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Zombie

Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 20ft.
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Save Throws: Wis +0

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., passive Perception 8

Languages: understands the languages it spoke in life but can no longer speak

Challenge: 1/4 (50 xp)

Zombies are corpses imbued with a semblance of life. retaining no vestige of their former selves.

Undead Feat. If damage reduces the zombie to 0 hit points i can make a Con saving throw with DC of 5 + the damage take, unless the damage is radiant or from a critical hit. On a successful save the zombie drops to 1 instead of 0 hit points.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Young Green Dragon

Young Green Dragon Large dragon, lawful evil 8 3 xp

  • Armor class 18 (natiral armor)
  • Hit points 136 (16d10 + 48)
  • Speed 40ft., fly 60ft., swim 40ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 15 (+2)

Save Throws: Dex +4, Con +6, Wis +4, Cha +5

Skills: Decpetion +5, Perception +7, Stealth +4

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: blindsight 30ft., darkvision 120ft., passive Perception 17

Languages: Common, Draconic

Challenge: 8 (3 xp)

Thoroughly evil, green dragons delight in subverting and corrupting the good-hearted. They prefer to dwell in ancient forests.

Amphibious. The dragon can breath air or water

Actions

Multiattack. The dragon makes three attacks: one bite, two claws
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Poison Breadth (Recharge 5-6). The dragon exhales poisonous gas in a 30ft. cone. Each creature in the cone must make a DC 14 Constitution save, taking 42 (12d6) poison damage on a failed save or half on a successful save.

Twig Blight

Twig Blight Small plant, neutral evil 1/8 25 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6 + 1)
  • Speed 20ft.
  • STR 6 (-2)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 4 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)

Skills: Stealth +3

Condition Immunities: blinded, deafened

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

Languages: Understands Common but doesnt speak

Challenge: 1/8 (25 xp)

This skittering creature resembles a small, leafless walking plant. Twig blights hide by rooting themselves among ordinary plants.

Vunerable to Fire
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub

Actions

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

Sildar Hallwinter

Sildar Hallwinter Medium humanoid (human), neutral good 1 200 xp

  • Armor class 16 (chin mail)
  • Hit points 27 (5d8+ 5)
  • Speed 30ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 20 (+5)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +3, Con +3

Skills: Perception +2

Senses: passive Perception 12

Languages: Common

Challenge: 1 (200 xp)

Sildar Hallwinter is a retired soldier and sellsword who hails from the city of neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North

Actions

Multiattack. Sildar makes 2 melee attacks
Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100ft./400ft., one target. Hit: 5 (1d10) piercing damage.

Redbrand Ruffian

Redbrand Ruffian Medium humanoid (human), neutral evil 1/2 100 xp

  • Armor class 14 (studded leather armor)
  • Hit points 16 (3d8 + 3)
  • Speed 30ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 9 (-1)
  • CHA 11 (0)

Skills: Intimidation +2

Senses: passive Perception 9

Languages: Common

Challenge: 1/2 (100 xp)

Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money ad have no scruples.

Actions

Multiattack. The ruffian makes 2 melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft.,one target. Hit: 5 (1d6 + 2) piercing damage.

Ochre Jelly

Ochre Jelly Large ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10 +12)
  • Speed 30ft.
  • STR 15 (+2)
  • DEX 6 (-2)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 6 (-2)
  • CHA 1 (-5)

Damage Resistances: acid

Damage Immunities: lightning, slashing

Condition Immunities: blinded, charmed, deafened, frightened, prone

Senses: blindsight 60ft. (blind beyond this radius), passive Perception 8

Languages: -

Challenge: 2 (450 xp)

Ochre jellies stalk and consume organic creatures, and they have enough bestial cunning to avoid large groups.

Amorphous. The jelly can move through a space as narrow as one inch wide without squeezing.
Spider Climb. the jelly can climb difficult surfaces, including upside down in ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage

Legendary Actions

Split. When a jelly that is medium or larger is subjected to lightning or slashing damage, it splits into 2 new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's rounded down. New jellies are one size smaller than the original jelly.

Nothic

Nothic Medium aberration, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Arcana +3, Insight +4, Perception +2, Stealth +5

Senses: truesight 120 ft., passive Perception 12

Languages: Undercommon

Challenge: 2 (450 xp)

Nothics were once wizards who dared to unlock magical secrets they couldn't fathom. Though gifted with strange cosmic insight that allows them to extract knowledge from other creatures, nothics are no the longer wizards they once were and have no memories of their previous lives.

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. the nothic has makes 2 attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic choose one creature within 30ft. of it that is can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses on creature it can see within 30ft. of it. The target must contest its Charisma (Deception) against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature. the target automatically wins if it is immune to being charmed.