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Warhorse Skeleton

Warhorse Skeleton Large Undead, Lawful Evil 1/2 100 xp

  • Armor class 13 (Barding Scraps)
  • Hit points 22 (3d10+6)
  • Speed 60 t.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 Ft., Passive Perception 9

Languages:

Challenge: 1/2 (100 xp)

Vulnerabilities Bludgeoning

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) bludgeoning damage.

Wereraven

Wereraven Medium humanoid (Human, Shapchanger), Lawful good 2 450 xp

  • Armor class 12
  • Hit points 31 (7d8)
  • Speed 30 ft. (Fly 50ft. in raven and hybrid forms)
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills: Insight +4, Perception +6

Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silvered weapons

Senses: Passive Perception 16

Languages: Common (Can't speak in raven form)

Challenge: 2 (450 xp)

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.

Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.

Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Werewolf

Werewolf Medium humanoid (human, shapechanger), chaotic evil 3 700 xp

  • Armor class 11/12
  • Hit points 58 (9d8+18)
  • Speed 30 ft. (40ft. in wolf form
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Perception +4

Damage Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons

Senses: Passive Perception 14

Languages: Common (Can't Speak In Wolf Form)

Challenge: 3 (700 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.

Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage. two handed

Spear (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.

Spear (Humanoid Form Only). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one creature. Hit: (1d6 + 2) piercing damage.

Druid

Druid Medium humanoid (any race), 2 450 xp

  • Armor class 11/16 (Barkskin)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Nature +3, Perception +4

Senses: Passive Perception 14

Languages: Druidic plus any two languages

Challenge: 2 (450 xp)

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Needle Blight

Needle Blight Medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (Natural Armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Condition Immunities: Blinded, Deafened

Senses: Blindsight 60 ft. (Blind beyond this radius), Passive Perception 9

Languages: Understands Common but can't speak

Challenge: 1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Scarecrow

Scarecrow Medium Construct, Chaotic Evil 1 200 xp

  • Armor class 11
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge: 1 (200 xp)

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Damage Vulnerabilities fire

Actions

Multiattack. The scarecrow makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.

Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.

Swarm Of Bats

Swarm Of Bats Medium swarm of tiny beasts, unaligned 1/4 50 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0ft., fly 30 ft.
  • STR 5 (-3)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Damage Resistances: Bludgeoning, Piercing, Slashing

Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses: Blindsight 60 Ft., passive Perception 11

Languages:

Challenge: 1/4 (50 xp)

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d4) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (1d4) piercing damage.

Strahd Zombie

Strahd Zombie Medium undead, unaligned 1 200 xp

  • Armor class 8
  • Hit points 30 (4d8+12)
  • Speed 20 ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60 ft., passive Perception 8

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

Challenge: 1 (200 xp)

Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
18: One leg is severed from the zombie if it has any legs left.

916: One arm is severed from the zombie if it has any arms left.

1720: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.

If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.

The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.

Actions

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

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

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.