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Zombie

Zombie Medium Undead, Neutral Evil 1/4 0 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 20ft
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60ft, Passive Perception 8

Languages: understands the languages it knew, but can't speak

Challenge: 1/4 (0 xp)

Undead Fortitude: If damage reduces the zombie to 0 hit points, it makes a Con save with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1hp instead of dying.

Unusual Nature: The zombie doesn't eat, sleep, or poop.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d6+1 bludgeoning

Stirge

Stirge Tiny Beast, Unaligned 1/8 0 xp

  • Armor class 14
  • Hit points 2 (1d4)
  • Speed 10ft, fly 40ft
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: Darkvision 60ft, Passive Perception 9

Languages:

Challenge: 1/8 (0 xp)

Actions

Blood Drain: Melee Weapon Attack: +5 to hit, reach 5ft, one target.
Hit: 1d4+3 piercing damage, and the stirge attaches to its target. While attached, the stirge doesn't attack. Instead at the start of each of the stirge's turns, the target loses 1d4+3 hp. The stirge will detach after the target loses 10hp. Any creature can use an action to detach a stirge.

Kobold Tinkerer

Kobold Tinkerer Small Humanoid, Any 1/4 0 xp

  • Armor class 12
  • Hit points 10 (3d6)
  • Speed 30ft, fly 10ft.
  • STR 7 (-2)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 7 (-2)
  • CHA 9 (-1)

Skills: Arcana +4 Perception +1

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common, Draconic

Challenge: 1/4 (0 xp)

Inquiring Mind (1/day): The kobold can cast detect magic using intelligence.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Alchemical Flame (Recharge 6): The kobold unleashes fire in a 15foot cone. Each creature in that area must make a DC12 Dex save, taking 3d6 on a fail and half on a success.

Harpy

Harpy Medium Monstrosity, Chaotic Evil 1 0 xp

  • Armor class 11
  • Hit points 38 (7d8+7)
  • Speed 20ft, Fly 40ft
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: passive perception 10

Languages: Common

Challenge: 1 (0 xp)

Actions

Multiattack. The harpy makes on Claw attack and one Club attack.
Claw Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 2d4+1 slashing
Club Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d4+1 bludgeoning

Luring Song: All creatures within 300ft make a DC11 Wis save or be charmed. The harpy must continue singing each turn as a bonus action.
While Charmed targets ignore the song of other harpies. They must move to within 5ft of the harpy by the most direct route.
If the target succeeds a saving throw, they are immune for 24 hours.

Fume Drake

Fume Drake Small Elemental , Neutral 1/4 0 xp

  • Armor class 12
  • Hit points 22 (5d6+5)
  • Speed 30ft, fly 30ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 60ft, Passive Perception 10

Languages: Draconic, Ignan

Challenge: 1/4 (0 xp)

Death Burst: When the Fume Drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the Fume Drake must succeed on a DC11 Con saving throw or take 1d8 poison damage.
Unusual Nature: The fume drake doesn't eat, sleep, or poop.

Actions

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

Scalding Breath: The fume drake exhales a 15ft cone of scalding steam. Each creature in that area must make a DC11 Dex save, taking 1d8 fire damage on a fail, and half on a success.

Fire Snake

Fire Snake Medium Elemental, Neutral Evil 1 0 xp

  • Armor class 14 (natural armor)
  • Hit points 22 (5d8)
  • Speed 30ft
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Damage Resistances: bludgeoning, piecring and slashing from non-magical attacks

Damage Immunities: fire

Senses: Darkvision 60ft, passive Perception 10

Languages: understands Ignan but can't speak

Challenge: 1 (0 xp)

Heated Body: A creature that touches the snake or hits it with a melee attack within 5 feet of it takes 1d6 fire damage.
Vulnerable to cold damage.

Actions

Multiattack: The snake makes on attack with Bite and one with Tail each turn.
Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 1d4+1 piercing, 1d6 fire
Tail: Melee Weapon Attack: +3 to hit, reach 5ft, one target.
Hit: 1d4+1 bludgeoning, 1d6 fire.

Blue Dragon Wyrmling

Blue Dragon Wyrmling Medium Dragon, Lawful Evil 3 0 xp

  • Armor class 17 (Natural Armor)
  • Hit points 52 (8d8+16)
  • Speed 30ft Burrow 15, Fly 60
  • STR 17 (+3)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 11 (0)
  • CHA 15 (+2)

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

Skills: Perception +4 Stealth +2

Damage Immunities: Lightning

Senses: blindsight 10ft, darkvision 60ft, passive Perception 14

Languages: Draconic

Challenge: 3 (0 xp)

Actions

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

Lightning Breath: (Recharge 5-6) The dragon exhales lighting in a 30 foot line that is 5-feet wide. Each creature in that line must make a DC12 Dex save, taking 4d10 on a failed save, and half damage on a success.