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Giant Wasp

Giant Wasp Medium Beast, Unaligned 0 xp

  • Armor class 12
  • Hit points 13 (3d8)
  • Speed 10', fly 50'
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 10 (0)
  • CHA 3 (-4)

Senses: Passive Perception 10

Languages:

Challenge: (0 xp)

Proficiency Bonus +2

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Ape

Ape Medium Beast, Unaligned 1/2 0 xp

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

Skills: Athletics +5, Perception +3

Senses: Passive Perception 13

Languages:

Challenge: 1/2 (0 xp)

Proficiency Bonus +2

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

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

Giant Scorpion

Giant Scorpion Large Beast, Unaligned 0 xp

  • Armor class 15
  • Hit points 52 (7d10+14)
  • Speed 40'
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 15 (+2)
  • INT 1 (-5)
  • WIS 9 (-1)
  • CHA 3 (-4)

Senses: Blindsight 60 ft., Passive Perception 9

Languages:

Challenge: (0 xp)

Proficiency Bonus +2

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.