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Awakened Tree, CR 3

Awakened Tree, CR 3 Huge plant, Loot Value 50, unaligned CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 77 (9d12+18)
  • Speed 20 ft.
  • STR21 (+5)
  • DEX6 (-2)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Damage Resistances:bludgeoning, piercing
Damage Vulnerabilities. Fire

Senses:Psv Per 10, Bluff DC 8, Bribe DC 12, 200 gp, Carry 1260lbs.

Languages: one language known by its creator

Challenge:CR 3 (700 xp)


False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

2x Slam Multiattack.Melee Weapon Attack. +7 to hit, Reach 10ft.
Hit. 9 (1d6+5) Bludgeoning Damage.

Vine Whip. Melee Weapon Attack: +7 to hit, Reach 20 ft.
Hit. 12 (2d6+5) Slashing damage. Target must make a DC 14 STR Save or become Grappled by the tree, and be pulled 10ft. closer.
The tree can grapple up to 2 Targets.

Assassin Vine, CR 3

Assassin Vine, CR 3 Large Plant, Loot Value 50, Unaligned CR 3 700 xp

  • Armor class 13 (Natural)
  • Hit points 105 (11d10+44)
  • Speed 5 ft., Climb 5 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON18 (+4)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +7, WIS +3,

Skills:Athletics + 7, Intimidation + 7,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Passive Perception 10, Bluff DC 8, Bribe DC 8, 2500gp

Languages:

Challenge:CR 3 (700 xp)


An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.

A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

Loot Value 0.5

Actions

Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft.
Hit: The target takes 18 (4d6 + 28) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Awakened Tree, CR 6

Awakened Tree, CR 6 Huge plant, Loot Value 200, unaligned CR 6 2,300 xp

  • Armor class 14 (Natural)
  • Hit points 133 (14d12+42)
  • Speed 20 ft.
  • STR23 (+6)
  • DEX6 (-2)
  • CON17 (+3)
  • INT10 (0)
  • WIS10 (0)
  • CHA7 (-2)

Damage Resistances:bludgeoning, piercing
Damage Vulnerabilities. Fire

Senses:Psv Per 10, Bluff DC 8, Bribe DC 14, 750 gp, Carry 1380lbs.

Languages: one language known by its creator

Challenge:CR 6 (2,300 xp)


False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

2x Slam Multiattack.Melee Weapon Attack. +9 to hit, Reach 15ft.
Hit. 17 (3d6+6) Bludgeoning Damage.

Vine Whip. Melee Weapon Attack: +9 to hit, Reach 25 ft.
Hit. 33 (6d8+6) Slashing damage. Target must make a DC 16 STR Save or become Grappled by the tree, and be pulled 15ft. closer.
The tree can grapple up to 3 Targets.

Assassin Vine, CR 4

Assassin Vine, CR 4 Large Plant, Loot Value 75, Unaligned CR 4 1,100 xp

  • Armor class 13 (Natural)
  • Hit points 124 (13d10+52)
  • Speed 5 ft., Climb 5 ft.
  • STR20 (+5)
  • DEX11 (0)
  • CON19 (+4)
  • INT2 (-4)
  • WIS11 (0)
  • CHA2 (-4)

Save Throws:STR +8, WIS +3,

Skills:Athletics + 8, Intimidation + 8,

Damage Resistances:Cold, Fire

Condition Immunities:Blinded, Deafened, Exhaustion, Prone

Senses:Passive Perception 10, Bluff DC 9, Bribe DC 9, 5000gp

Languages:

Challenge:CR 4 (1,100 xp)


An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.

A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

Loot Value 1

Actions

Constrict. Melee Weapon Attack: +8 to hit, reach 20 ft.
Hit: The target takes 26 (6d6 + 48) bludgeoning damage, and it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and it takes 32 (9d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.

Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Hoplite Guard, CR 1

Hoplite Guard, CR 1 Medium Humanoid, Loot Value 10, Loot Value 20, Unaligned CR 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 38 (5d10+10)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT10 (0)
  • WIS12 (+1)
  • CHA8 (-1)

Save Throws:STR +4, DEX +4, CON +4,

Skills:Athletics + 6, Acrobatics + 4, Insight + 3, Medicine + 3, Perception + 3, Intimidation + 4,

Senses:Psv Per 13, Bluff DC 10, Bribe DC 14, 50 gp, Carry 210lbs.

Languages:

Challenge:CR 1 (200 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.

Improved Critical. The Hoplite scores a critical hit on a 19 or 20.

Actions

Multiattack. The guard makes 1 attack with its spear and shoves on hit.

Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 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 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: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

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