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Hoplite Guard, CR 2

Hoplite Guard, CR 2 Medium Humanoid, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 60 (7d10+21)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +4, CON +5, WIS +3,

Skills:Athletics + 6, Insight + 3, Perception + 5, Intimidation + 2,

Senses:Psv Per 15, Bluff DC 10, Bribe DC 14, 100 gp

Languages:

Challenge:CR 2 (450 xp)


Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft

Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.Indomitable. The Hoplite can use it's reaction to reroll one saving throw.


Actions

Multiattack. The guard makes 2 attacks with its spear and shoves on hit.

Spear:Melee Weapon Attack: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 9 (2d6 + 2) piercing damage.

Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.

Mercenary Archer, CR 2

Mercenary Archer, CR 2 Medium Humanoid, Loot Value 20, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 15 (Studded Leather)
  • Hit points 38 (5d10+10)
  • Speed 30ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Athletics + 4, Acrobatics + 6, Perception + 2,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp, Carry 210lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.

Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.

Actions

Longbow. Ranged Weapon Attack: +6 to hit, Range 150/600 ft.
Hit: 13 (2d8+4) Piercing damage.

Crossbow: Ranged Weapon Attack: +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.

Spy, CR 3

Spy, CR 3 Medium humanoid (any race), Loot Value 20, Loot Value 50, any alignment CR 3 700 xp

  • Armor class 12 (Natural)
  • Hit points 39 (7d8+7)
  • Speed 30 ft.
  • STR10 (0)
  • DEX15 (+2)
  • CON12 (+1)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Skills:Sleight of Hand + 4, Stealth + 4, Investigation + 5, Insight + 4, Perception + 6, Deception + 3, Persuasion + 3,

Senses:Psv Per 16, Bluff DC 15, Bribe DC 19, 200 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 3 (700 xp)


Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

2x Shortsword Multiattack.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 6 (1d6+2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft.
Hit: 9 (2d6+2) piercing damage.

Priest, CR 4

Priest, CR 4 Medium humanoid (any race), Loot Value 30, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 68 (9d8+27)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON16 (+3)
  • INT13 (+1)
  • WIS18 (+4)
  • CHA13 (+1)

Skills:Religion + 5, Medicine + 8, Persuasion + 3,

Senses:Psv Per 14, Bluff DC 15, Bribe DC 19, 300 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 4 (1,100 xp)


Actions

2x Mace Multiattack.

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Hit. 11 (2d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 14 (4d6 Radiant damage to a target on hit.

Guiding Bolt (OOO) +6 to hit. Range. 120ft.
Hit. 21 (4d6) Radiant Damage and the next attack roll on this target has advantage.

Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.

Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 18 (4d8) Radiant or Necrotic damage, or can make a DC 14 WIS Save for half.

Dispel Magic. (O) All magical effects of Spell Level 4 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics + 5, Animal Handling + 2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.



Actions

2x Greatsword Multiattack.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Riding Horse

Riding Horse Large beast, Loot Value 10, unaligned CR 0.25 50 xp

  • Armor class 10 (Natural)
  • Hit points 13 (2d10+3)
  • Speed 60 ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 0.25 (50 xp)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.

Warhorse

Warhorse Large beast, Loot Value 10, unaligned CR 0.5 100 xp

  • Armor class 11 (Natural)
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Senses:Passive Perception 11

Languages:

Challenge:CR 0.5 (100 xp)


Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.

Commoner