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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 1/8 25 xp

  • Armor class 12 (natural armor)
  • Hit points 7 (2d6)
  • Speed 30
  • STR7 (-2)
  • DEX15 (+2)
  • CON11 (0)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Senses:darkvision 60ft., passive perception 10

Languages:

Challenge:1/8 (25 xp)

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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.