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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

Commoner Medium humanoid (any race), Loot Value 5, 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.

Water Elemental, CR 7

Water Elemental, CR 7 Large elemental, Loot Value 150, Loot Value 300, neutral CR 7 2,900 xp

  • Armor class 15 (Natural)
  • Hit points 143 (15d10+60)
  • Speed 30 ft., swim 90 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:CON +8

Damage Resistances:acid, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities:poison

Condition Immunities:exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses:Darkvision, 60 ft. Psv Per 10, Bluff DC 9, Bribe DC 17, 1500 gp, Carry 540lbs.

Languages: Aquan

Challenge:CR 7 (2,900 xp)



Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.,

Actions

3x Slam Multiattack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 13 (2d8+4) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 16 STR Save.
On a failure, a target takes 13 (2d8+4) bludgeoning damage.
If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 STR and succeeding.

Mercenary Lancer, CR 2

Mercenary Lancer, CR 2 Medium Humanoid, Loot Value 30, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +5, DEX +4,

Skills:Athletics + 7, Acrobatics + 4, Animal Handling + 4, Intimidation + 4,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 100 gp, Carry 240lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)



Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.



Actions


Lance:Melee Weapon Attack: +5 to hit, 5-10 ft.
Hit: 11 (1d12 + 3) piercing damage.

Longsword:Melee Weapon Attack: +5 to hit, 5 ft.
Hit: 9 (1d8 + 3) slashing damage.

Javelin:Melee Weapon Attack: +5 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 3) piercing damage.

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 DEX Save or be knocked off.

Hadrosaurus, CR 2

Hadrosaurus, CR 2 Large Beast, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 11 (Natural)
  • Hit points 90 (12d10+24)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:Psv Per 10, Bluff DC 7

Languages:

Challenge:CR 2 (450 xp)


A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider.

Loot Value 30

Actions

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit. 21 (2d10 + 10) bludgeoning damage.

Deinonychus, CR 2

Deinonychus, CR 2 Medium Beast, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 45 (6d8+18)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON16 (+3)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception + 3,

Senses:Psv Per 13, Bluff DC 9

Languages:

Challenge:CR 2 (450 xp)


This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.

Loot Value 30


Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

Actions

Multiattack. The Deionychus makes 3 attacks: 1 with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d8+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 7 (1d8+4) slashing damage.

Mercenary Infantry, CR 1

Mercenary Infantry, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 34 (4d10+12)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 50 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)



Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon Attack: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon Attack: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

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.

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.

Knight, CR 5

Knight, CR 5 Medium humanoid (any race), Loot Value 50, Loot Value 150, any alignment CR 5 1,800 xp

  • Armor class 19 (Plate)
  • Hit points 75 (10d8+30)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +6, WIS +3,

Skills:Athletics + 6, Animal Handling + 3,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 18, 500 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 5 (1,800 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 40 feet of it makes an attack roll or a saving throw. The creature can add a d6 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: +6 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 3 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.

Warhorse, CR 2

Warhorse, CR 2 Large beast, Loot Value 30, unaligned CR 2 450 xp

  • Armor class 12 (Natural)
  • Hit points 51 (6d10+18)
  • Speed 60 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON16 (+3)
  • INT2 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Save Throws:STR + 6,

Senses:Passive Perception 13

Languages:

Challenge:CR 2 (450 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: 22 (4d6+4) bludgeoning damage.

Mercenary Lancer, CR 3

Mercenary Lancer, CR 3 Medium Humanoid, Loot Value 30, Loot Value 50, Unaligned CR 3 700 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 45 (6d10+12)
  • Speed 30ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +5, DEX +4,

Skills:Athletics + 7, Acrobatics + 4, Animal Handling + 4, Intimidation + 4,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 200 gp, Carry 240lbs.

Languages:Humanoid

Challenge:CR 3 (700 xp)



Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.



Actions


Lance:Melee Weapon Attack: +5 to hit, 5-10 ft.
Hit: 11 (1d12 + 3) piercing damage.

Longsword:Melee Weapon Attack: +5 to hit, 5 ft.
Hit: 9 (1d8 + 3) slashing damage.

Javelin:Melee Weapon Attack: +5 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 3) piercing damage.

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 DEX Save or be knocked off.

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)


Abilities:

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.

Actions

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)


Abilities:

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.

Actions

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)


Abilities:

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.

Actions

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

Legendary Actions



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)


Abilities:

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.

Actions

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

Legendary Actions



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)


Abilities:

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.

Actions

Commoner

Commoner Medium humanoid (any race), Loot Value 5, 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.

Water Elemental, CR 7

Water Elemental, CR 7 Large elemental, Loot Value 150, Loot Value 300, neutral CR 7 2,900 xp

  • Armor class 15 (Natural)
  • Hit points 143 (15d10+60)
  • Speed 30 ft., swim 90 ft.
  • STR18 (+4)
  • DEX14 (+2)
  • CON18 (+4)
  • INT5 (-3)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:CON +8

Damage Resistances:acid, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities:poison

Condition Immunities:exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses:Darkvision, 60 ft. Psv Per 10, Bluff DC 9, Bribe DC 17, 1500 gp, Carry 540lbs.

Languages: Aquan

Challenge:CR 7 (2,900 xp)


Abilities:

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.,



Actions

3x Slam Multiattack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 13 (2d8+4) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 16 STR Save.
On a failure, a target takes 13 (2d8+4) bludgeoning damage.
If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 STR and succeeding.

Actions

Mercenary Lancer, CR 2

Mercenary Lancer, CR 2 Medium Humanoid, Loot Value 30, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 30 (4d10+8)
  • Speed 30ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +5, DEX +4,

Skills:Athletics + 7, Acrobatics + 4, Animal Handling + 4, Intimidation + 4,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 100 gp, Carry 240lbs.

Languages:Humanoid

Challenge:CR 2 (450 xp)


Abilities:

Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.

Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.





Actions


Lance:Melee Weapon Attack: +5 to hit, 5-10 ft.
Hit: 11 (1d12 + 3) piercing damage.

Longsword:Melee Weapon Attack: +5 to hit, 5 ft.
Hit: 9 (1d8 + 3) slashing damage.

Javelin:Melee Weapon Attack: +5 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 3) piercing damage.

Actions

Legendary Actions

Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 DEX Save or be knocked off.

Hadrosaurus, CR 2

Hadrosaurus, CR 2 Large Beast, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 11 (Natural)
  • Hit points 90 (12d10+24)
  • Speed 40 ft.
  • STR21 (+5)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:Psv Per 10, Bluff DC 7

Languages:

Challenge:CR 2 (450 xp)


A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider.

Loot Value 30

Actions

Legendary Actions



Actions

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit. 21 (2d10 + 10) bludgeoning damage.

Deinonychus, CR 2

Deinonychus, CR 2 Medium Beast, Loot Value 30, Unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 45 (6d8+18)
  • Speed 40 ft.
  • STR15 (+2)
  • DEX15 (+2)
  • CON16 (+3)
  • INT4 (-3)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Perception + 3,

Senses:Psv Per 13, Bluff DC 9

Languages:

Challenge:CR 2 (450 xp)


This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.

Loot Value 30

Abilities:

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.



Actions

Multiattack. The Deionychus makes 3 attacks: 1 with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d8+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 7 (1d8+4) slashing damage.

Actions

Mercenary Infantry, CR 1

Mercenary Infantry, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 34 (4d10+12)
  • Speed 30ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 50 gp, Carry 270lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


Abilities:

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon Attack: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

Javelin: Thrown Weapon Attack: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.

Actions

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)


Abilities:

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.

Actions