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Grenols lackey

Grenols lackey Medium humanoid (half-orc), any non-good alignment 1/2 100 xp

  • Armor class 10 (Natural armor)
  • Hit points 40 (7d8+10)
  • Speed 30
  • STR 17 (+3)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +4

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, orcish

Challenge: 1/2 (100 xp)

Relentless Endurance. When the lackey is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again until he finishes a long rest.

Savage Attacks. When the lakcey scores a critial hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Multiattack. The lackey makes two melee attacks.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d6 + 3 bludgeoning damage.

Prisoner

Prisoner Medium humanoid (any race), any non-good alignment 1/4 50 xp

  • Armor class 10 (Natural armor)
  • Hit points 32 (5d8+10)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 10

Languages: Common and one additional language

Challenge: 1/4 (50 xp)

Pack tactics. The prisoner has advantage on an attack roll against a creature if at least one of the prisoner's allies is within 5 feet of the creature and they aren't incapacitated.

Actions

Multiattack. The prisoner makes two melee attacks.

Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 piercing damage.

Club Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4 + 2 bludgeoning damage.

Rat Woman

Rat Woman Small humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (Natural)
  • Hit points 50
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Save Throws: Con +4

Senses: darkvision 60 ft.

Languages: Common

Challenge: 2 (450 xp)

Actions

Multiattack. The Rat Woman makes three attacks: Two with her daggers and one with her bite.

Dagger (melee). Melee Weapon Attack:+5 to hit, range 5ft., one target. Hit: 1d4 + 3 piercing damage.

Dagger (ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 1 piercing damage. The target must succeed on a DC 15 saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 1d12 every 24 hours. After the decrease, the target makes the saving throw again. If successful, the disease is gone and the targets hit point maximum increases by 1d12 every 24 hours until it is back to its normal level. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Holy Guardian

Holy Guardian Medium humanoid (any race), any lawful alignment 4 1,100 xp

  • Armor class 17 (splint)
  • Hit points 59 (9d8 + 18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 16 (+3)

Save Throws: Wis +3, Cha +

Skills: Athletics +5, Perception +2

Senses: passive Perception 12

Languages: Common

Challenge: 4 (1,100 xp)

Holy Guardians serve Helm, god of protection. They blindly serve their deity and consider themselves protectors of the innocent by keeping the prisoners away from society.

Spellcasting. The Holy Guardian is a 7th level spellcaster. Its Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:


1st level (4 slots): Command, Detect magic, Thunderous smite
2nd level (2 slots): Zone of Truth, Aid

Actions

Multiattack. The Holy Guardian makes two longsword attacks.


Longsword (one handed). Melee Weapon Attack: +5 to hit, range 5ft., one target: Hit: 1d8 + 3 slashing damage.


Longsword (two handed). Melee Weapon Attack: +5 to hit, range 5ft., one target: Hit: 1d10 + 3 slashing damage.


Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target: Hit: 1d10 piercing damage.

City Watch Officer

City Watch Officer Medium Humanoid, Any 2 450 xp

  • Armor class 16 (Scale mail + shield)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, Wis +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 2 (450 xp)

Action surge (Recharges after a Short or Long Rest). On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Actions

Multiattack. The officer makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 8 (1d8 + 3) slashing damage.

Hand crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit 4 (1d6) piercing damage.

City Watch Guard

City Watch Guard Medium humanoid, Any 1 200 xp

  • Armor class 14 (Studded leather + shield)
  • Hit points 30 (4d10 + 8)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1 (200 xp)

Actions

Multiattack. The guard makes two melee attacks.

Short sword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 8 (1d6 + 2) piercing damage.

Spear. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 8 (1d6 + 2) piercing damage.

Spear. Ranged Weapon Attack: +4 to hit, reach 20/60, one target. Hit: 8 (1d6 + 2) piercing damage.