Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7
Speed 30ft.
STR 8 (- 1)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (- 1)
CHA 8 (-1)
Skills Stealth +6
Senses darkvision 60 ft.,
passive Perception 9
Languages Common, Goblin
Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Attacks
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 1d6 + 2 slashing damage.
Shortbow Ranged Weapon Attack:+4 to hit, range 80f320 ft.,Hit:1d6 + 2 piercing damage.
BUGBEAR
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30ft.
STR 15 (+2)
DEX 14 (+2)
CON l3 (+1)
INT 8 (- 1)
WIS 11 (+0)
CHA 9 (- 1)
Skills
Stealth +6, Survival +2
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
I want to be King instead of the King. Klarg is delusional. As such, he is overconfident
ACTIONS
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 2d8 + 2 piercing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/1 20 ft., one target. Hit: 2d6 + 2 piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
WOLF
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40ft.
STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 10
Speed 30ft.
STR 11 (0)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (- 1)
CHA 10 (0)
Skills Stealth +6
Senses darkvision 60 ft.,
passive Perception 9
Languages Common, Goblin
Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Attacks
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 1d6 + 2 slashing damage.
Shortbow Ranged Weapon Attack:+4 to hit, range 80f320 ft.,Hit:1d6 + 2 piercing damage.
STR 12 DEX 14 CON 12 INT 10 WIS 12 CHA 12
Attack +4 2x1d6+2 (scimitars)
AC: 16 (breastplate)
HPs 19
Skills Animal handling, Nature, Survival, acrobatics, insight
Tools: Farmer tools
Darkvision
fey ancestry
Favored enemy: Orc, Beasts
Favored Terrain: Forest
Two weapon fighting
Language Orc, elf, human
Spell save 11
Spells: Speak with animals, hunter's mark.
STR 9 DEX 14 CON 11 INT 17 SAB 11 CAR 12
Attack +1 1d8-1 (quarterstaff)
AC: 12
HPs 18
Skills arcana, investigation, insight
Tools: None
Arcane recovery
Enchanter (Hypnotic gaze)
Warcaster (spell AdO, advantage concentration)
Language drow, human, dwarven
Spell save 13
Spell attack +5
Spells: 4/4/3
Cantrips: Light, fire bolt, mage hand
Lv1: Charm person, Magic misile, tasha hideus laughter(concentration), expeditious retreat (bonus, concentration)
Lv2: Hold person (concentration), suggestion (concentration), crown of madness (concentration)
Baston de Cristal (Shield, Mage armor)
Anteojos de Solaufein (darkvision)
Human
Armor Class 14 (natural armor)
Hit Points 16
Speed 30ft.
STR 11 DEX 14 CON 12 INT 9 WIS 9 CHA 11
Skills intimidation +2,
Senses passive Perception 9
Multiattack. They have 2 attacks.
shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 1d6+2 piercing damage.
Human Fighter 2
STR +1 (+3 save) CON +1 (+3 save)
HP 18
AC 18
Passive Perception 10
Attack +3, 1d8+1
Skills Athletics (+3), Intimidate (+2), Insight (+2)
Feat Mounted combatant
Protection (reaction, disadvantage on attack to another)
Second Wind (bonus, 1d10+2 HP/short rest)
Action Surge (1 action extra/short rest)
Que cortitas se pueden hacer las fichas, oyes
Commoner
STR,etc +0
HP 4
AC 10
Passive perception 10
Attack +2, 1d4
Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18) - 13 left
Speed 30ft.
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 120ft., passive Perception 12
Keen Sight. The nothic has advantage on Wisdom (Pe rception) checks that rely on s ight.
Multiattack. The nothic makes two c law attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one t arget. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic t argets one creature it can see within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 fe et of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (In sight) check. If the nothic wins, it magically learn s o ne fa ct o r secret about the target. The target automatically wins if it is immune to being charmed.
Armor Class 13 (armor scraps)
Hit Points 13
Speed 30 ft.
DEX (+2) CON (+2) INT (-2) WIS (-1) CHA (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life but can't speak
Shortsword. +4 to hit, (1d6 + 2) piercing damage.
BUGBEAR Sargent - wears eyepatch
Medium humanoid (goblinoid), chaotic evil
Armor Class 14 (hide armor) Hit Points 30 Speed 30ft.
STR (+3) DEX (+2) CON (+1)
Skills
Stealth +6, Survival +2, perception +2
Senses darkvision 60ft., passive Perception 12
Languages Common, Goblin
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Macho. Cannot be intimidated
Poor Depth Perception. Mosk has disadvantage on any attack roll against a target more than 30 feet away
ACTIONS
Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 2d12 + 3 piercing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/1 20 ft., one target. Hit: 2d6 + 2 piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Datos conocidos
STR 9 DEX 14 CON 11 INT 17 SAB 11 CAR 12
Attack +1 1d8-1 (quarterstaff)
AC: 12 (15 con mage armor, 20 con shield which is a reaction. Use AC20)
HPs 18
Spell save 13
Spell attack +5
Spells: 4/4/3
Enchanter (Hypnotic gaze)
Cantrips: ??
Lv1: Expeditious retreat,??
Lv2: Hold person (concentration),??
Baston de Cristal (Shield, Mage armor)
Anteojos de Solaufein (darkvision)
Tropa
AC 18 (shield)
Hit Points 11
STR +1 DEX +1 CON +1
Senses darkvision 60ft., passive Perception 10
Martial Advantage. Once per turn, the hobgobl in can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Longsword. Melee Weapon Attack: +3 to hit, 1d8 + 1
Capitan
AC 17
Hit Points 39 Speed 30ft.
STR/DEX/CON +2 INT/CHA +1
Martial Advantage. Once per turn, the hobgobl in can deal an extra 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. +4 to hit, 2d6 + 2
AC 12
HP 59
STR +4 CON +3 INT -3 WIS/CHA -2
Cadena de hierro +6, 2d8+4. If succesful, target is moved 10 feet in a direction decided by the ogre.
Armor Class 17 (chain shirt, shield)
Hit Points 65 (10d8 + 20)
Speed 30ft.
STR 17 (+3) DEX 14 (+2) CON 14 (+2) WIS 12 (+1)
Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60ft., passive Perception 11
Languages Common, Goblin
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened , paralyzed, poisoned, stunned, or put to sleep.
Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit , reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Warlock Lv5
STR 13 (+1) DEX 14 (+2) CON 12 (+l) INT 14 (+2) WIS 10 (+0) CHA 18 (+4)
Saving Throws Con +4, Wis +4, Cha +7
Skills Insight +6, Perception +6, Religion +4, Stealth +5'
HP 35
AC 15 (mage armor)
Proficiency bonus +3
Patron: Fiend, Alastor the Grim
Pact of the blade: Battleaxe, Grimfang avatar
Cantrips (3):friends, poison spray, blade ward
Spells Known (6):arms of Alastor, hellish rebuke, hex, burning hands, spider climb, counterspell
Spell Slots 2
Invocations (3): see below
Spellcasting focus: Fell axe
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells,requiring no material components:At will, once day: dancing lights, darkness,faerie fire
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dark One ’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level (minimum o f 1).
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Thirsting Blade
Prerequisite: 5th level, Pact o f the Blade feature You can attack with your pact w eapon twice, instead of once, whenever you take the Attack action on your turn.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance o f 120 feet.
SHADOW DRAGON
Armor Class 18
Hit Points 136
Speed 40 ft., fly 80 ft., swim 40 ft.
STR 19 (+4) DEX 12 (+1) CON 17 (+3) INT 16 (+3) WIS 13 (+1) CHA 15 (+2)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Necrotic
Senses blindsight 30ft., darkvision 120ft.,
passive Perception 17 (12 in sunlight)
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage + 1d6 necrotic damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Necrotic Breath (Recharge 5-6). The dragon exhales
necrotic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon 's control.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkn ess, the dragon can take the Hide action as a bonus action.
Light Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Selune's Curse: While the Tears are active, enemies have advantage on attack rolls/saves and resistance to its necrotic based damage