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Giant Vulture

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 (3d10 + 6)
  • Speed 10 ft., fly 60 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: passive Perception 13

Languages: understands Common but can't speak

Challenge: 1 (200 xp)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

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Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Mammoth

Mammoth Huge Beast, Unaligned 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12 + 55)
  • Speed 40 ft.
  • STR 24 (+7)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages: --

Challenge: 6 (2,300 xp)

Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

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Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Giant Shark

Giant Shark Huge beast, Unaligned 5 1,800 xp

  • Armor class 13 (natural armor)
  • Hit points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.
  • STR 23 (+6)
  • DEX 11 (0)
  • CON 21 (+5)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +3

Senses: Blindsight 60 ft., Passive Perception 13

Languages: --

Challenge: 5 (1,800 xp)

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

Water Breathing. The shark can breathe only underwater.

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Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Giant Crocodile

Giant Crocodile Huge beast, Unaligned 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 85 (9d12 + 27)
  • Speed 30 ft., swim 50 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Stealth +5

Senses: Passive Perception 10

Languages: --

Challenge: 5 (1,800 xp)

Hold Breath. The crocodile can hold its breath for 30 minutes.

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Actions

Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.