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Frost Giant; Large humanoid; Neutral; 15; ; 138; 12d12+60; 40ft; 23; 9; 21; 9; 10; 12; Con +8

Frost Giant; Large humanoid; Neutral; 15; ; 138; 12d12+60; 40ft; 23; 9; 21; 9; 10; 12; Con +8 Wis +3, Cha +4; Athletics +9 0 xp

  • Armor class Perception +3; ; ; ; passive Perception 13; ; 8; 3900; ; Multiattack. The giant makes two greataxe attacks.
    Greataxe. Melee Weapon Attack: +9 to hit (reach 10 ft.)
  • Hit points one target. Hit: (3d12 + 6) slashing damage.
    Rock. Ranged Weapon Attack: +9 to hit (reach 60/240 ft.)
  • Speed one target. Hit: (4d10 + 6) bludgeoning damage.; ;
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Weretiger; Medium Humanoid; Neutral; 12; ; 120; 16d8+48; 30ft (40ft as tiger); 17; 15; 16; 10; 13; 11; ; Perception +5

Weretiger; Medium Humanoid; Neutral; 12; ; 120; 16d8+48; 30ft (40ft as tiger); 17; 15; 16; 10; 13; 11; ; Perception +5 Stealth +4; ; ; ; Darkvision 60 Ft., passive Perception 15; Common; 4; 1100; ; Multiattack (Humanoid or Hybrid Form Only). In humanoid form 0 xp

  • Armor class the weretiger makes two scimitar attacks. In hybrid form (it can attack like a humanoid or make two claw attacks.

    Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: (1d10 + 3) piercing damage. If the target is a humanoid)
  • Speed it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy

    Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit
  • STR reach 5 ft. (-5)
  • DEX one target. Hit: (1d8 + 3) slashing damage.

    Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit (-5)
  • CON reach 5 ft. (-5)
  • INT one target. Hit: (1d6 + 3) slashing damage.; ; Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger (-5)
  • WIS or back into its true form (-5)
  • CHA which is humanoid. Its statistics (-5)

Save Throws: other than its size

Skills: 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 weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn

Damage Resistances: that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone

Damage Immunities: the weretiger can make one bite attack against it as a bonus action.

Languages:

Challenge: (0 xp)

Actions

Salamander; Large Elemental; Neutral; 15; ; 90; 12d10+24; 30; 18; 14; 15; 11; 10; 12; ; ; Bludgeoning

Salamander; Large Elemental; Neutral; 15; ; 90; 12d10+24; 30; 18; 14; 15; 11; 10; 12; ; ; Bludgeoning Piercing, and Slashing From Nonmagical Attacks; Fire; ; Darkvision 60 Ft. 0 xp

  • Armor class passive Perception 10; Ignan; 5; 1800; ; Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

    Spear. Melee Weapon Attack: +7 to hit (reach 5 ft.)
  • Hit points one target. Hit: (2d8 + 4) piercing damage plus (1d6)fire damage. two handed

    Spear. Melee Weapon Attack: +7 to hit (reach 5 ft.)
  • Speed one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.

    Spear. Ranged Weapon Attack: +7 to hit
  • STR reach 20/60 ft. (-5)
  • DEX one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.

    Tail. Melee Weapon Attack: +7 to hit (-5)
  • CON reach 10 ft. (-5)
  • INT one target. Hit: (2d6 + 4) bludgeoning damage plus (2d6)fire damage. The target is grappled (escape dc 14) Until this grapple ends (-5)
  • WIS the target is restrained (-5)
  • CHA the salamander can automatically hit the target with its tail (-5)

Save Throws: and the salamander can't make tail attacks against other targets; ; Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Languages:

Challenge: (0 xp)

Actions

Bandit Captain; Medium Human; ; 15; Studded Leather; 65; 10d8+20; 30ft; 15; 16; 14; 14; 11; 14; Str +4

Bandit Captain; Medium Human; ; 15; Studded Leather; 65; 10d8+20; 30ft; 15; 16; 14; 14; 11; 14; Str +4 Dex +5, Wis +2; Athletics +4 0 xp

  • Armor class Deception +4; ; ; ; passive Perception 10; Common (one additional; 2; 450; ; Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

    Scimitar. Melee Weapon Attack: +5 to hit)
  • Hit points reach 5 ft. (one target. Hit: (1d6 + 3) slashing damage.

    Dagger. Melee Weapon Attack: +5 to hit)
  • Speed reach 5 ft.
  • STR one target. Hit: (1d4 + 3) piercing damage.

    Dagger. Ranged Weapon Attack: +5 to hit (-5)
  • DEX reach 20/60 ft. (-5)
  • CON one target. Hit: (1d4 + 3) piercing damage.

    Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so (-5)
  • INT the captain must see the attacker and be wielding a melee weapon.; ; (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Skeleton; Minion; ; 13; ; 13; 2d8+4; 30; 10; 14; 15; 6; 8; 5; ; ; ; Poison; Exhaustion

Skeleton; Minion; ; 13; ; 13; 2d8+4; 30; 10; 14; 15; 6; 8; 5; ; ; ; Poison; Exhaustion Poisoned; Darkvision 60 Ft., passive Perception 9; ; 1/4; 50; ; Shortsword. Melee Weapon Attack: +4 to hit 0 xp

  • Armor class reach 5 ft. (one target. Hit: (1d6 + 2) piercing damage.

    Shortbow. Ranged Weapon Attack: +4 to hit)
  • Hit points reach 80/320 ft. (one target. Hit: (1d6 + 2) piercing damage.; ; Vulnerabilities: Bludgeoning)
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions