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Goblin_

Goblin_ Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,,

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage

Kobold_

Kobold_ Small humanoid (kobold), lawful evil 1/8 25 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Draconic

Challenge: 1/8 (25 xp)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (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.,

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.

Kuo-Toa_

Kuo-Toa_ Medium humanoid (kuo-toa), neutral evil 1/4 50 xp

  • Armor class 13 (natural armor, shield)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ,

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.