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Medium Cannon

Medium Cannon Medium Object, Unaligned CR 4 1,100 xp

  • Armor class 19 (Natural)
  • Hit points 50 (11d8+0)
  • Speed Weight 1,200lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 10

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 4 (1,100 xp)


A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers

Crew Weapon A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim and fire it.

Actions

Cannon Ball. Ranged Weapon Attack: +4 to hit, Range 600/2,400 ft.
Hit. 27 (6d8) Bludgeoning damage.

Blind Fire. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Sphere of the target area take 27 (6d8) Bludgeoning damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.

Orc Eye of Gruumsh, CR 4

Orc Eye of Gruumsh, CR 4 Medium humanoid (orc), Loot Value 75, chaotic evil CR 4 1,100 xp

  • Armor class 16 (Ring Mail, Shield)
  • Hit points 85 (10d8+40)
  • Speed 30
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT9 (-1)
  • WIS15 (+2)
  • CHA12 (+1)

Skills:Stealth Disadvantage, Religion + 1, Perception + 4, Intimidation + 6,

Senses:Darkvision 60 ft, Psv Per 12, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs.

Languages:Common Orc

Challenge:CR 4 (1,100 xp)


Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.

Blessed. Up to 2 friendlies within 30ft of the Orc can add 2 (1d4) to their attacks and saves.

Actions

2x Spear Multiattack

Spear. Melee Weapon Attack: +6 to hit, Reach 5ft.
Hit. 17 (1d6+2d8+4) Piercing damage.

Javelin. Melee Weapon Attack: +6 to hit, Range 20/60ft.
Hit. 11 (2d6+4) Piercing damage.

Command(2/day). The Orc can speak a one-word command to a creature within 60ft. which the target must obey for one round if it fails a DC 12 WIS Save.

Healing Word (4/day). As a Bonus Action, The orc can touch a creature and restore 7 (2d4+2) HP as Bonus Action.

Legendary Actions

Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.

Cantrips. Guidance, Resistance, Thaumaturgy.

Goblin Archer, CR 1

Goblin Archer, CR 1 Small humanoid (goblinoid), Loot Value 5, Loot Value 20, neutral evil CR 1 200 xp

  • Armor class 16 (Leather)
  • Hit points 27 (6d6+6)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 7,

Senses:Darkvision 60ft. Psv Per 9, Bluff DC 8, Bribe DC 12, 50 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 1 (200 xp)


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

Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.

Actions

Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit.
14 (3d6+3) slashing damage.

Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit.
14 (3d6 +3) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) Piercing Damage.

Mercenary Archer, CR 1

Mercenary Archer, CR 1 Medium Humanoid, Loot Value 20, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 15 (Leather)
  • Hit points 30 (4d10+8)
  • 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, 50 gp,
Lifting. Carry 210lbs., Push 420lbs.

Languages:Humanoid

Challenge:CR 1 (200 xp)


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: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.

Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.

Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.

Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.

Mercenary Infantry, CR 6

Mercenary Infantry, CR 6 Medium Humanoid, Loot Value 20, Loot Value 200, Unaligned CR 6 2,300 xp

  • Armor class 17 (Chain Mail, Shield)
  • Hit points 105 (11d10+44)
  • Speed 30ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON18 (+4)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:STR +8

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 750 gp, Carry 300lbs.

Languages:Humanoid

Challenge:CR 6 (2,300 xp)


Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.

Actions

2x Longsword Multiattack.

Longsword +1. Melee Weapon: +9 to hit.
Hit: 20 (3d8+6) Slashing damage.

Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 26 (6d8+5) Piercing damage.

Commoner

Commoner Medium humanoid (any race), Loot Value 5, any alignment CR 0/1 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 0/1 (10 xp)


Actions

Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning 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: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.

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

Priest, CR 3

Priest, CR 3 Medium humanoid (any race), Loot Value 30, Loot Value 50, any alignment CR 3 700 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 46 (7d8+14)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Religion + 5, Medicine + 7, Persuasion + 3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 200 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 3 (700 xp)


Actions

Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 7 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 11 (3d6 Radiant damage to a target on hit.

Guiding Bolt (OOO) +5 to hit. Range. 120ft.
Hit. 18 (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 14 (3d8) Radiant or Necrotic damage, or can make a DC 13 WIS Save for half.

Dispel Magic. (O) All magical effects of Spell Level 3 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.

Mage, CR 9

Mage, CR 9 Medium humanoid (any race), Loot Value 500, any alignment CR 9 5,000 xp

  • Armor class 15 (Mage Armor)
  • Hit points 41 (9d8+0)
  • Speed 30
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +5, WIS +3,

Skills:Arcana + 5, History + 5,

Senses:Psv Per 11, Bluff DC 11, Bribe DC 15, 3,000 gp

Languages: any four languages

Challenge:CR 9 (5,000 xp)


=== Spellcasting. ===
The mage has the following wizard spells prepared:

Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold

Actions

Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.

Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.

Magic Missile. You create 3 dats of magical force. Each deals 3 (1d4+1) force damage to its target.

Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 DEX Save. A target takes 32 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Cone of Cold. Each creature in a 60ft. cone must make a DC 13 CON Save. A creature takes 41 (9d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

Scout, CR 3

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

  • Armor class 16 (Studded Leather)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:DEX +6

Skills:Stealth + 8, Nature + 5, Perception + 6, Survival + 6,

Senses:Psv Per 16, Bluff DC 13, Bribe DC 17, 200 gp

Languages: any one language (usually Common

Challenge:CR 3 (700 xp)


Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.

Sharpshooter The Scout ignores all but total cover, and has +2 to hit.

Actions

Multiattack. The scout makes two melee or ranged attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 9 (1d6+4) piercing damage.

Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft.,
Hit. 9 (1d8+4) piercing damage.


Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (7) 2d6 to one of these attacks.

Grung, CR 2

Grung, CR 2 Small Humanoid, Loot Value 5, Loot Value 30, Lawful Evil CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 68 (8d6+40)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX16 (+3)
  • CON20 (+5)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills:Acrobatics + 5, Stealth + 5, Perception + 2, Survival + 2,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 10, Bribe DC 14, 100 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 2 (450 xp)


Amphibious.The Grung can breathe air and water.

Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grungs skin must succeed on a DC 15 CON Save or become poisoned for 1 minute.

Standing Leap.The Grungs long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 7 (2d6) poison damage. The creature also suffers one of the below affects for every 16 points it failed by until it succeds a save at the end of its turn.

2x Dagger Multiattack.
Dagger.. +5 to hit, Thrown Range 20/60ft.
Hit. 8 (2d4+3) Piercing damage.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Elite Warrior, CR 6

Grung Elite Warrior, CR 6 Small Humanoid, Loot Value 30, Loot Value 200, Lawful Evil CR 6 2,300 xp

  • Armor class 15 (Natural)
  • Hit points 105 (14d6+56)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX18 (+4)
  • CON18 (+4)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +7,

Skills:Athletics + 4, Stealth + 7, Perception + 3, Survival + 3,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 13, Bluff DC 11, Bribe DC 17, 750 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 6 (2,300 xp)


Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warriors skin must succeed on a DC 15 CON Save or become poisoned for 1 minute.

Standing Leap.The Grung Elite Warriors long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

3x Multiattack.Dagger +1 . +8 to hit, Range 20/60 ft.
Hit. 10 (2d4+5) Piercing damage.

Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 25 (6d6+4) Piercing damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save or be stunned until the end of the grungs next turn.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Grung Wildling, CR 7

Grung Wildling, CR 7 Small Humanoid, Loot Value 20, Loot Value 300, Lawful Evil CR 7 2,900 xp

  • Armor class 17 (Barkskin, AC 15 if dispelled.)
  • Hit points 145 (17d6+85)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX20 (+5)
  • CON20 (+5)
  • INT10 (0)
  • WIS18 (+4)
  • CHA11 (0)

Save Throws:DEX +8

Skills:Athletics + 4, Stealth + 8, Perception + 7, Survival + 7,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 17, Bluff DC 14, Bribe DC 20, 1,500 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 7 (2,900 xp)


Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 15 to spot.

Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildlings skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.

Standing Leap. The Grung Wildlings long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 16 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.

Dagger +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 16 (4d4+6) Piercing damage.

Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.

Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.

Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 Perception check.

Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.

Legendary Actions

Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grungs skin color. Creautres can repeat their save once per minute until successful.

Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.

Tribal Warrior, CR 1

Tribal Warrior, CR 1 Medium Humanoid, Loot Value 20, Any Alignment CR 1 200 xp

  • Armor class 14 (Hide Armor)
  • Hit points 59 (9d8+18)
  • Speed 30 ft.
  • STR17 (+3)
  • DEX14 (+2)
  • CON14 (+2)
  • INT8 (-1)
  • WIS11 (0)
  • CHA8 (-1)

Save Throws:STR + 5,

Senses:Passive Perception 10, Bluff DC 11, Bribe DC 11, 1500gp

Languages:Common

Challenge:CR 1 (200 xp)


Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

Pack Tactics. The Tribal Warrior has advantage on an attack roll against a creature if at least one of the Tribal Warriors allies is within 5 feet of the creature and the ally isnt incapacitated.



Actions

Longsword: Melee Weapon Attack: +5 to hit.
Hit: 14 (2d8+6) Slashing damage.

Javelin: Thrown Weapon Attack: +5 to hit, range 20/60ft.
Hit: 14 (2d8+6) Piercing damage.

Banshee, CR 13

Banshee, CR 13 Medium Undead, Loot Value 75, Loot Value 1500, Chaotic Evil CR 13 10,000 xp

  • Armor class 19 (Natural)
  • Hit points 195 (30d8+60)
  • Speed 0, Fly 40 (Hover)
  • STR1 (-5)
  • DEX20 (+5)
  • CON15 (+2)
  • INT12 (+1)
  • WIS11 (0)
  • CHA20 (+5)

Save Throws:CHA +11,

Damage Resistances:Acid, Fire, Lightning, Thunder, And Nonmagical Bludgeoning, Piercing, Slashing

Damage Immunities:Cold, Necrotic, Poison

Condition Immunities:Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses:Darkvision, 60ft, Psv Per 10, Bluff DC 15, Bribe DC 27, 10000 gp, Carry 15lbs.

Languages:Common, Elvish

Challenge:CR 13 (10,000 xp)


Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +11 to hit, reach 5 ft.,
Hit. 23 (5d6 + 5) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 19 WIS Save or be frightened for 1 minute.
A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 19 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 39 (11d6) psychic damage.

Owlbear, CR 2

Owlbear, CR 2 Large monstrosity, Loot Value 30, unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 60 (7d10+21)
  • Speed 40 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception + 3,

Senses:Darkvision 60 ft., Psv Per 13, Bluff DC 9, Carry 600lbs.

Languages: -

Challenge:CR 2 (450 xp)


Keen Sight and Smell. The owlbear has advantage on Wis (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes 2 attacks, 1 with its beak and 1 with its claws.

Beak. Melee Weapon Attack. +7 to hit, reach 5 ft.
Hit: 11 (1d10+5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 14 (2d8+5) slashing damage.

Wolf, CR 1

Wolf, CR 1 Medium Beast, Loot Value 20, unaligned CR 1 200 xp

  • Armor class 14 (Natural)
  • Hit points 33 (5d8+10)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Stealth + 5, Perception + 3,

Senses:Psv Per 13, Bluff DC 9, Carry 180lbs.

Languages: -

Challenge:CR 1 (200 xp)


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

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Cunning Action. The wolf can dash, disengage, or hide as a bonus action.

Actions

2x Bite Multiattack.

Bite. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 11 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.

Wolf, CR 1/2

Wolf, CR 1/2 Medium Beast, Loot Value 10, unaligned CR 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 17 (3d8+3)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Stealth + 4, Perception + 3,

Senses:Psv Per 13, Bluff DC 9, Carry 180lbs.

Languages: -

Challenge:CR 1/2 (100 xp)


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

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 10 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.

Awakened Tree, CR 2

Awakened Tree, CR 2 Huge plant, Loot Value 30, unaligned CR 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 60 (7d12+14)
  • Speed 20 ft.
  • STR19 (+4)
  • 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, 100 gp, Carry 1140lbs.

Languages: one language known by its creator

Challenge:CR 2 (450 xp)


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

Actions

Slam.Melee Weapon Attack. +6 to hit, Reach 10ft.
Hit. 15 (3d6+4) Bludgeoning Damage.

Vine Whip. Melee Weapon Attack: +6 to hit, Reach 20 ft.
Hit. 15 (3d6+4) Slashing damage. Target must make a DC 13 STR Save or become Grappled by the tree, and be pulled 10ft. closer.
The tree can grapple up to 2 Targets.

Large Ballista

Large Ballista Large Object, Unaligned CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 50 (5d10+0)
  • Speed Weight 400lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 10

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 2 (450 xp)


A ballista is a massive crossbow that fires heavy bolts.

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Actions

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit. 16 (3d10) piercing damage.

Blind Bolt. Ranged Weapon Ability, Range 150ft.
All creatures in a 10ft line of the target area take 16 (3d10) piercing damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed back to the end of the impact zone. Failure by 10 or more and they are pushed back and land prone.

Gargantuan 16x Wolf Swarm

Gargantuan 16x Wolf Swarm Gargantuan Beast Swarm, Loot Value 16,800, 12-16 Tiles, unaligned CR 11 7,200 xp

  • Armor class 13 (Natural)
  • Hit points 272 (48d8+48)
  • Speed 40 ft.
  • STR12 (+1)
  • DEX15 (+2)
  • CON12 (+1)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA6 (-2)

Skills:Stealth + 4, Perception + 3,

Damage Resistances:
Damage Cap. 17 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

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

Senses:Psv Per 13, Bluff DC 9, Carry 2,880lbs.

Languages: -

Challenge:CR 11 (7,200 xp)


Swarm Size and Shape. There are 16 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Wolf, CR 1/2.

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

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.



Actions

Mulitattack. The swarm can make two attacks if they are above 136 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.

Swarm Attack. +4 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 1 (12d12) damage.

===Individual Attacks===

Bite. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 10 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.

To have an individual creature break out from the swarm, subtract up to 17 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.

Huge 8x Goblin Archer Swarm

Huge 8x Goblin Archer Swarm Huge humanoid (goblinoid) Swarm, Loot Value 15,000, 7-9 Tiles, neutral evil CR 11 7,200 xp

  • Armor class 16 (Leather)
  • Hit points 216 (48d6+48)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth + 7,

Damage Resistances:
Damage Cap. 27 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

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

Senses:Psv Per 9, Bluff DC 8, Bribe DC 12, 600,000 gp, Carry 480lbs.

Languages: Common, Goblin

Challenge:CR 11 (7,200 xp)


Swarm Size and Shape. There are 8 creatures in this swarm, and they occupy 9 tiles or 7 hexes contiguously.
This swarm's stats are based on those of a Goblin Archer, CR 1.

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

Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.

Actions

Mulitattack. The swarm can make two attacks if they are above 108 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.

Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 1 (15d8) damage.

===Individual Attacks===

Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit.
14 (3d6+3) slashing damage.

Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit.
14 (3d6 +3) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) Piercing Damage.

To have an individual creature break out from the swarm, subtract up to 27 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.