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Deathhawk

Deathhawk Medium elemental, Unaligned 4 1,100 xp

  • Armor class 13 (Initative +2)
  • Hit points 68 (8d8+32)
  • Speed 10 ft., fly 60 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 19 (+4)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Save Throws: Dex +4, Con +6

Skills:Perception +4

Damage Immunities:, Necrotic, Poison

Condition Immunities: Poisoned

Senses:,Darkvision 120 Ft., passive Perception 14

Languages: Understands Common but can't speak it

Challenge: 4 (1,100 xp)


Corpse Sense.Within a range of 5 miles, the deathhawk can sense the presence of Undead or corpses that have been dead for less then 90 days. The deathhawk knows the general direction these are in but no their exact locations. In addition, the deathhawk has advantage on Wisdom (Perception) checks made to find Undead or corpses that have been dead for less the 90 days.




Flyby.The deathhawk doesn't provoke opportunity attacks when they fly out an enemy's resch.

Actions


Multiattack. The deathhawk makes one beak attack and one Wounding Talons attack.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.,

Wounding Talons. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature who isn't a construct or an undead they gain a bleeding wound that lasts until they regain at least 1 hit point. A bleeding creature loses 5(1d10) hit points for each bleeding wound they have at the start of their turn. Any creature who can reach he target can use an action to stanch all the target's wound, ending the effect.,


BONUS ACTION


Bloodcurdling Shriek (Recharge 6)The deathhawk shrieks, and each enemy within 300 feet of the deathhawk who can hear them must make a DC 14 Wisdom saving throw. Creatures who are immune to the frightened condition automatically succed on this saving throw. On a failed save, a creature is horrified for 1 minute ( save ends at end of turn). While horrified, each time a creature makes an attack roll or a saving throw , they must roll a d4 and subtract the number rolled from the attack roll or saving throw.
If a creature's saving throw is successful or the effect ends for them, they are immune to the Bloodcurdling Shriek of all deathhawks for the next 24 hours

Forest Prowler

Forest Prowler Large Beast, Unaligned 4 1,100 xp

  • Armor class 16 (Initative +4)
  • Hit points 75 (10d10+20)
  • Speed 40 ft., climb 40 ft.
  • STR 15 (+2)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 14 (+2)
  • CHA 9 (-1)

Skills:Perception +4, Stealth +6

Damage Immunities:,

Senses:,Darkvision 60 Ft., passive Perception 14

Languages:

Challenge: 4 (1,100 xp)


Ambuscade.The prowler can use the dash or hide action as a bonus action.




Natural Camouflage.The prowler has advantage on Dexterity (Stealth) checks made in the forest.





Pounce.If the forest prowler move at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, thet target must succed on a DC 14 Strenght saving throw or be knocked prone. The prowler can use its bonus action to make another claw attack aganist the target.

Actions


Multiattack. The prowler makes two claw attack and one bite attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.,

Bite. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 13 (2d8 + 4) piercing damage. If the target of the bite attack is prone, it takes an additional 4 (1d8) piercing damage.,

Carrion Beetle

Carrion Beetle Large beast, Neutral 4 1,100 xp

  • Armor class 15 (Initative +1)
  • Hit points 127 (15d10+45)
  • Speed 30 ft. burrow 20 ft. climb 10 ft.
  • STR19 (+4)
  • DEX12 (+1)
  • CON17 (+3)
  • INT1 (-5)
  • WIS13 (+1)
  • CHA10 (0)

Condition Immunities:Paralysis

Senses:Darkvision 60 Ft., passive Perception 11

Languages:

Challenge:4 (1,100 xp)

Actions


Multiattack.The beetle makes one bite attack and two claw attacks.

Bite.Melee Weapon Attack: +6 to hit reach 10 ft. one target. Hit: 10 (1d12 + 4) piercing damage.

Claws.Melee Weapon Attack: +6 to hit reach 10 ft. one target. Hit: 7 (1d6 + 4) slashing damage.

Acid Spit (Recharge 5-6). The carrion beetle spits a line of acid that is 30 ft. long and 5ft. Wide. Each creature in that line takes 32(5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.

Deathhawk

Deathhawk Medium elemental, Unaligned 4 1,100 xp

  • Armor class 13 (Initative +2)
  • Hit points 68 (8d8+32)
  • Speed 10 ft. fly 60 ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON19 (+4)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Save Throws:Dex +4, Con +6

Skills:Perception +4

Damage Immunities:Necrotic, Poison

Condition Immunities: Poisoned

Senses:Darkvision 120 Ft., passive Perception 14

Languages:Understands Common but can't speak it

Challenge:4 (1,100 xp)


Corpse Sense.Within a range of 5 miles, the deathhawk can sense the presence of Undead or corpses that have been dead for less then 90 days. The deathhawk knows the general direction these are in but no their exact locations. In addition, the deathhawk has advantage on Wisdom (Perception) checks made to find Undead or corpses that have been dead for less the 90 days.




Flyby.The deathhawk doesn't provoke opportunity attacks when they fly out an enemy's resch.

Actions


Multiattack. The deathhawk makes one beak attack and one Wounding Talons attack.

Beak. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (3d4 + 4) piercing damage.

Wounding Talons.Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature who isn't a construct or an undead they gain a bleeding wound that lasts until they regain at least 1 hit point. A bleeding creature loses 5(1d10) hit points for each bleeding wound they have at the start of their turn. Any creature who can reach he target can use an action to stanch all the target's wound, ending the effect.


BONUS ACTION


Bloodcurdling Shriek (Recharge 6)The deathhawk shrieks, and each enemy within 300 feet of the deathhawk who can hear them must make a DC 14 Wisdom saving throw. Creatures who are immune to the frightened condition automatically succed on this saving throw. On a failed save, a creature is horrified for 1 minute ( save ends at end of turn). While horrified, each time a creature makes an attack roll or a saving throw , they must roll a d4 and subtract the number rolled from the attack roll or saving throw.
If a creature's saving throw is successful or the effect ends for them, they are immune to the Bloodcurdling Shriek of all deathhawks for the next 24 hours