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Ice Cat

Ice Cat Medium beast, unaligned 1/4 50 xp

  • Armor class 12 (natural)
  • Hit points 13 (3d8)
  • Speed 50 ft., climb 40 ft.
  • STR14 (+2)
  • DEX15 (+2)
  • CON10 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA7 (-2)

Skills:Perception +4, Stealth +6

Damage Resistances:cold

Senses:passive Perception 14

Languages:

Challenge:1/4 (50 xp)

Damage Vulnerabilities fire

Ice Walk. The ice cat can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost extra movement.

Keen Smell. The ice cat has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the ice cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.

Fire Stirge

Fire Stirge Tiny beast, unaligned 1/8 25 xp

  • Armor class 14 (natural)
  • Hit points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
  • STR4 (-3)
  • DEX16 (+3)
  • CON11 (0)
  • INT2 (-4)
  • WIS8 (-1)
  • CHA6 (-2)

Damage Resistances:fire

Senses:darkvision 60 ft., passive Perception 9

Languages:

Challenge:1/8 (25 xp)

Damage Vulnerabilities cold

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the fire stirge attaches to the target. While attached, the fire stirge doesn’t attack. Instead, at the start of each of the fire stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The fire stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the fire stirge.

Flare (Recharge 6). The fire stirge exhales fire that fills a 5-foot square adjacent to it. A creature in that area must make a DC 10 Dexterity saving throw, taking 5 (2d4) on a failed save, or no damage on a successful one.

Needle Blight

Needle Blight Medium plant, neutral evil 1/4 50 xp

  • Armor class 12 (natural)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR12 (+1)
  • DEX12 (+1)
  • CON13 (+1)
  • INT4 (-3)
  • WIS8 (-1)
  • CHA3 (-4)

Condition Immunities:blinded, deafened

Senses:blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages:understands Common, but can't speak

Challenge:1/4 (50 xp)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Vine Blight

Vine Blight Medium plant, neutral evil 1/2 100 xp

  • Armor class 12 (natural)
  • Hit points 26 (4d8 + 8)
  • Speed 10 ft.
  • STR15 (+2)
  • DEX8 (-1)
  • CON14 (+2)
  • INT5 (-3)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Stealth +1

Condition Immunities:blinded, deafened

Senses:blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages:Common

Challenge:1/2 (100 xp)

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can’t constrict another target.

Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.

Guard

Guard Medium humanoid (any race), any alignment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills:Perception +2

Senses:passive Perception 12

Languages:any one language (usually Common)

Challenge:1/8 (25 xp)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.