of Gruumsh

Orc Eye of Gruumsh Medium Humanoid (Orc), Chaotic Evil 2 450 xp

  • Armor class 16 (Ring mail, shield)
  • Hit points 45 (6d8 +18)
  • Speed 30
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 9 (-1)
  • WIS 13 (+1)
  • CHA 12 (+1)

Skills: Intimidation +3, Religion +1

Senses: Darkvision 60 ft., PP 11

Languages: Common, Orc

Challenge: 2 (450 xp)

AGGRESSIVE. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.

GRUUMSH'S FURY. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (insluded in the attack).

SPELLCASTING. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (sell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)

Actions

SPEAR. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 13 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.

Hobgoblin Warlord

Hobgoblin Warlord Medium Humanoid (Goblinoid), Lawful Evil 6 2 xp

  • Armor class 20 (Plate, shielf)
  • Hit points 97 (13d8 +39)
  • Speed 30'
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Int +5, Wis +3, Cha +5

Senses: Darkvision 60 ft., PP 10

Languages: Common Goblin

Challenge: 6 (2 xp)

MARTIAL ADVANTAGE. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Actions

MULTI-ATTACK. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

LONGSWORD. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

SHIELD BASH. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or Smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

JAVELIN. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 6 (1d6+3) piercing damage.

LEADERSHIP (recharges after a short or long rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

REACTIONS

PARRY. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

Orog

Orog Medium Humanoid (Orc), Chaotic Evil 2 450 xp

  • Armor class 18 (Plate)
  • Hit points 42 (5d8 +20)
  • Speed 30'
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Intimidation +5, Survival +2

Senses: Darkvision 60 ft., PP 10

Languages: Common, Orc

Challenge: 2 (450 xp)

AGGRESSIVE. As a bonus action, the orog can move up to its speed towards a hostile creature that it can see.

Actions

MULTI-ATTACK. The orog makes two greataxe attacks.

GREATAXE. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.

JAVELIN. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

Black Dragon Wyrmling

Black Dragon Wyrmling Medium Dragon, Chaotic Evil 2 450 xp

  • Armor class 17 (Natural)
  • Hit points 33 (6d8 +6)
  • Speed 30', 60' flying, 30' swimming
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 13 (+1)

Save Throws: Dex +4, Con +3, Wis +2, Cha +3

Skills: Perception +4, Stealth +4

Damage Immunities: Acid

Senses: Blindsight 10 ft., Darkvision 60 ft., PP 14

Languages: Draconic

Challenge: 2 (450 xp)

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.

AMPHIBIOUS. The Dragon can breathe air and water.

Actions

BITE. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

ACID BREATH (Recharge 5-6). The dragon exhales acid in a 15 ft. line that is 5 ft. wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.