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Pirate

Pirate Medium Humanoid, Loot Value 700, Unaligned CR 3 700 xp

  • Armor class 16 (Chain Mail)
  • Hit points 68 (9d8+27)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON17 (+3)
  • INT12 (+1)
  • WIS11 (0)
  • CHA14 (+2)

Skills:Athletics +5, Stealth +2, Intimidation +4,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 2,400 gp, Carry 240lbs., Push 480lbs.

Languages:Humanoid

Challenge:CR 3 (700 xp)


Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone, and has advantage on STR checks.

Actions

2x Longsword Multiattack. Melee Weapon. +5 to hit.
Hit: 7 (1d6+3) Slashing damage.

Disarming Strike. The Pirate can sacrifice one attack to disarm a target if it fails a DC 13 STR Save, forcing it to drop one item it is holding on the ground. Failure by 5 or more and the item is caught by the Pirate.

Harpoon (Recharge 5). +5 to hit, Thrown Range 25ft.
Hit. 12 (2d6+5) Piercing damage.
Targets hit by this attack are Grappled at range by the Pirate, and cannot move further away until they break the rope (AC 10, HP 10) or grapple. Creatures hit by a second Harpoon are Restrained, a 3rd incapacitates.
Forcibly removing the hook, or attempting a contested Athletics check deals 9 (2d8) Slashing damage.
Hooked creatures take an additional 4 (1d6) Slashing damage when dealt damage from any source until the hook is removed.
Removing the hook without damage requires 2 DC 15 Medicine checks. Failure deals damage equal to the check.

Legendary Actions

Shape Up, Ye Dog (Recharge 6). (If Ship's Officer) As a Reaction, whenever a friendly creature within 30 feet of the Pirate that can hear it misses with an attack, the officer can yell perilous threats to grant advantage on the attack.

Aarakocra

Aarakocra Medium Humanoid, Loot Value 50, Neutral Evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 60 (8d8+24)
  • Speed 50 ft.
  • STR10 (0)
  • DEX18 (+4)
  • CON16 (+3)
  • INT11 (0)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:DEX +6, WIS +3,

Skills:Acrobatics +6, Perception +5,

Senses:Psv Per 15, Bluff DC 11, Bribe DC 15, 200 gp, Carry 150lbs.

Languages:Auran, Common

Challenge:CR 3 (700 xp)


Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Sharpshooter. The creature ignores all but total cover. It can also add +10 to it's ranged damage if it takes a -5 penalty to hit.

Actions

2x Bow or Talon Multiattack.

Talons. Melee Weapon. +6 to hit, reach 5 ft.,
Hit. 7 (1d4+4) slashing damage.

Shortbow. Ranged Weapon: +6 to hit, Range 150/600 ft.,
Hit. 8 (1d6+4) piercing damage.

Aarakocra Grappler

Aarakocra Grappler Medium Humanoid, Loot Value 150, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Studded Leather)
  • Hit points 113 (15d8+45)
  • Speed 50 ft.
  • STR20 (+5)
  • DEX14 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS15 (+2)
  • CHA11 (0)

Save Throws:DEX +6, WIS +6,

Skills:Athletics +13, Stealth +6, Perception +6,

Senses:Psv Per 16, Bluff DC 12, Bribe DC 20, 500 gp, Carry 300lbs.

Languages:Auran, Common

Challenge:CR 5 (1,800 xp)


Dive Attack. If the aarakocra is flying and dives at least 20 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 11 (3d6) damage to the target.

Skirmisher. If an enemy ends its turn within 5ft of the creature it can use it's reaction to move up to half it's speed wihtout provoking opportunity attacks.

Brawler. The creature can Grapple as a Bonus Action after making a successful Melee attack.

Actions

3x Talons. Melee Weapon. +9 to hit.,
Hit. 10 (1d8+5) slashing damage.

Heavy Crossbow. Ranged Weapon: +6 to hit, Range 100/400 ft.,
Hit. 19 (3d10+2) piercing damage.

Banshee

Banshee Medium Undead, Loot Value 75, Loot Value 300, Chaotic Evil CR 7 2,900 xp

  • Armor class 14 (Natural)
  • Hit points 99 (18d8+18)
  • Speed 0, Fly 40 (Hover)
  • STR1 (-5)
  • DEX16 (+3)
  • CON12 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA19 (+4)

Save Throws:CHA +7,

Damage Resistances:Acid, Fire, Lightning, Thunder, And Nonmagical Bludgeoning, Piercing, Slashing

Damage Immunities:Cold, Necrotic, Poison

Condition Immunities:Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses:Darkvision, 60ft, Psv Per 10, Bluff DC 14, Bribe DC 20, 1500 gp, Carry 15lbs.

Languages:Common, Elvish

Challenge:CR 7 (2,900 xp)


Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.



Actions

Corrupting Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
Hit. 17 (4d6 +3) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 15 WIS Save or be frightened for 1 minute.
A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 18 (5d6) psychic damage.

Wraith

Wraith Medium undead, Loot Value 70, neutral evil CR 7 2,900 xp

  • Armor class 14 (Natural)
  • Hit points 83 (11d8+33)
  • Speed Flying 65ft.
  • STR6 (-2)
  • DEX16 (+3)
  • CON16 (+3)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA15 (+2)

Save Throws:CHA +6,

Skills:Stealth +7, Perception +6, Intimidation +10,

Damage Resistances:Acid, Cold, Fire, Lightning, Thunder, NM Physical

Damage Immunities:Necrotic, Poison

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

Senses:Darkvision 60 ft., Psv Per 16
Social: Bluff DC 14, Bribe DC 22, 50gp
Utility: Carry 90lbs., Push 180lbs.

Languages:

Challenge:CR 7 (2,900 xp)


Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Fear Aura. Any character that enters or starts its turn within 10ft of the Wraith must make a DC 14 WIS save vs fear.

Actions

3x Claw Multiattack Natural Attack. +6 to hit.
Hit. 9 (2d6+2) Psychic damage.
The Wraith may forgo one of its attacks to Stun a creature if the victim fails a DC 14 CON Save. The creature is stunned until the start of the Wraith's next turn.
Creatures that are already stunned become paralyzed instead.

Life Drain. Melee Spell Attack vs Stunned or Paralyzed Creature. +6 to hit.
Hit. 11 (2d8+2) Psychic damage.
The target must succeed on a DC 14 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest.
If this effect reduces the targets HP Max to 0, the target is subjected to the Feeblemind condition, makes its saves against this condition at disadvantagae, and the effect lasts until dispelled.

Eldritch Bow (Recharge 5-6). Spell Attack, +2 to hit, Range 150/600.
Hit: 27 (6d6+6) Force damage.
Magical effects of Level 4 or lower are automatically dispelled on hit as if hit by a Level 4 casting of Dispel Magic.

Legendary Actions

Legendary Resistance (OOO/day). When the Wraith fails a saving throw, it may choose to succeed instead.

Quetzalcoatlus

Quetzalcoatlus Huge Beast, Loot Value 90, Unaligned CR 8 3,900 xp

  • Armor class 14 (Natural)
  • Hit points 128 (15d12+30)
  • Speed 10ft Walking
    110ft. Flying
  • STR19 (+4)
  • DEX13 (+1)
  • CON15 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Save Throws:STR +7,

Skills:Athletics +7, Survival +3,

Senses:Psv Per 10, Carry 1,140lbs., Push 2,280lbs.

Languages:As Mount. 2 Medium or 3 Small Riders

Challenge:CR 8 (3,900 xp)


Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Grappler. After taking the Attack action, the beast can attempt to grapple as a Bonus Action.

Actions

Multiattack. The beast can Bite once then attack Two times with its Claws.

Bite. Melee Weapon: +7 to hit, reach 15 ft.
Hit: 22 (4d8+4) piercing damage.
Dive Attack. If the quetzalcoatlus is flying and dives at least 25 feet toward a target and then hits with a bite attack, the attack deals an extra 14 (4d6) damage to the target.

Claw. Melee Attack, +7 to hit.
Hit. 15 (3d6+4) Slashing damage.

Rock Drop. (Recharge 6) As an action, the beast can drop a large rock onto a target immediately under it. Creatures within a 15ft radius take 36 (8d8) bludgeoning damage, or half with a successful DC 14 DEX save.