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Familiar: Bat

Familiar: Bat Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 30 ft.
  • STR 2 (-4)
  • DEX 15 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 4 (-3)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: blindsight 60 ft., passive Perception 11

Languages: None

Challenge: 0 (10 xp)


Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Actions

Familiar: Cat

Familiar: Cat Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
  • STR 3 (-4)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: None proficient

Skills: Perception +3, Stealth +4

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: passive Perception 13

Languages: None

Challenge: 0 (10 xp)


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


Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Actions

Familiar: Crab

Familiar: Crab Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 11 (natural armor)
  • Hit points 2 (1d4)
  • Speed 20 ft., swim 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 2 (-4)

Save Throws: None proficient

Skills: Stealth +2

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: blindsight 30 ft., passive Perception 9

Languages: None

Challenge: 0 (10 xp)


Amphibious. The crab can breathe air and water.


Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Actions

Familiar: Frog (Toad)

Familiar: Frog (Toad) Tiny celestial/fey/fiend, unaligned 0 0 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 20 ft., swim 20 ft.
  • STR 1 (-5)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Save Throws: None proficient

Skills: Perception +1, Stealth +3

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: darkvision 30 ft., passive Perception 11

Languages: None

Challenge: 0 (0 xp)


Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

Actions

Familiar: Hawk (Seagull)

Familiar: Hawk (Seagull) Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 60 ft.
  • STR 5 (-3)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 6 (-2)

Save Throws: None proficient

Skills: Perception +4

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: passive Perception 14

Languages: None

Challenge: 0 (10 xp)


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


Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

The hawk's statistics can also be used to represent a seagull.

Actions

Familiar: Lizard

Familiar: Lizard Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 11
  • Hit points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 8 (-1)
  • CHA 3 (-4)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: darkvision 30 ft., passive Perception 9

Languages: None

Challenge: 0 (10 xp)


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Actions

Familiar: Octopus

Familiar: Octopus Small celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 12
  • Hit points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
  • STR 4 (-3)
  • DEX 15 (+2)
  • CON 11 (0)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Save Throws: None proficient

Skills: Perception +2, Stealth +4

Senses: darkvision 30 ft., passive Perception 12

Languages: None

Challenge: 0 (10 xp)


Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Actions

Familiar: Owl

Familiar: Owl Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 5 ft., fly 60 ft.
  • STR 3 (-4)
  • DEX 13 (+1)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Save Throws: None proficient

Skills: Perception +3, Stealth +3

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: darkvision 120 ft., passive Perception 13

Languages: None

Challenge: 0 (10 xp)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight . The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Actions

Familiar: Poisonous Snake

Familiar: Poisonous Snake Tiny celestial/fey/fiend, unaligned 1/8 25 xp

  • Armor class 13
  • Hit points 2 (1d4)
  • Speed 30 ft., swim 30 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: blindsight 10 ft., passive Perception 10

Languages: None

Challenge: 1/8 (25 xp)


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Actions

Familiar: Fish (Quipper)

Familiar: Fish (Quipper) Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 0 ft., swim 40 ft.
  • STR 2 (-4)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: darkvision 60 ft., passive Perception 8

Languages: None

Challenge: 0 (10 xp)


Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.


Actions

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

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms

Actions

Familiar: Rat

Familiar: Rat Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 10
  • Hit points 1 (1d4-1)
  • Speed 20 ft.
  • STR 2 (-4)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 4 (-3)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: darkvision 30 ft., passive Perception 10

Languages: None

Challenge: 0 (10 xp)


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


Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Actions

Familiar: Raven

Familiar: Raven Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Save Throws: None proficient

Skills: Perception +3

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: passive Perception 13

Languages: None

Challenge: 0 (10 xp)


Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

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

Actions

Familiar: Sea Horse

Familiar: Sea Horse Tiny celestial/fey/fiend, unaligned 0 0 xp

  • Armor class 11
  • Hit points 1 (1d4-1)
  • Speed 0 ft., swim 20 ft.
  • STR 1 (-5)
  • DEX 12 (+1)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: None proficient

Skills: None

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: passive Perception 10

Languages: None

Challenge: 0 (0 xp)


Water Breathing. The sea horse can breathe only underwater.

Actions

Familiar: Spider

Familiar: Spider Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 12
  • Hit points 1 (1d4-1)
  • Speed 20 ft., climb 50 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 2 (-4)

Save Throws: None proficient

Skills: Stealth +4

Senses: darkvision 30 ft., passive Perception 10

Languages: None

Challenge: 0 (10 xp)


Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Actions

Familiar: Weasel

Familiar: Weasel Tiny celestial/fey/fiend, unaligned 0 10 xp

  • Armor class 13
  • Hit points 1 (1d4-1)
  • Speed 30 ft.
  • STR 3 (-4)
  • DEX 16 (+3)
  • CON 8 (-1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 3 (-4)

Save Throws: None proficient

Skills: Perception +3, Stealth +5

Damage Resistances: None

Damage Immunities: None

Condition Immunities: None

Senses: passive Perception 13

Languages: None

Challenge: 0 (10 xp)


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


Actions

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

Actions