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Jackalwere

Jackalwere Medium humanoid (shapechanger), chaotic evil 1/2 100 xp

  • Armor class 12
  • Hit points 18 (4d8)
  • Speed 40 ft.
  • STR 11 (0)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +4, Perception +2, Stealth +4

Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered

Senses: passive Perception 12

Languages: Common (can't speak in jackal form)

Challenge: 1/2 (100 xp)

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.

Scarecrow

Scarecrow Medium construct, chaotic evil 1 200 xp

  • Armor class 11
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 13 (+1)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: understands the languages of its creator but can't speak

Challenge: 1 (200 xp)

Damage Vulnerabilities. fire

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Actions

Multiattack. The scarecrow makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC: 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.

Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC: 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.