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Monster name

Monster name type, alignment CR 0 xp

  • Armor class AC (armor type)
  • Hit points HP (hpCalc)
  • Speed movement speed
  • STR1 (-5)
  • DEX2 (-4)
  • CON3 (-4)
  • INT4 (-3)
  • WIS5 (-3)
  • CHA6 (-2)

Save Throws:saves

Skills:skills

Damage Resistances:resistances

Damage Immunities:damage immunity

Condition Immunities:condition immunity

Senses:senses

Languages:languages

Challenge:CR (0 xp)

ability/description section 1

ability/description section 2 (stacks right below section 1 on the bottom-left panel)

Actions

actions

Legendary Actions

legendary actions

Hobgoblin Captain

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT12 (+1)
  • WIS10 (0)
  • CHA13 (+1)

Senses:darkvision 60 ft., passive Perception 10

Languages:Common, Goblin

Challenge:3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack.The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit:9 (2d6 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.

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

Hobgoblin

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Senses:darkvision 60 ft., passive Perception 10

Languages:Common, Goblin

Challenge:1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit:5 (1d8 + 1) piercing damage.

Owlbear

Owlbear Large monstrosity, unalinged 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d10+21)
  • Speed 40
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Damage Immunities:darkvision 60ft, PP 13

Languages:

Challenge:3 (700 xp)

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

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5ft, one creature. Hit: 10 (1d10 +5) piercing damage.

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

Blue Dragon Wyrmling

Blue Dragon Wyrmling Medium dragon, lawful evil 3 700 xp

  • Armor class 17 (natural armor)
  • Hit points 52 (8d8+16)
  • Speed 30, burrow 15, fly 60
  • STR17 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT12 (+1)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:Dex +2, Con +4, Wis +2, Cha +4

Skills:Perception +4, Stealth +2

Damage Immunities:lightning

Senses:blindsight 10ft., darkvision 60 ft., passive perception 14

Languages:Draconic

Challenge:3 (700 xp)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Fire Giant

Fire Giant Huge giant, lawful evil CR9 5,000 xp

  • Armor class 18 (plate)
  • Hit points 162 (13d12+78)
  • Speed 30
  • STR25 (+7)
  • DEX9 (-1)
  • CON23 (+6)
  • INT10 (0)
  • WIS14 (+2)
  • CHA13 (+1)

Save Throws:Dex +3, Con +10, Cha +5

Skills:Athletics +11, Perception +6

Damage Immunities:Fire

Senses:Senses passive perception 16

Languages:Giant

Challenge:CR9 (5,000 xp)

Knockdown: The target of this ability must make a DC16 Strength save, on a failure it is thrown 20' or goes prone.




Variant: Scout
-1 AC and Knockdown added to all attacks.

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10ft., one target.
Hit: 28 (6d6+7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.
Hit: 29 (4d10+7) bludgeoning damage.

Grab & throw [custom]: Melee ability. Knockdown, same damage as Rock throw.

Goblin

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6

Senses:darkvision 60ft, PP 9

Languages:Common, Goblin

Challenge:1/4 (50 xp)

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

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft, one target. Hit: 5 (1d6 +2) piercing damage

Giant Rat

Giant Rat Small beast, unaligned Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. 0 xp

  • Armor class 12 (7)
  • Hit points 2d6 (30)
  • Speed 7
  • STR15 (+2)
  • DEX11 (0)
  • CON2 (-4)
  • INT10 (0)
  • WIS (-5)
  • CHA (-5)

Damage Immunities:darkvision 60ft., passive perception 10

Senses:1/8

Languages:25

Challenge:Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. (0 xp)

Actions