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Bristled Moorbounder

Bristled Moorbounder Large Beast, Unaligned 3 700 xp

  • Armor class 15 (Initiative +2)
  • Hit points 52 (7d10 + 14)
  • Speed 70 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 20 (+5)
  • CHA 10 (0)

Save Throws: INT +4, WIS +9

Skills: Stealth +6, Nature +4, Perception +9, Survival +9, Deception +4

Senses: Darkvision 60 ft., Passive Perception 19

Languages:

Challenge: 3 (700 xp)

Bladed Hide. At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.



Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Multiattack. The moorbounder makes two attacks: one with its blades and one with its claws.



Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.




Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Air Elemental

Air Elemental Large elemental, Neutral 5 1 xp

  • Armor class 15 (Natural Armor)
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

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

Damage Immunities: Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 60 Ft., passive Perception 10

Languages: Auran

Challenge: 5 (1 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

k

k , 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions