Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Finethir Shinebright - sheep (Pony-pg 335)

Finethir Shinebright - sheep (Pony-pg 335) Medium beast, unaligned 1/8 25 xp

  • Armor class 10 (natural)
  • Hit points 11 (2d8 +2)
  • Speed 40ft
  • STR 15 (+2)
  • DEX10 (0)
  • CON13 (+1)
  • INT18 (+4)
  • WIS14 (+2)
  • CHA7 (-2)

Senses: PP 10

Languages:

Challenge: 1/8 (25 xp)

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hite: 7 (2d4+2) bludgeoning damage.

Wolf - pg 341

Wolf - pg 341 Medium beast, unaligned 1/4 50 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3, Stealth +4

Senses: PP 13

Languages:

Challenge: 1/4 (50 xp)

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

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Brown Bear - pg 319

Brown Bear - pg 319 Large beast, unalinged 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 34 (4d10 + 12)
  • Speed 40ft, climb 30ft
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 7 (-2)

Skills: Perception +3

Senses: PP 13

Languages:

Challenge: 1 (200 xp)

Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 8 (1d8 +4) piercing damage.

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

Ape with Sword - pg 317

Ape with Sword - pg 317 Medium beast, unaligned 1/2 100 xp

  • Armor class 12 (natural)
  • Hit points 19 (3d8+6)
  • Speed 30 ft, climb 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5, Perception +3

Senses: PP 13

Languages:

Challenge: 1/2 (100 xp)

Unlikely to fight to death and will flee once below half health.

Actions

Multiattack. The ape makes two slash attacks.

Slash with Sword. Melee weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) slashing damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Gibbering Mouther - pg 157

Gibbering Mouther - pg 157 Medium aberration, neutral Prone 450 xp

  • Armor class 9 (natural)
  • Hit points 67 (9d8 +27)
  • Speed 10 ft., swim 10 ft.
  • STR 10 (0)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: darkvision 60 ft., PP 10

Languages:

Challenge: Prone (450 xp)

Aberrant Ground. The ground in a 10 foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On failure , the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. mouther makes one bite attack and, if it can, uses its blinding spittle

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC13 Dexterity saving throw or be blinded until the end of the mouther's next turn.