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Mercenary Infantry, CR 3

Mercenary Infantry, CR 3 Medium Humanoid, Unaligned CR 3 700 xp

  • Armor class 19 (Chain Mail, Shield)
  • Hit points 57 (6d10+24)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR + 6, CON + 6,

Skills:Athletics + 8, Acrobatics + 3, Stealth Disadvantage, Perception + 2, Intimidation + 6,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 375gp

Languages:Humanoid

Challenge:CR 3 (700 xp)


Actions

Longsword: Melee Weapon Attack: +6 to hit.
Hit: 18 (2d8+8) Slashing damage.

Javelin: Thrown Weapon Attack: +6 to hit, range 20/60ft.
Hit: 18 (2d8+8) Piercing damage.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Lawful Evil CR 1 200 xp

  • Armor class 16 (Studded Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:DEX + 6,

Skills:Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 6,

Senses:Passive Perception 12, Bluff DC 12, Bribe DC 11, 150gp

Languages:Humanoid

Challenge:CR 1 (200 xp)


Actions

Longbow Ranged Weapon Attack: +6 to hit, reach 5ft.
Hit: 9 (1d8+4) Piercing damage.

Longsword: Melee Weapon Attack: +4 to hit, range 20/60ft,
Hit: 9 (1d8+2) piercing damage.

SWAT Guard, CR 2

SWAT Guard, CR 2 Medium humanoid (any race), any alingment CR 2 450 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR18 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Athletics + 6, Acrobatics + 6, Perception + 3,

Senses:, Psv Per 13, Bluff DC 12, Bribe DC 16, 100 gp

Languages: any one language (usually Common)

Challenge:CR 2 (450 xp)


30gp

Abilities:

SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.

Sidearm Expert: When the officer attacks with his Billy Club, he can make an attack with his sidearm as a Bonus Action.

Actions

Billy Club. Melee Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+4) Bludgeoning damage.

Sidearm. Ranged Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+6) Bludgeoning damage.

Net. Thrown Weapon Attack: +7 to hit, Restrains target.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Young Red Dragon, CR 7

Young Red Dragon, CR 7 Large dragon, chaotic evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 115 (10d12+50)
  • Speed 40 climb 40 fly 80
  • STR19 (+4)
  • DEX10 (0)
  • CON21 (+5)
  • INT14 (+2)
  • WIS11 (0)
  • CHA19 (+4)

Skills:Stealth + 3, Perception + 3,

Damage Immunities:Fire

Senses:Blindsight 30 ft. Darkvision 120 ft, Psv Per 13, Bluff DC 14, Bribe DC 20, 1500 gp

Languages:Common Draconic

Challenge:CR 7 (2,900 xp)



Loot Value 300

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit reach 10 ft.
Hit: 10 (2d10+4) piercing damage plus 4 (1d6) Fire damage.

Claw. Melee Weapon Attack: +7 to hit reach 5 ft.
Hit: 8 (1d6+4) slashing damage.

Fire Breath (Recharge 56). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 18 DEX saving throw taking 32 (10d6) fire damage on a failed save or half as much damage on a successful one.

Legendary Actions

===Lair Actions===

On Initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects, which the dragon cant use the same effect two rounds in a row:

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geysers area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
A Tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic Gasses form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.
The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 CON Save or be poisoned until the end of its turn.
While poisoned in this way, a creature is incapacitated.

Kobold, CR 1

Kobold, CR 1 Small humanoid (kobold), lawful evil CR 1 200 xp

  • Armor class 15 (Natural)
  • Hit points 45 (10d6+10)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX19 (+4)
  • CON12 (+1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Senses:Darkvision 60 ft., Psv Per 8, Bluff DC 7, Bribe DC 11, 50 gp

Languages: Common, Draconic

Challenge:CR 1 (200 xp)



Loot Value 20

Abilities:

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Death Burst. Kobolds worship a great dragon lord, and some believe if they die in fire they will reincarnate as a dragon. There is a 5% chance the Kobold explodes in 18 (5d6) Fire Damage, or half as much to any creature succeeding a DC 11 DEX Save.

Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.

Hit: 13 (2d4+8) piercing damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Hit: 13 (2d4+8) bludgeoning damage.

Dragon Cultist, CR 6

Dragon Cultist, CR 6 Medium Dragonborn, Chaotic Evil CR 6 2,300 xp

  • Armor class 17 (Dragonborn)
  • Hit points 121 (22d8+22)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX19 (+4)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA20 (+5)

Save Throws:DEX + 4, CHA + 5

Skills:Religion + 3, Deception + 8,

Senses:Passive Perception 13

Languages:Any one language (usually Common)

Challenge:CR 6 (2,300 xp)


Abilities:

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Chaotic Resistance. When struck by Elemental Damage, roll a d8. On 1, the damage is resisted.

Actions

Chaos Bolt. Spell Attack, Range 120ft, +8 to hit, 120ft,

Hit:29 (3d8+5) Damage.
If both D8's match, the bolt leaps to another target within 30ft.

Spear. Melee Weapon Attack:+7 to hit, reach 5 ft.

Hit:23 (3d6+4) piercing damage.

Counterspell.As a Reaction, the Cultist can cause any spell of 4th level or lower to fail.

Legendary Actions


Breath Weapon. 15ft Cone or 30ft Line, 3d6 Elemental Damage. DC 11 CON save for half.

Commoner

Commoner Medium humanoid (any race), any alignment CR 0 10 xp

  • Armor class 10 (Natural)
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:Passive Perception 10

Languages:any one Language (usually Common)

Challenge:CR 0 (10 xp)


Actions

Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.

Young Green Dragon, CR 7

Young Green Dragon, CR 7 Large dragon, lawful evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 102 (12d10+14)
  • Speed 40 ft., fly 60 ft., swim 40 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws:STR + 3, CON + 3,

Skills:Stealth + 4, Perception + 4, Deception + 5,

Damage Immunities:poison

Condition Immunities:poisoned

Senses:Darkvision, Passive Perception 14

Languages: Common, Draconic

Challenge:CR 7 (2,900 xp)


Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.

Abilities:

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes 3 attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Hit. 8 (1d10+3) piercing damage plus 5 (2d6) poison damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit. 5 (1d6+3) slashing damage.

Legendary Actions


Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 14 Con saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Zombie, CR 1/2

Zombie, CR 1/2 Medium undead, neutral evil CR 1/2 100 xp

  • Armor class 8 (Natural)
  • Hit points 57 (6d8+30)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON20 (+5)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws:CON + 7,

Damage Immunities:poison

Condition Immunities:poisoned

Senses:Darkvision, Passive Perception 10

Languages: understands the languages it knew in life but can't speal

Challenge:CR 1/2 (100 xp)


Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.

Abilities:

Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Con saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam Melee Weapon Attack: +3 to hit, reach 5ft.
Hit: 12 (2d6+2) Bludg. damage.

Skeleton, CR 1/2

Skeleton, CR 1/2 Medium undead, lawful evil CR 1/2 100 xp

  • Armor class 15 (Armor Scraps)
  • Hit points 30 (4d8+12)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Skills:Stealth Disadvantage,

Damage Immunities:poison

Condition Immunities:Exhaustion & Poisoned

Senses:Darkvision 60 ft., Psv Per 9, Bluff DC 6, Bribe DC 10, 50 gp

Languages: understands all languages it knew in life but can't speak

Challenge:CR 1/2 (100 xp)



Loot Value 10

Abilities:

Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.


Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.

Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.

Mercenary Infantry, CR 3

Mercenary Infantry, CR 3 Medium Humanoid, Unaligned CR 3 700 xp

  • Armor class 19 (Chain Mail, Shield)
  • Hit points 57 (6d10+24)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR + 6, CON + 6,

Skills:Athletics + 8, Acrobatics + 3, Stealth Disadvantage, Perception + 2, Intimidation + 6,

Senses:Passive Perception 12, Bluff DC 11, Bribe DC 11, 375gp

Languages:Humanoid

Challenge:CR 3 (700 xp)


Actions

Legendary Actions


Actions

Longsword: Melee Weapon Attack: +6 to hit.
Hit: 18 (2d8+8) Slashing damage.

Javelin: Thrown Weapon Attack: +6 to hit, range 20/60ft.
Hit: 18 (2d8+8) Piercing damage.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Lawful Evil CR 1 200 xp

  • Armor class 16 (Studded Leather)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:DEX + 6,

Skills:Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 6,

Senses:Passive Perception 12, Bluff DC 12, Bribe DC 11, 150gp

Languages:Humanoid

Challenge:CR 1 (200 xp)


Actions

Legendary Actions


Actions

Longbow Ranged Weapon Attack: +6 to hit, reach 5ft.
Hit: 9 (1d8+4) Piercing damage.

Longsword: Melee Weapon Attack: +4 to hit, range 20/60ft,
Hit: 9 (1d8+2) piercing damage.

SWAT Guard, CR 2

SWAT Guard, CR 2 Medium humanoid (any race), any alingment CR 2 450 xp

  • Armor class 17 (Chain Shirt)
  • Hit points 45 (6d8+18)
  • Speed 30ft
  • STR18 (+4)
  • DEX18 (+4)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Athletics + 6, Acrobatics + 6, Perception + 3,

Senses:, Psv Per 13, Bluff DC 12, Bribe DC 16, 100 gp

Languages: any one language (usually Common)

Challenge:CR 2 (450 xp)


30gp

Abilities:

SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.

Sidearm Expert: When the officer attacks with his Billy Club, he can make an attack with his sidearm as a Bonus Action.


Actions

Billy Club. Melee Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+4) Bludgeoning damage.

Sidearm. Ranged Weapon Attack: +6 to hit, reach 5ft, Hit: 9 (1d8+6) Bludgeoning damage.

Net. Thrown Weapon Attack: +7 to hit, Restrains target.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Actions

Young Red Dragon, CR 7

Young Red Dragon, CR 7 Large dragon, chaotic evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 115 (10d12+50)
  • Speed 40 climb 40 fly 80
  • STR19 (+4)
  • DEX10 (0)
  • CON21 (+5)
  • INT14 (+2)
  • WIS11 (0)
  • CHA19 (+4)

Skills:Stealth + 3, Perception + 3,

Damage Immunities:Fire

Senses:Blindsight 30 ft. Darkvision 120 ft, Psv Per 13, Bluff DC 14, Bribe DC 20, 1500 gp

Languages:Common Draconic

Challenge:CR 7 (2,900 xp)



Loot Value 300

Actions

Legendary Actions

===Lair Actions===

On Initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects, which the dragon cant use the same effect two rounds in a row:

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geysers area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
A Tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Volcanic Gasses form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.
The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 CON Save or be poisoned until the end of its turn.
While poisoned in this way, a creature is incapacitated.
Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit reach 10 ft.
Hit: 10 (2d10+4) piercing damage plus 4 (1d6) Fire damage.

Claw. Melee Weapon Attack: +7 to hit reach 5 ft.
Hit: 8 (1d6+4) slashing damage.

Fire Breath (Recharge 56). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 18 DEX saving throw taking 32 (10d6) fire damage on a failed save or half as much damage on a successful one.

Kobold, CR 1

Kobold, CR 1 Small humanoid (kobold), lawful evil CR 1 200 xp

  • Armor class 15 (Natural)
  • Hit points 45 (10d6+10)
  • Speed 30 ft.
  • STR7 (-2)
  • DEX19 (+4)
  • CON12 (+1)
  • INT8 (-1)
  • WIS7 (-2)
  • CHA8 (-1)

Senses:Darkvision 60 ft., Psv Per 8, Bluff DC 7, Bribe DC 11, 50 gp

Languages: Common, Draconic

Challenge:CR 1 (200 xp)



Loot Value 20

Abilities:

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wis (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Death Burst. Kobolds worship a great dragon lord, and some believe if they die in fire they will reincarnate as a dragon. There is a 5% chance the Kobold explodes in 18 (5d6) Fire Damage, or half as much to any creature succeeding a DC 11 DEX Save.


Actions

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.

Hit: 13 (2d4+8) piercing damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
Hit: 13 (2d4+8) bludgeoning damage.

Actions

Dragon Cultist, CR 6

Dragon Cultist, CR 6 Medium Dragonborn, Chaotic Evil CR 6 2,300 xp

  • Armor class 17 (Dragonborn)
  • Hit points 121 (22d8+22)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX19 (+4)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA20 (+5)

Save Throws:DEX + 4, CHA + 5

Skills:Religion + 3, Deception + 8,

Senses:Passive Perception 13

Languages:Any one language (usually Common)

Challenge:CR 6 (2,300 xp)


Abilities:

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Chaotic Resistance. When struck by Elemental Damage, roll a d8. On 1, the damage is resisted.
Actions

Chaos Bolt. Spell Attack, Range 120ft, +8 to hit, 120ft,

Hit:29 (3d8+5) Damage.
If both D8's match, the bolt leaps to another target within 30ft.

Spear. Melee Weapon Attack:+7 to hit, reach 5 ft.

Hit:23 (3d6+4) piercing damage.

Counterspell.As a Reaction, the Cultist can cause any spell of 4th level or lower to fail.

Actions

Legendary Actions


Breath Weapon. 15ft Cone or 30ft Line, 3d6 Elemental Damage. DC 11 CON save for half.

Commoner

Commoner Medium humanoid (any race), any alignment CR 0 10 xp

  • Armor class 10 (Natural)
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:Passive Perception 10

Languages:any one Language (usually Common)

Challenge:CR 0 (10 xp)


Actions

Legendary Actions


Actions

Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.

Young Green Dragon, CR 7

Young Green Dragon, CR 7 Large dragon, lawful evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 102 (12d10+14)
  • Speed 40 ft., fly 60 ft., swim 40 ft.
  • STR17 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT16 (+3)
  • WIS13 (+1)
  • CHA15 (+2)

Save Throws:STR + 3, CON + 3,

Skills:Stealth + 4, Perception + 4, Deception + 5,

Damage Immunities:poison

Condition Immunities:poisoned

Senses:Darkvision, Passive Perception 14

Languages: Common, Draconic

Challenge:CR 7 (2,900 xp)


Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.

Abilities:

Amphibious. The dragon can breathe air and water.
Actions

Multiattack. The dragon makes 3 attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Hit. 8 (1d10+3) piercing damage plus 5 (2d6) poison damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit. 5 (1d6+3) slashing damage.

Actions

Legendary Actions


Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 30-foot cone. Each creature in the cone must make a DC 14 Con saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Zombie, CR 1/2

Zombie, CR 1/2 Medium undead, neutral evil CR 1/2 100 xp

  • Armor class 8 (Natural)
  • Hit points 57 (6d8+30)
  • Speed 20 ft.
  • STR13 (+1)
  • DEX6 (-2)
  • CON20 (+5)
  • INT3 (-4)
  • WIS6 (-2)
  • CHA5 (-3)

Save Throws:CON + 7,

Damage Immunities:poison

Condition Immunities:poisoned

Senses:Darkvision, Passive Perception 10

Languages: understands the languages it knew in life but can't speal

Challenge:CR 1/2 (100 xp)


Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.

Abilities:

Undead Fortitude. If damage reduces the zombie to 0 hit points, it can make a Con saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Slam Melee Weapon Attack: +3 to hit, reach 5ft.
Hit: 12 (2d6+2) Bludg. damage.

Actions

Skeleton, CR 1/2

Skeleton, CR 1/2 Medium undead, lawful evil CR 1/2 100 xp

  • Armor class 15 (Armor Scraps)
  • Hit points 30 (4d8+12)
  • Speed 30 ft.
  • STR10 (0)
  • DEX16 (+3)
  • CON16 (+3)
  • INT6 (-2)
  • WIS8 (-1)
  • CHA5 (-3)

Skills:Stealth Disadvantage,

Damage Immunities:poison

Condition Immunities:Exhaustion & Poisoned

Senses:Darkvision 60 ft., Psv Per 9, Bluff DC 6, Bribe DC 10, 50 gp

Languages: understands all languages it knew in life but can't speak

Challenge:CR 1/2 (100 xp)



Loot Value 10

Abilities:

Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.



Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.

Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.

Actions