Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Guerrero al-Jiddaydi; Medium humanoid; neutral evil;18;chain mail

Guerrero al-Jiddaydi; Medium humanoid; neutral evil;18;chain mail shield;11;2d8+2;30 ft.;13;12;12;10;10;9;;;;;;darkvision 60 ft. Passive perception 10;2 (del desierto);1/2;100; Hobgoblin;Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft. 0 xp

  • Armor class one target. Hit: 5 (1d8 + 1) slashing damage (or 6 (1d10 + 1) slashing damage if used with two hands.
    Longbow. Ranged Weapon Attack: +3 to hit)
  • Hit points range 150/600 ft. (one target. Hit: 5 (1d8 + 1) piercing damage.;;Martial Advantage. Once per turn)
  • Speed the hobgoblin can deal an extra 7 (2d6) 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.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Capitán al-Jiddaydi;Medium humanoid;neutral evil;17;half plate;39;6d8+12;30 ft.;15;14;14;12;10;13;;;;;;darkvision 60 ft. passive perception 10;2 (desierto);3;700;Hobgoblin Captain;Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit

Capitán al-Jiddaydi;Medium humanoid;neutral evil;17;half plate;39;6d8+12;30 ft.;15;14;14;12;10;13;;;;;;darkvision 60 ft. passive perception 10;2 (desierto);3;700;Hobgoblin Captain;Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft. or range 30/120 ft. (one target. Hit: 5 (1d6 + 2) piercing damage.
    Leadership (Recharges after a Short or Long Rest). For 1 minute)
  • Hit points the hobgoblin can utter a special command or warning whenever a nonhostile 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.;;Martial Advantage. Once per turn (the hobgoblin can deal an extra 10 (3d6) 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.;)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Líder tribal al-Jiddaydi;Medium humanoid;neutral evil;20;plate

Líder tribal al-Jiddaydi;Medium humanoid;neutral evil;20;plate shield;97;13d8+39;30 ft.;16;14;16;14;11;15;Int +5, Wis +3 0 xp

  • Armor class Cha +5;;;;;darkvision 60 ft. Passive Perception 10;2 (desierto);6;2300;Hobgoblin Warlord;Multiattack. The hobgoblin makes three melee attacks. Alternatively (it can make two ranged attacks with its javelins.
    Longsword. Melee Weapon Attack: +9 to hit)
  • Hit points reach 5 ft. (one target. Hit: 7 (1d8 + 3) slashing damage)
  • Speed or 8 (1d10 + 3) slashing damage if used with two hands.
    Shield Bash. Melee Weapon Attack: +9 to hit
  • STR reach 5 ft. (-5)
  • DEX one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller (-5)
  • CON it must succeed on a DC 14 Strength saving throw or be knocked prone.
    Javelin. Melee or Ranged Weapon Attack: +9 to hit (-5)
  • INT reach 5 ft. or range 30/120 ft. (-5)
  • WIS one target. Hit: 6 (1d6 + 3) piercing damage.
    Leadership (Recharges after a Short or Long Rest). For 1 minute (-5)
  • CHA the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet 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 (-5)

Save Throws: the hobgoblin must see the attacker and be wielding a melee weapon.;;Martial Advantage. Once per turn

Skills: 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.

Languages:

Challenge: (0 xp)

Actions

Sacerdote al-Jiddaydi de la tempestad;Medium humanoid;neutral evil;13;studded leather armor;45;7d8+14;30 ft.;13;12;14;16;13;11;;Arcana +5;;;;darkvision 60 ft. Passive Perception 11;2 (desierto);4;1100;Hobgoblin Devastator;Quarterstaff. Melee Weapon Attack: +3 to hit

Sacerdote al-Jiddaydi de la tempestad;Medium humanoid;neutral evil;13;studded leather armor;45;7d8+14;30 ft.;13;12;14;16;13;11;;Arcana +5;;;;darkvision 60 ft. Passive Perception 11;2 (desierto);4;1100;Hobgoblin Devastator;Quarterstaff. Melee Weapon Attack: +3 to hit reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage 0 xp

  • Armor class or 5 (1d8+1) bludgeoning damage if used with two hands.;;Arcane Advantage. Once per turn (the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
    Army Arcane. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw)
  • Hit points it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
    Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13 (+5 to hit with spell attacks). It has the following wizard spells prepared:
    - Cantrips (at will): acid splash)
  • Speed fire bolt
  • STR ray of frost (-5)
  • DEX shocking grasp
    - 1st level (4 slots): fog cloud (-5)
  • CON magic missile (-5)
  • INT thunderwave
    - 2nd level (3 slots): gust of wind (-5)
  • WIS Melf's acid arrow (-5)
  • CHA scorching ray
    - 3rd level (3 slots): fireball (-5)

Save Throws: fly

Skills: lightning bolt
- 4th level (1 slot): ice storm;

Languages:

Challenge: (0 xp)

Actions

Guerrero Amshan;Medium humanoid;chaotic evil;15;hide armor

Guerrero Amshan;Medium humanoid;chaotic evil;15;hide armor shield;22;5d8;30 ft.;14;12;11;6;10;7;;;;;;darkvision 60 ft. Passive perception 10;1;1/2;100;Gnoll;Patada[Bite]. Melee Weapon Attack: +4 to hit, reach 5 ft. 0 xp

  • Armor class one creature. Hit: 4 (1d4 + 2) buldgoening damage.
    Spear. Melee or Ranged Weapon Attack: +4 to hit (reach 5 ft. or range 20/60 ft.)
  • Hit points one target. Hit: 5 (1d6 + 2) piercing damage (or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
    Longbow. Ranged Weapon Attack: +3 to hit)
  • Speed range 150/600 ft.
  • STR one target. Hit: 5 (1d8 + 1) piercing damage.;;Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (-5)
  • DEX the gnoll can take a bonus action to move up to half its speed and make a patada [bite] attack. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Sanguinario Amshan;Medium humanoid;chaotic evil;14;hide armor;65;10d8+20;30 ft.;17;15;15;10;11;13;Con +4

Sanguinario Amshan;Medium humanoid;chaotic evil;14;hide armor;65;10d8+20;30 ft.;17;15;15;10;11;13;Con +4 Wis +2, Cha +3;;;;;darkvision 60 ft. Passive perception 10.;2;4;1100;Gnoll Fang of Yeenoghu 0 xp

  • Armor class usa una pequeña daga envenenada en la manga;Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.
    Daga envenenada[Bite]. Melee Weapon Attack: +5 to hit (reach 5 ft.)
  • Hit points one creature. Hit: 6 (1d6 + 3) slashing damage (and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
    Claw. Melee Weapon Attack: +5 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: 7 (1d8 + 3) slashing damage.;;Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (-5)
  • DEX the gnoll can take a bonus action to move up to half its speed and make a Daga envenenada[bite] attack. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Patriarca Amshan;Medium humanoid;chaotic evil;15;hide +1;49;9d8+9;30 ft.;16;14;13;8;11;9;;;;;;darkvision 60 ft. Passive perceptio 10;1;2;450;Gnoll Pack Lord;Multiattack. The gnoll makes two attacks

Patriarca Amshan;Medium humanoid;chaotic evil;15;hide +1;49;9d8+9;30 ft.;16;14;13;8;11;9;;;;;;darkvision 60 ft. Passive perceptio 10;1;2;450;Gnoll Pack Lord;Multiattack. The gnoll makes two attacks either with its glaive or its longbow, and uses its Incite Rampage if it can.
Patada [Bite]. Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one creature. Hit: 5 (1d4 + 3) buldgoening damage.
    Glaive. Melee Weapon Attack: +5 to hit)
  • Hit points reach 10 ft. (one target. Hit: 8 (1d10 + 3) slashing damage.
    Longbow. Ranged Weapon Attack: +4 to hit)
  • Speed range 150/600 ft.
  • STR one target. Hit: 6 (1d8 + 2) piercing damage.
    Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.;;Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (-5)
  • DEX the gnoll can take a bonus action to move up to half its speed and make a bite attack. (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Genghu Amshan; Medium humanoid; chaotic evil; 16; hide +2; 127; 15d8+60; 30 ft.; 20; 10; 19; 11; 13; 12; Con +8

Genghu Amshan; Medium humanoid; chaotic evil; 16; hide +2; 127; 15d8+60; 30 ft.; 20; 10; 19; 11; 13; 12; Con +8 Wis +5; Intimidation +5, Perception +5; ; ; ; darkvision 60 ft. Passive perception 15; 2; 9; 5000; Flind; Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness. Melee Weapon Attack: +9 to hit
0 xp

  • Armor class reach 5 ft (one target. Hit: 10 (1d10+5) bludgeoning damage)
  • Hit points and the target must make a DC 16 Wisdom saving throw. On a failed save (the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving)
  • Speed it loses its action on that turn.
    Flail of Pain. Melee Weapon Attack: +9 to hit
  • STR reach 5 it (-5)
  • DEX one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.
    Flail of Paralysis. Melee Weapon Attack: +9 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: 10 (1d10+5) bludgeoning damage (-5)
  • WIS and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
    Longbow. Ranged Weapon Attack: +4 to hit (-5)
  • CHA range 150/600 ft. (-5)

Save Throws: one target. Hit: 4 (1d8) piercing damage.; ; Aura of Blood Thirst. If the flind isn't incapacitated

Skills: any creature with the Rampage trait can make a patada [bite] attack as a bonus action while within 10 feet of the flind.

Languages:

Challenge: (0 xp)

Actions

Carnicero Amshan;Medium humanoid;chaotic evil;14;studded leather armor;22;4d8+4;30 ft.;12;14;12;8;10;8;Saving Throws Dex +4;;;;;darkvision 60 ft. Passive perception 10;1;1;200;Gnoll Flesh Gnawer (comen gente);Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword.
Patada [Bite]. Melee Weapon Attack: +4 to hit

Carnicero Amshan;Medium humanoid;chaotic evil;14;studded leather armor;22;4d8+4;30 ft.;12;14;12;8;10;8;Saving Throws Dex +4;;;;;darkvision 60 ft. Passive perception 10;1;1;200;Gnoll Flesh Gnawer (comen gente);Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword.
Patada [Bite]. Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 4 (1d4+2) buldgeoning damage.
Shortsword. Melee Weapon Attack: +4 to hit
0 xp

  • Armor class reach 5 ft (one target. Hit: 5 (1d6+2) piercing damage.
    Sudden Rush. Until the end of the turn)
  • Hit points the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.;;Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (the gnoll can take a bonus action to move up to half its speed and make a patada [bite] attack.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Cazador Amshan;Medium humanoid;chaotic evil;13;leather armor;22;4d8+4;30 ft.;14;14;12;8;12;8;;Perception +3

Cazador Amshan;Medium humanoid;chaotic evil;13;leather armor;22;4d8+4;30 ft.;14;14;12;8;12;8;;Perception +3 Stealth +3;;;;darkvision 60 ft. Passive perception 10;1;1/2;100;Gnoll Hunter;Multiattack. The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.
Patada[Bite]. Melee Weapon Attack: +4 to hit, reach 5 ft
0 xp

  • Armor class one target. Hit: 4 (1d4+2) buldgeoning damage.
    Spear. Melee or Ranged Weapon Attack: +4 to hit (reach 5 ft. or range 20/60 ft.)
  • Hit points one target. Hit: 5 (1d6+2) piercing damage (or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.
    Longbow. Ranged Weapon Attack: +4 to hit)
  • Speed range 150/600 ft.
  • STR one target. Hit: 6 (1d8+2) piercing damage (-5)
  • DEX and the target's speed is reduced by 10 feet until the end of its next turn.;;Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn (-5)
  • CON the gnoll can take a bonus action to move up to half its speed and make a patada [bite] attack. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Vradobse;Medium humanoid;chaotic evil;16;hide armor

Vradobse;Medium humanoid;chaotic evil;16;hide armor shield;27;5d8+5;30 ft.;15;14;13;8;11;9;;Stealth +6, Survival +2;;;;darkvision 60 ft. Passive Perception 10;2;1;200;Bugbear;Morningstar. Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: 11 (2d8 + 2) piercing damage.
    Javelin. Melee or Ranged Weapon Attack: +4 to hit)
  • Hit points 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.;;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)
  • Speed the target takes an extra 7 (2d6) damage from the attack.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Jefe Vradobse;Medium humanoid (goblinoid);chaotic evil;17;chain shirt

Jefe Vradobse;Medium humanoid (goblinoid);chaotic evil;17;chain shirt shield;5;10d8+20;30 ft.;17;14;14;11;12;11;;Intimidation +2, Stealth +6 0 xp

  • Armor class Survival +3;;;;darkvision 60 ft. (Passive perception 11;2;3;700;Bugbear Chief;Multiattack. The bugbear makes two melee attacks
    Morningstar. Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 11 (2d8 + 3) piercing damage.
    Javelin. Melee or Ranged Weapon Attack: +5 to hit)
  • Speed reach 5 ft. or range 30/120 ft.
  • STR one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range.;;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 (-5)
  • DEX the target takes an extra 7 (2d6) damage from the attack.
    Heart of Hruggek. The bugbear has advantage on saving throws against being charmed (-5)
  • CON frightened (-5)
  • INT paralyzed (-5)
  • WIS poisoned (-5)
  • CHA stunned (-5)

Save Throws: or put to sleep.

Languages:

Challenge: (0 xp)

Actions

Guerrero Urasum; Medium humanoid;chaotic evil;13;hide armor;15;2d8+6;30 ft.;16;12;16;7;11;10;;Intimidation +2;;;;darkvision 60 ft. Passive Perception 10;2;1/2;100 XP;Orc;Greataxe. Melee Weapon Attack: +5 to hit

Guerrero Urasum; Medium humanoid;chaotic evil;13;hide armor;15;2d8+6;30 ft.;16;12;16;7;11;10;;Intimidation +2;;;;darkvision 60 ft. Passive Perception 10;2;1/2;100 XP;Orc;Greataxe. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. or range 30/120 ft. (one target. Hit: 6 (1d6 + 3) piercing damage.;;Aggressive. As a bonus action)
  • Hit points the orc can move up to its speed toward a hostile creature that it can see.
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Jefe tribal Urasum;Medium humanoid;chaotic evil;16;chain mail;3;11d8+44;30 ft.;18;12;18;11;11;16;Str +6

Jefe tribal Urasum;Medium humanoid;chaotic evil;16;chain mail;3;11d8+44;30 ft.;18;12;18;11;11;16;Str +6 Con +6, Wis +2;Intimidation +5;;;;darkvision 60 ft. Passive perception 10;2;4;1100;Orc War Chief;Multiattack. The orc makes two attacks with its greataxe or its spear.
Greataxe. Melee Weapon Attack: +6 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage.
    Spear. Melee or Ranged Weapon Attack: +6 to hit)
  • Hit points reach 5 ft. or range 20/60 ft. (one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage)
  • Speed 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 feet of it
  • STR can hear it (-5)
  • DEX 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.;;Aggressive. As a bonus action (-5)
  • CON the orc can move up to its speed toward 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). (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Urasum ojo de Prousek;Medium humanoid;chaotic evil;16;ring mail

Urasum ojo de Prousek;Medium humanoid;chaotic evil;16;ring mail shield;45;6d8+18;30 ft.;16;12;17;9;13;12;;Intimidation +3, Religion +1;;;;darkvision 60 ft. Passive Perception 11;2;2;450;Orc Eye of Gruumsh. Urasum que entregó un ojo a Prousek a cambio de poderes.;Spear. Melee or Ranged Weapon Attack: +5 to hit 0 xp

  • Armor class reach 5 ft. or range 20/60 ft. (one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage)
  • Hit points or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.;;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 an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
    Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11)
  • Speed +3 to hit with spell attacks). The orc has the following cleric spells prepared:
    - Cantrips (at will): guidance
  • STR resistance (-5)
  • DEX thaumaturgy
    - 1st level (4 slots): bless (-5)
  • CON command
    - 2nd level (2 slots): augury (-5)
  • INT spiritual weapon (spear) (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Sargento Urasum;Medium humanoid;chaotic evil;18;plate;42;5d8+20;30 ft.;18;12;18;12;11;12;;Intimidation +5

Sargento Urasum;Medium humanoid;chaotic evil;18;plate;42;5d8+20;30 ft.;18;12;18;12;11;12;;Intimidation +5 Survival +2;;;;darkvision 60 ft. Passive perception 10;2;2;450;Orog;Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.
0 xp

  • Armor class 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.)
  • Hit points one target. Hit: 7 (1d6 + 4) piercing damage.;;Aggressive. As a bonus action (the orog can move up to its speed toward a hostile creature that it can see.)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Urasum espada de Prousek;Medium humanoid;chaotic evil;18;chain mail

Urasum espada de Prousek;Medium humanoid;chaotic evil;18;chain mail shield;60;8d8+24;30 ft.;17;11;17;10;12;14;Wis +3;Insight +3, Intimidation +4 0 xp

  • Armor class Perception +3;;;;darkvision 60 ft. Passive perception 13;2;4;1100;Orc Blade of Ilneval;Multiattack. The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use (the orc can use it after these attacks.
    Longsword. Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: 12 (2d8+3) slashing damage)
  • Speed or 14 (2d10+3) slashing damage when used with two hands.
    Javelin. Melee or Ranged Weapon Attack: +5 to hit
  • STR reach 5 ft. or range 30/120 ft. (-5)
  • DEX one target. Hit: 6 (1d6+3) piercing damage.
    Source:Volo’s Guide to Monsters}}' title='Copy Roll20 Macro'>Ilneval's Command (Recharges 4-6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.;;Aggressive. As a bonus action (-5)
  • CON the orc can move up to its speed toward a hostile creature that it can see.
    Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Urasum garra de Vencisl;Medium humanoid;chaotic evil;14;hide armor;45;6d8+18;30 ft.;14;15;16;10;15;11;;Intimidation +2

Urasum garra de Vencisl;Medium humanoid;chaotic evil;14;hide armor;45;6d8+18;30 ft.;14;15;16;10;15;11;;Intimidation +2 Medicine +4, Survival +4;;;;darkvision 60 ft. Passive perception 12;2;2;450;Orc Claw of Luthic 0 xp

  • Armor class sacerdotisa de Vencisl (usa una manopla de garra.;Multiattack. The orc makes two claw attacks)
  • Hit points or four claw attacks if it has fewer than half of its hit points remaining.
    Claw. Melee Weapon Attack: +4 to hit (reach 5 ft.)
  • Speed one target. Hit: 6 (1d8+2) slashing damage.;;Aggressive. As a bonus action
  • STR the orc can move up to its speed toward a hostile creature that it can see.
    Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12 (-5)
  • DEX +4 to hit with spell attacks). The orc has the following cleric spells prepared:
    - Cantrips (at will): guidance (-3)
  • CON mending (-5)
  • INT resistance (-5)
  • WIS thaumaturgy
    - 1st level (4 slots): bane (-5)
  • CHA cure wounds (-5)

Save Throws: guiding bolt
- 2nd level (3 slots): augury

Skills: warding bond
- 3rd level (2 slots): bestow curse

Damage Resistances: create food and water.

Languages:

Challenge: (0 xp)

Actions

Urasum mano de Ctanda;Medium humanoid;chaotic evil;12;hide armor;30;4d8+12;30 ft.;12;11;16;11;14;9;;Arcana +2

Urasum mano de Ctanda;Medium humanoid;chaotic evil;12;hide armor;30;4d8+12;30 ft.;12;11;16;11;14;9;;Arcana +2 Intimidation +1, Medicine +4 0 xp

  • Armor class Religion +2;;;;darkvision 60 ft. Passive perception 12;Entiende 2 (no habla;2;450;Orc Hand of Yurtrus;Touch of the White Hand. Melee Weapon Attack: +3 to hit)
  • Hit points reach 5 ft. (one target. Hit: 9 (2d8) necrotic damage.;;Aggressive. As a bonus action)
  • Speed the orc can move up to its speed toward a hostile creature that it can see.
    Spellcasting. The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12
  • STR +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:
    - Cantrips (at-will): guidance (-3)
  • DEX mending (-5)
  • CON resistance (-5)
  • INT thaumaturgy
    - 1st level (4 slots): bane (-5)
  • WIS detect magic (-5)
  • CHA inflict wounds (-5)

Save Throws: protection from evil and good
- 2nd level (3 slots): blindness/deafness

Skills: silence

Languages:

Challenge: (0 xp)

Actions

Urasum pestilente de Ctanda;Medium humanoid;chaotic evil;9;nada;30;4d8+12;30 ft.;15;8;16;7;11;7;;;;;;darkvision 60 ft. Passive perception 10;2;1/2;100;Orc Nurtured One of Yurtrus;Claws. Melee Weapon Attack: +4 to hit

Urasum pestilente de Ctanda;Medium humanoid;chaotic evil;9;nada;30;4d8+12;30 ft.;15;8;16;7;11;7;;;;;;darkvision 60 ft. Passive perception 10;2;1/2;100;Orc Nurtured One of Yurtrus;Claws. Melee Weapon Attack: +4 to hit reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
Corrupted Vengeance. The orc reduces itself to 0 hit points
0 xp

  • Armor class triggering its Corrupted Carrier trait.;;Aggressive. As a bonus action (the orc can move up to its speed toward a hostile creature that it can see.
    Corrupted Carrier. When the orc is reduced to 0 hit points)
  • Hit points it explodes (and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save)
  • Speed the creature takes 14 (4d6) poison damage and becomes poisoned. On a success
  • STR the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn (-5)
  • DEX ending the effect on itself on a success. While poisoned by this effect (-5)
  • CON a creature can't regain hit points.
    Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease. (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Urasum colmillo afilado;Medium humanoid;chaotic evil;15;studded leather armor;52;8d8+16;30;11;16;15;9;11;9;;Intimidation +1

Urasum colmillo afilado;Medium humanoid;chaotic evil;15;studded leather armor;52;8d8+16;30;11;16;15;9;11;9;;Intimidation +1 Perception +2, Stealth +5;;;;darkvision 60 ft. Passive perception 12;2;3;700;Orc Red Fang of Shargaas;Multiattack. The orc makes two scimitar or dart attacks.
Scimitar. Melee Weapon Attack: +5 to hit
0 xp

  • Armor class reach 5 ft. (one target. Hit: 13 (3d6+3) slashing damage.
    Dart. Ranged Weapon Attack: +5 to hit)
  • Hit points range 20/60 ft. (one target. Hit: 10 (3d4+3) piercing damage.
    Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability.;;Cunning Action. On each of its turns)
  • Speed the orc can use a bonus action to take the Dash
  • STR Disengage (-5)
  • DEX or Hide action.Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).Shargaas's Sight. Magical darkness doesn't impede the orc's darkvision.Slayer. In the first round of a combat (-5)
  • CON the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised (-5)
  • INT the hit is automatically a critical hit. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Night Hag; Medium fiend; neutral evil; 17; natural armor; 112; 15d8+45; 30 ft.; 18; 15; 16; 16; 14; 16; ; Deception +7

Night Hag; Medium fiend; neutral evil; 17; natural armor; 112; 15d8+45; 30 ft.; 18; 15; 16; 16; 14; 16; ; Deception +7 Insight +6, Perception +6 as might happen if two covens come into conflict 0 xp

  • Armor class Stealth +6; cold (fire)
  • Hit points bludgeoning (piercing)
  • Speed and slashing from nonmagical weapons that aren't silvered; ; charmed; darkvision 120 ft. Passive perception 16; 4; Challenge 5; 1800; ; Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14
  • STR +6 to hit with spell attacks). She can innately cast the following spells (-2)
  • DEX requiring no material components:
    At will: detect magic (-5)
  • CON magic missile
    2/day each: plane shift (self only) (-5)
  • INT ray of enfeeblement (-5)
  • WIS sleep
    Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
    Night Hag Items. A night hag carries two very rare magic items that she must craft for herself If either object is lost (-5)
  • CHA the night hag will go to great lengths to retrieve it (-5)

Save Throws: as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting

Skills: the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time

Damage Resistances: and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Hag Coven. When hags must work together

Damage Immunities: they form covens

Condition Immunities: in spite of their selfish natures. A coven is made up of hags of any type

Senses: all of whom are equals within the group. However

Languages: each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together

Challenge: as might happen if two covens come into conflict (0 xp)

they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
- 1st level (4 slots): identify

counterspell

Actions

ray of sickness
- 2nd level (3 slots): hold person

Legendary Actions

locate object
- 3rd level (3 slots): bestow curse

Sea Hag;Medium fey;chaotic evil;14;natural armor;52;7d8+21;30 ft. swim 40 ft.;16;13;16;12;12;13;;;;;;darkvision 60 ft. Passive perception 11;3;2;450;;Claws. Melee Weapon Attack: +5 to hit

Sea Hag;Medium fey;chaotic evil;14;natural armor;52;7d8+21;30 ft. swim 40 ft.;16;13;16;12;12;13;;;;;;darkvision 60 ft. Passive perception 11;3;2;450;;Claws. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag
locate object
- 3rd level (3 slots): bestow curse 0 xp

  • Armor class it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
    Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
    The changes wrought by this effect fail to hold up to physical inspection. For example (the hag could appear to have no claws)
  • Hit points but someone touching her hand might feel the claws. Otherwise (a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.;;Amphibious. The hag can breathe air and water.
    Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save)
  • Speed the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
  • STR with disadvantage if the hag is within line of sight (-5)
  • DEX ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it (-5)
  • CON the creature is immune to the hag's Horrific Appearance for the next 24 hours.
    Unless the target is surprised or the revelation of the hag's true form is sudden (-5)
  • INT the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn (-5)
  • WIS a creature that averts its eyes has disadvantage on attack rolls against the hag.
    Hag Coven. When hags must work together (-5)
  • CHA they form covens (-5)

Save Throws: in spite of their selfish natures. A coven is made up of hags of any type

Skills: all of whom are equals within the group. However

Damage Resistances: each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together

Damage Immunities: as might happen if two covens come into conflict

Condition Immunities: the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another

Senses: they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
- 1st level (4 slots): identify

Languages: ray of sickness
- 2nd level (3 slots): hold person

Challenge: locate object
- 3rd level (3 slots): bestow curse (0 xp)

lightning bolt
- 4th level (3 slots): phantasmal killer

each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier

Actions

polymorph
- 5th level (2 slots): contact other plane

Legendary Actions

scrying
- 6th level (1 slot): eye bite
For casting these spells

Guerrero de elite Dökkálfar;Medium humanoid;neutral evil;18;studded leather

Guerrero de elite Dökkálfar;Medium humanoid;neutral evil;18;studded leather shield;71;11d8+22;30 ft.;13;18;14;11;13;12;Dex +7, Con +5 0 xp

  • Armor class Wis +4;Perception +4 (Stealth +10;;;;darkvision 120 ft. Passive perception 14;2;5;1800;Drow Elite Warrior;Multiattack. The drow makes two shortsword attacks.
    Shortsword. Melee Weapon Attack: +7 to hit)
  • Hit points reach 5 ft. (one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
    Hand Crossbow. Ranged Weapon Attack: +7 to hit)
  • Speed range 30/120 ft.
  • STR one target. Hit: 7 (1d6 + 4) piercing damage (-5)
  • DEX and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more (-5)
  • CON the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    Reactions
    Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so (-5)
  • INT the drow must see the attacker and be wielding a melee weapon.;;Fey Ancestry. The drow has advantage on saving throws against being charmed (-5)
  • WIS and magic can't put the drow to sleep.
    Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells (-5)
  • CHA requiring no material components:
    At will: dancing lights
    1/day each: darkness (-5)

Save Throws: faerie fire

Skills: levitate (self only)
Sunlight Sensitivity. While in sunlight

Damage Resistances: the drow has disadvantage on attack rolls

Damage Immunities: as well as on Wisdom (Perception) checks that rely on sight.

Languages:

Challenge: (0 xp)

Actions

Mago Dökkálfar;Medium humanoid;neutral evil;12;15 with mage armor;45;10d8;30 ft.;9;14;10;17;13;12;;Arcana +6

Mago Dökkálfar;Medium humanoid;neutral evil;12;15 with mage armor;45;10d8;30 ft.;9;14;10;17;13;12;;Arcana +6 Deception +5, Perception +4 reach 5 ft. 0 xp

  • Armor class Stealth +5;;;;darkvision 120 ft. Passive perception 14;2;7;2900;Drow Mage;Fey Ancestry. The drow has advantage on saving throws against being charmed (and magic can't put the drow to sleep.
    Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells)
  • Hit points requiring no material components:
    At will: dancing lights
    1/day each: darkness (faerie fire)
  • Speed levitate (self only)
    Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14
  • STR +6 to hit with spell attacks). The drow has the following wizard spells prepared:
    - Cantrips (at will): mage hand (-2)
  • DEX minor illusion (-5)
  • CON poison spray (-5)
  • INT ray of frost
    - 1st level (4 slots): mage armor (-5)
  • WIS magic missile (-5)
  • CHA shield (-5)

Save Throws: witch bolt
- 2nd level (3 slots): alter self

Skills: misty step

Damage Resistances: web
- 3rd level (3 slots): fly

Damage Immunities: lightning bolt
- 4th level (3 slots): Evard's black tentacles

Condition Immunities: greater invisibility
- 5th level (2 slots): cloudkill
Sunlight Sensitivity. While in sunlight

Senses: the drow has disadvantage on attack rolls

Languages: as well as on Wisdom (Perception) checks that rely on sight.;;Actions
Staff. Melee Weapon Attack: +2 to hit

Challenge: reach 5 ft. (0 xp)

or 3 (1d8-1) bludgeoning damage if used with two hands

acts as an ally of its summoner

Actions

plus 3 (1d6) poison damage.
Summon Demon (1/Day). The drow magically summons a quasit

Legendary Actions

or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner