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Weretiger

Weretiger Medium Humanoid, Neutral 4 1,100 xp

  • Armor class 12 (Cloth)
  • Hit points 120 (16d8+48)
  • Speed 30ft or 40ft in tiger
  • STR 17 (+3)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Perception +5, Stealth +4

Senses: Darkvision 60 Ft., passive Perception 15

Languages: Common

Challenge: 4 (1,100 xp)

Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, 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, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Frost Giant

Frost Giant Large Humanoid, Neutral 8 3,900 xp

  • Armor class 15 (Cloth)
  • Hit points 138 (12d12+60)
  • Speed 40
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Senses: passive Perception 13

Languages: Common

Challenge: 8 (3,900 xp)

Actions

Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage.

Salamander

Salamander Large Elemental, Neutral 5 1,800 xp

  • Armor class 15 (Natural)
  • Hit points 90 (12d10+24)
  • Speed 30
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities: Fire

Senses: Darkvision 60 Ft., passive Perception 10

Languages: Ignan

Challenge: 5 (1,800 xp)

Cold vulnerability
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).

Actions

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., one target. Hit: (2d8 + 4) piercing damage plus (1d6)fire damage. two handed
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
Spear. Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (2d6)fire damage. The target is grappled (escape dc 14) Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets

Bandit Captain

Bandit Captain Medium Humanoid, Neutral 2 450 xp

  • Armor class 15 (Cloth)
  • Hit points 65 (10d8+20)
  • Speed 30
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Save Throws: Str +4, Dex +5, Wis +2

Skills: Athletics +4, Deception +4

Senses: passive Perception 10

Languages: Common, any one additional

Challenge: 2 (450 xp)

Actions

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, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., 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, the captain must see the attacker and be wielding a melee weapon.

Skeletons

Skeletons Medium Minion, Neutral 1/4 50 xp

  • Armor class 13 (Cloth Armor)
  • Hit points 13 (2d8+4)
  • Speed 30
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Darkvision 60 Ft., passive Perception 9

Languages: Common, Fey

Challenge: 1/4 (50 xp)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.