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Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

Giant Elk

Giant Elk Huge Beast, Unaligned 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 42 (5d12+10)
  • Speed 60ft
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Perception +4,

Senses: Passive Perception 14

Languages: Giant Elk, Understands Common, Elvish, and Sylvan but can't speak them

Challenge: 2 (450 xp)

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram,Melee Weapon Attack: +6 to hit, Reach 10, One target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Hooves, Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature.
Hit: 22 (4d8 + 4) bludgeoning damage.