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Sparrow

Sparrow tiny beast, 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.
  • STR 1 (-5)
  • DEX 15 (+2)
  • CON 7 (-2)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: -

Challenge: 0 (10 xp)

Keen sight. The sparrow has advantage on Wisdom(Perception) checks involving sight

Actions

Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

Shieldback

Shieldback Large beast, 1/2 100 xp

  • Armor class 15 (natural armor)
  • Hit points 15 (2d10+4)
  • Speed 25 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Senses: PP 10

Languages: -

Challenge: 1/2 (100 xp)

Beast of Burden. The shieldback is considered to be one size larger for the purpose of determining its carrying capacity. 19 Str x15 lbs x2 Large x2 Beast of Burden = 1,140 lbs carrying capacity. Can pull twice its carry capacity or 2,280lbs but at 5 speed.

Defensive crouch. When threatened a shieldback will crouch down protecting its legs and underside. This increases its AC by 2 (17) but in this state it can not attack and it takes one round to stand back up.

Actions

Tail slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Pelican

Pelican Small beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 10 ft., fly 40 ft.
  • STR 5 (-3)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: -

Challenge: 0 (10 xp)

Beak of Concealment. A pelican can hide a small object inside is beak. While inside the object has full cover.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Manta Ray

Manta Ray Large Beast, 1/2 100 xp

  • Armor class 13
  • Hit points 17 (3d10)
  • Speed 0 ft., swim 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 2 (-4)

Senses: PP 11

Languages: -

Challenge: 1/2 (100 xp)

Water Breathing. The ray can breathe only underwater.

Actions

Graceful Leap (Recharge 5–6). The ray jumps up to 10 feet out of the water, then glides up to 20 feet through the air without cost to its movement

Giant Squirrel

Giant Squirrel Medium Beast, 1/8 25 xp

  • Armor class 13
  • Hit points 9 (2d8)
  • Speed 30 ft., climb 40 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Save Throws: Dex +5

Senses: Darkvision 60ft., PP 10

Languages: -

Challenge: 1/8 (25 xp)

Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Flamingo

Flamingo Small Beast, 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 20 ft., fly 50 ft.
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 8 (-1)

Skills: Perception +4

Damage Resistances: Poison

Senses: PP 16

Languages: -

Challenge: 0 (10 xp)

Keen Sight. The flamingo has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.