Bestiary.   Posted by Jay-Lor.Group: 0
Jay-Lor
Wed 23 Sep 2015
at 09:01
Bestiary


Starved Kobold
Small humanoid (kobold), lawful evil
Armor Class: 12 Hit Points: 5 (2d6+2) Speed: 30 ft.
StrDexConIntWisCha
7(-2)10(+0)9(-1)8(-1)7(-2)8(-1)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25 XP)
Traits
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Dagger +2 to hit, reach 5 ft.,  2 (1d4 ) piercing damage.
Sling +2 to hit, range 30/120 ft., 2 (1d4 ) bludgeoning damage.

Kobold
Small humanoid (kobold), lawful evil
Armor Class: 12 Hit Points: 5 (2d6+2) Speed: 30 ft.
StrDexConIntWisCha
7(-2)14(+2)9(-1)8(-1)7(-2)8(-1)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25 XP)
Traits
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Dagger +4 to hit, reach 5 ft.,  2 (1d4+2) piercing damage.
Sling +4 to hit, range 30/120 ft., 2 (1d4+2) bludgeoning damage.

Kobold Leader
Small humanoid (kobold), lawful evil
Armor Class: 12 Hit Points: 5 (2d6+2) Speed: 30 ft.
StrDexConIntWisCha
7(-2)14(+2)9(-1)8(-1)7(-2)8(-1)
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25 XP)
Traits
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Fearless(?) leader: The kobold leader gets temporary hitpoints depending on the number of kobolds he leads. Up to 2=1d6. Up to 4=2d6. Up to 8=3d6. Over 8=4d6.
Actions
Dagger +4 to hit, reach 5 ft.,  2 (1d4+2) piercing damage.
Sling +4 to hit, range 30/120 ft., 2 (1d4+2) bludgeoning damage.

Goblin
Small Humanoid (Goblinoid), Neutral Evil
Armor Class: 15 (Leather Armor, Shield) Hit Points: 7 (2d6) Speed: 30 ft
StrDexConIntWisCha
8(-1)14(+2)10(+0)10(+0)8(-1)8(-1)
Skills: Stealth +6 Senses: Darkvision 60 ft, passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50xp)
Traits
Nimble Escape: The goblin can take the Disengage or Hide Action as a bonus action on each of its turns.
Actions
Shortsword +4 to Hit, reach 5 ft, 5 (1d6+2) slashing damage
Shortbow +4 to hit, range 80 ft/320 ft, 5 (1d6+2) piercing damage.

Gnoll
Medium humanoid (gnoll), chaotic evil
Armor Class: 15 (hide armor, shield) Hit Points: 22 (5d8) Speed: 30 ft.
StrDexConIntWisCha
14 (+2)12 (+1)11 (+0)6 (-2)10 (+0)7 (-2)
Senses: darkvision 60 ft., passive Perception 10
Languages: Gnoll
Challenge: 1/2 (100 XP)
Traits
Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Actions
Bite +4 to hit, reach 5 ft., 4 (1d4 + 2) piercing damage.
Spear +4 to hit, reach 5 ft. or range 20/60 ft., 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow +3 to hit, range 150/600 ft., 5 (1d8 + 1) piercing damage


Orc
Medium Humanoid (Orc), Chaotic Evil
Armor Class: 13 (Hide Armor) Hit Points: 15 (2d8+6) Speed: 30 ft
Str Dex Con Int Wis Cha
16(+3) 12(+1) 16(+3) 7(-­2) 11(+0) 10(+0)
Skills: Intimidation +2
Senses: Darkvision 60 ft, passive Perception 10
Languages: Common, Orc
Challenge: 1/2 (100XP)
Traits
Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe ­ Melee Weapon Attack: +5 to Hit, reach 5 ft, one target Hit: 9 (1d12+3) bludgeoning damage
Javelin ­ Melee or Ranged Weapon Attack: +5 to Hit, reach 5 ft or range 30 ft/ 120 ft, one target Hit: 6 (1d6+3) piercing damage


Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10 Hit Points 24 (7d8 − 7) Speed 30 ft.
Str Dex Con Int Wis Cha
9 (-­1)11 (+0)  9 (-­1)  2 (-4) 10 (+0) 3 (­-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Traits
Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites ­ Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Troll
Large giant, chaotic evil
Armor Class: 15 (natural armor) Hit Points: 84 (8d10 + 40) Speed: 30 ft.
Str  Dex Con Int Wis Cha
18 (+4) 13 (+1) 20 (+5) 7 (-­2) 9 (­-1)  7 (-­2)
Skills: Perception +1
Senses: darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 5 (1,800 XP)
Traits
Keen Smell: The troll has advantage on Wisdom *(Perception) checks that rely on smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Multiattack: The troll makes three attacks: one with its bite and two with its claws.
Bite ­ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw ­ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

This message was last edited by the GM at 06:47, Tue 29 Sept 2015.

Jay-Lor
Wed 23 Sep 2015
at 11:15
Undead
Ghoul
Medium Undead, Chaotic Evil
Armor Class: 12 Hit Points: 22 (5d8) Speed: 30 ft
StrDexConIntWisCha
13 (+1)15 (+2)10 (+0)7 (2)10 (+0)6 (2)
Damage Immunities: Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 60 ft, passive Perception 10
Languages: Common
Challenge: 1 (200xp)
Actions
Bite Melee Weapon Attack: +2 to Hit, reach 5 ft, one target Hit: 9 (2d6+2) piercing damage
Claws Melee Weapon Attack: +4 to Hit, reach 5 ft, one target Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC10 Constitution saving throw or be paralyzed for 1 minute. The The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.

Ghost
Medium undead, any alignment
Armor Class: 11 Hit Points: 45 (10d8) Speed: 0 ft., fly 40 ft.
StrDexConIntWisCha
7 (2)13 (+1)10 (+0)10 (+0)12 (+1)17 (+3)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 11
Languages: Any languages it knew in life
Challenge: 4 (1,100 XP)
Traits
Ethereal Sight: The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement: The ghost 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.
Actions
Withering Touch Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage: Each nonundead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends

Skeleton
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps) Hit Points: 13 (2d8+4) Speed: 30 ft
StrDexConIntWisCha
11 (+0)14 (+2)15 (+2)6 (2)8 (1)5 (3)
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft
Languages: Understands languages it knew in life but can’t speak
Challenge: 1/4 (50xp)
Actions
Shortsword Melee Weapon Attack: +4 to hit (reach 5 ft; one creature). Hit: 4 (1d6+2) slashing damage.
Shortbow Ranged Weapon Attack: +4 to hit (range 80 ft/320 ft; one creature). Hit: 4 (1d6+2) piercing damage.


Specter
Medium undead, chaotic evil
Armor Class: 12 Hit Points: 22 (5d8) Speed: 0 ft., fly 50 ft. (hover)
StrDexConIntWisCha
1 (-5)14 (+2)11 (+0)10 (+0)10 (+0)11 (+0)
Damage Resistances: acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: understands all languages it knew in life but can’t speak
Challenge: 1 (200 XP)
Traits
Incorporeal Movement: The specter 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.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Vampire Spawn
Medium Undead, Neutral Evil
Armor Class: 15 (Natural Armor) Hit Points: 82 (11d8 + 33) Speed: 30 ft
StrDexConIntWisCha
16 (+3)16 (+3)16 (+3)11 (+0)10 (+0)12 (+1)
Saving Throws: Dex +6, Wis +3
Skills: Perception +3, Stealth +6
Damage Resistances: Necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses: Darkvision 60 ft, passive Perception 13
Languages: The languages it knew in life
Challenge: 5 (1,800 XP)
Traits
Regeneration: The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlightor running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the startof the vampire’s next turn.
Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses: The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack: The vampire makes two attacks, only one of which can be a bite attack.
Claws Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite Melee Weapon Attack: +6 to hit, reach 5 ft, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Wight
Medium undead, neutral evil
Armor Class: 14 (studded leather) Hit Points: 45 (6d8 + 18) Speed: 30 ft.
StrDexConIntWisCha
15 (+2)14 (+2)16 (+3)10 (+0)13 (+1)15 (+2)
Skills: Perception +3, Stealth +4
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: the languages it knew in life
Challenge: 3 (700 XP)
Traits
Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Zombie
Medium Undead, Neutral Evil
Armor Class: 8 (Natural Armor) Hit Points: 22 (3d8 + 9) Speed: 20 ft
StrDexConIntWisCha
13 (+1)6 (2)16 (+3)3 (4)6 (2)5 (3)
Saving Throws: Wis +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft, passive Perception 8
Languages: Understands the languages it knew in life but can’t speak
Challenge: 1/4 (50xp)
Traits
Undead Fortitude: If damage reduces the zombie to 0 hitpoints, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam Melee Weapon Attack: +3 to hit, Reach 5 ft, One Target Hit: 4 (1d6+1) piercing damage.
Variants
Ash Zombie: The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.

This message was last updated by the GM at 11:15, Wed 23 Sept 2015.