[[],[],[],[],[],[],[],[],[],[{"id":10926,"name":"Acolyte ","full_text":"
Family:<\/b> Humanoid
Type:<\/b> Humanoid
Challenge rating:<\/b> 0<\/p>
Armor<\/strong> Class<\/strong> 10<\/p> Hit Dice:<\/b> 9 (2d8) mal Alignment:<\/b> any<\/p> Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 10 (+0)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 14(+2)<\/p><\/td> 11 (+0)<\/p><\/td><\/tr><\/tbody><\/table> <\/p><\/div> Skills<\/span><\/strong> <\/span> Medicine <\/span>+4, Religion +2<\/span><\/p> Senses<\/strong> passive perception 10<\/p> Languages <\/b>any one language <\/p> Challenge<\/strong> ¼ (50 XP) <\/p> Spellcasting <\/b> The acolyte is a 1st-level spellcaster. It's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared <\/p> Cantrips (at will): light, sacred flame, Thaumaturgy <\/p> 1st level (3 slots): bless, cure wounds, sanctuary <\/p> Club: <\/strong>meele weapon attack:<\/b> +2 to hit, reach 5 ft., one target. Hit 2(1d4) bludgeoning damage. Family:<\/b> Humanoid Armor Class <\/b>12 (15 with mage armor)<\/p> Hit Dice:<\/b> 99 (18d8 + 18) Saving Throws<\/strong> lnt +9, Wis +6<\/p> Skills<\/strong> Arcana +13, History +13 Senses<\/strong> passive Perception 12<\/p> Languages<\/strong> any six languages<\/p> Challenge<\/strong> 12 (8,400 XP)<\/p> Magic Resistance<\/strong>. The arch mage has advantage on saving throws against spells and other magical effects. Cantrips (at will):.fire bolt, light, mage hand, prestidigitation, shocking grasp<\/p> 1st level (4 slots): detect magic, identify, mage armor*, magic missile<\/p> 2nd level (3 slots): detect thoughts, mirror image, misty step<\/p> 3rd level (3 slots): counterspeii,Jly, lightning bolt<\/p> 4th level (3 slots): banishment, fire shield, stoneskin*<\/p> 5th level (3 slots): cone of cold, scrying, wall of force<\/p> 6th level (1 slot): globe of invulnerability<\/p> 7th level (1 slot): teleport<\/p> 8th level (1 slot): mind blank*<\/p> 9th level (1 slot): time stop<\/p> *The archmage casts these spells on itself before combat.<\/p> <\/p> Dagger<\/strong>. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20\/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. <\/p> <\/p> Archmages<\/strong> are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers. <\/p> <\/p><\/div>","family":"Humanoid","ch":"12","size":"Medium","hit_dice":" 99 (18d8 + 18","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"12","alignment":"Neutral","reference":"Usergen"},{"id":10928,"name":"Assassin","full_text":" Family:<\/b> Humanoid (any) Armor Class <\/b>15 (studded leather)<\/p> Hit Dice:<\/b> 78 (12d8 + 24) <\/p> Saving Throws<\/strong> Dex +7, lnt +5 Damage Resistances<\/strong> poison<\/p> Senses<\/strong> passive Perception 14<\/p> Languages<\/strong> Thieves' cant plus any two languages<\/p> Challenge<\/strong> 8 (3,900 XP)<\/p> <\/p> Assassinate<\/strong>. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.<\/p> Evasion<\/strong>. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw,. and only half damage if it fails.<\/p> Sneak Attack (1\/Turn).<\/strong> The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.<\/p> Multiattack<\/strong>. The assassin makes two shortsword attacks.<\/p> Shortsword<\/strong>. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.<\/p> Light Crossbow<\/strong>. Ranged Weapon Attack: +7 to hit, range 80\/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.<\/p> <\/p><\/div>","family":"Humanoid","ch":"8","size":"Medium","hit_dice":"78 (12d8 + 24) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"8","alignment":"Lawful Good","reference":"Usergen"},{"id":10929,"name":"Bandit","full_text":" Family:<\/b> Humanoid (any race) Armor Class <\/b>12 (leather armor)<\/p> Hit Dice:<\/b> 11 (2d8 + 2) Senses<\/strong> passive Perception 10 Challenge<\/strong> 1\/8 (25 XP)<\/p> Family:<\/b> Humanoid (any race) Armor Class <\/b>15 (studded leather)<\/p> Hit Dice:<\/b> 65 (10d8 + 20) <\/p> Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 15 (+2)<\/p><\/td> 16(+3)<\/p><\/td> 14(+2)<\/p><\/td> 14(+2)<\/p><\/td> 11(+0)<\/p><\/td> 14 (+2)<\/p><\/td><\/tr><\/tbody><\/table> <\/p> Saving Throws<\/strong> Str +4, Dex +5, Wis +2<\/p> Skills<\/strong> Athletics +4, Deception +4<\/p> Senses<\/strong> passive Perception 10<\/p> Languages<\/strong> any two languages<\/p> Challenge<\/strong> 2 (450 XP)<\/p> <\/p> Multiattack<\/strong>. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.<\/p> Scimitar<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.<\/p> Dagger<\/strong>. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20\/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.<\/p> <\/p> Parry<\/strong>. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.<\/p> <\/p> It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain<\/strong> has these qualities in spades.<\/p> In addition to managing a crew of selfish malcontents, the pirate captain<\/strong> is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.<\/p> More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.<\/p><\/div>","family":"Humanoid","ch":"2","size":"Medium","hit_dice":"65 (10d8 + 20) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"2","alignment":"Lawful Good","reference":"Usergen"},{"id":10931,"name":"Berserker","full_text":" Family:<\/b> Humanoid (any race) Armor Class <\/b>13 (hide armor)<\/p> Hit Dice:<\/b> 67 (9d8 + 27) Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 16 (+3)<\/p><\/td> 12(+1)<\/p><\/td> 17(+3)<\/p><\/td> 9(-1)<\/p><\/td> 11(+0)<\/p><\/td> 9 (-1)<\/p><\/td><\/tr><\/tbody><\/table> <\/p> Senses<\/strong> passive Perception 10<\/p> Languages<\/strong> any one language (usually Common)<\/p> Challenge<\/strong> 2 (450 XP)<\/p> Reckless<\/strong>. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.<\/p> <\/p> Greataxe<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.<\/p> Hailing from uncivilized lands, unpredictable berserkers<\/strong> come together in war parties and seek conflict wherever they can find it. Family:<\/b> Humanoid (any race) Armor Class <\/b>10<\/p> Hit Dice:<\/b> 4 (1d8) Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 10 (+0)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 10 (+0)<\/p><\/td><\/tr><\/tbody><\/table> <\/p> Senses<\/strong> passive Perception 10 Challenge<\/strong> 0 (10 XP) <\/p> <\/p> Club<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.<\/p> Family:<\/b> Humanoid (any race) Armor Class <\/b>12 (leather armor)<\/p> Hit Dice:<\/b> 9 (2d8) Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 11 (+0)<\/p><\/td> 12(+1)<\/p><\/td> 10(+0)<\/p><\/td> 10(+0)<\/p><\/td> 11(+0)<\/p><\/td> 10 (+0)<\/p><\/td><\/tr><\/tbody><\/table> Skills<\/strong> Deception +2, Religion +2<\/p> Senses<\/strong> passive Perception 10<\/p> Languages<\/strong> any one language (usually Common)<\/p> Challenge<\/strong> 1\/8 (25 XP)<\/p> Dark Devotion<\/strong>. The cultist has advantage on saving throws against being charmed or frightened<\/p> <\/p> <\/p> Scimitar<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft. , one creature. Hit: 4 (1d6 + 1) slashing damage.<\/p> Cultists<\/strong> swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.<\/p><\/div>","family":"Humanoid","ch":"0","size":"Medium","hit_dice":"9 (2d8)","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":10934,"name":"Cult Fanatic","full_text":" Family:<\/b> Humanoid (any race) Armor Class <\/b>13 (leather armor)<\/p> Hit Dice:<\/b> 33 (6d8 + 6) <\/p> Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 11 (+0)<\/p><\/td> 14(+2)<\/p><\/td> 12(+1)<\/p><\/td> 10(+0)<\/p><\/td> 13(+1)<\/p><\/td> 14 (+2)<\/p><\/td><\/tr><\/tbody><\/table> Skills<\/strong> Deception +4, Persuasion +4, Religion +2<\/p> Senses<\/strong> passive Perception 10<\/p> Languages<\/strong> any one language (usually Common)<\/p> Challenge<\/strong> 2 (450 XP)<\/p> <\/p> Dark Devotion<\/strong>. The fanatic has advantage on saving throws against being charmed or frightened.<\/p> Spellcasting<\/strong>. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:<\/p> Cantrips (at will): light, sacred flame, thaumaturgy<\/p> 1st level (4 slots): command, inflict wounds, shield of faith<\/p> 2nd level (3 slots): hold person, spiritual weapon<\/p> <\/p> Multiattack<\/strong>. The fanatic makes two melee attacks.<\/p> Dagger<\/strong>. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20\/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.<\/p> Fanatics<\/strong> are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Family:<\/b> Humanoid Armor Class <\/b>11 (16 with barkskin)<\/p> Hit Dice:<\/b> 27 (5d8 + 5) Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 10 (+0)<\/p><\/td> 12(+1)<\/p><\/td> 13(+1)<\/p><\/td> 12(+1)<\/p><\/td> 15(+2)<\/p><\/td> 11 (+0)<\/p><\/td><\/tr><\/tbody><\/table> Skills<\/strong> Medicine +4, Nature +3, Perception +4<\/p> Senses<\/strong> passive Perception 14<\/p> Languages<\/strong> Druidic plus any two languages<\/p> Challenge<\/strong> 2 (450 XP) <\/p> <\/p> Spellcasting<\/strong>. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:<\/p> Cantrips (at will): druidcraft, produce flame, shillelagh<\/p> 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave<\/p> 2nd level (3 slots): animal messenger, barkskin<\/p> <\/p> Quarterstaff<\/strong>. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or if wielded with two hands.<\/p> Druids<\/strong> dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans<\/strong> who heal the sick, pray to animal spirits, and provide spiritual guidance. Family:<\/b> Humanoid Armor Class <\/b>16 (studded leather, shield)<\/p> Hit Dice:<\/b> 112 (15d8 + 45) Str<\/p><\/td> Dex<\/p><\/td> Con<\/p><\/td> Int<\/p><\/td> Wis<\/p><\/td> Cha<\/p><\/td><\/tr> 18 (+4)<\/p><\/td> 15(+2)<\/p><\/td> 16(+3)<\/p><\/td> 10(+0)<\/p><\/td> 12(+2)<\/p><\/td> 15 (+2)<\/p><\/td><\/tr><\/tbody><\/table>
Speed : <\/b>30 ft<\/p>Actions <\/h2>
Acolytes<\/strong> are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities <\/p>","family":"Humanoid ","ch":"0","size":"Medium","hit_dice":"9 (2d8) ","initiative":"+0","base_attack":"1d4","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Neutral","reference":"Usergen"},{"id":10927,"name":"Archmage","full_text":"Archmages<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 12<\/p>
Speed:<\/b> 30 ft
Alignment:<\/b> Neutral<\/p>STR<\/td> DEX<\/td> CON<\/td> INT<\/td> WIS<\/td> CHA<\/td><\/tr> 10 (+0)<\/td> 14 (+2)<\/td> 12 (+1)<\/td> 20 (+5)<\/td> 15 (+2)<\/td> 16 (+3)<\/td><\/tr><\/tbody><\/table>
Damage Resistance<\/strong> damage from spells; non magical
bludgeoning, piercing, and slashing (from stoneskin)<\/p>
Spellcasting<\/strong>. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arch mage can cast disguise self and invisibility at will and has the following wizard spells prepared:<\/p>Actions<\/h3>
Assassin<\/h2>
Type:<\/b> Humanoid<\/p>
Initiative:<\/b> 30 ft
Alignment:<\/b> any non-good<\/p>STR<\/td> DEX<\/td> CON<\/td> INT<\/td> WIS<\/td> CHA<\/td><\/tr> 11 (+0)<\/td> 16 (+3)<\/td> 14 (+2) <\/td> 13 (+1)<\/td> 11 (+0)<\/td> 10 (+0)<\/td><\/tr><\/tbody><\/table>
Skills<\/strong> Acrobatics +7, Deception +4, Perception +4, Stealth + 11<\/p>Actions<\/h3>
Trained in the use of poison, assassins<\/strong> are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.<\/p>Bandit<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 1\/8 (25 XP)<\/p>
Speed:<\/b> 30 ft
Alignment:<\/b> any non-Lawful<\/p>STR<\/td> DEX<\/td> CON<\/td> INT<\/td> WIS<\/td> CHA<\/td><\/tr> 11 (+0)<\/td> 12 (+1)<\/td> 12 (+1)<\/td> 10 (+0)<\/td> 10 (+0)<\/td> 10 (+0)<\/td><\/tr><\/tbody><\/table>
Languages<\/strong> any one language (usually Common)<\/p>ACTIONS<\/h3>
Scimitar<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one' target. Hit: 4 (1d6 + 1) slashing damage.<\/div>
Light Crossbow<\/strong>. Ranged Weapon Attack: +3 to hit, range 80 ft.\/320ft., one target. Hit: 5 (1d8 + 1) piercing damage.<\/div>
<\/div>","family":"Humanoid","ch":"0","size":"Medium","hit_dice":"11 (2d8 + 2) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":10930,"name":"Bandit Captain ","full_text":"Bandit Captain<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 2<\/p>
Speed:<\/b> 30 ft
Alignment:<\/b> any non-Lawful<\/p>Actions<\/h3>
Reactions<\/h3>
berserker<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 2<\/p>
Initiative:<\/b> 30 ft
Alignment:<\/b> Chaotic Good
<\/p>Actions<\/h3>
<\/p><\/div>","family":"Humanoid","ch":"2","size":"Medium","hit_dice":"67 (9d8 + 27) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"2","alignment":"Chaotic Good","reference":"Usergen"},{"id":10932,"name":"Commoner","full_text":"Commoner<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 0<\/p>
Initiative:<\/b> 30 ft
Alignment:<\/b> any<\/p>
Languages<\/strong> any one language (usually Common)<\/p>Actions<\/h3>
Commoners<\/strong> include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.<\/p><\/div>","family":"Humanoid","ch":"0","size":"Medium","hit_dice":" 4 (1d8) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":10933,"name":"Cultist","full_text":"Cultist<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 1\/8 (25 XP) <\/p>
Initiative:<\/b> 30 ft
Alignment:<\/b> any non-Good<\/p>Actions<\/h3>
Cult Fanatic<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 2<\/p>
Initiative:<\/b> 30 ft
Alignment:<\/b> any non-good alignment <\/p>Actions<\/h3>
<\/p><\/div>","family":"Humanoid","ch":"2","size":"Medium","hit_dice":"33 (6d8 + 6)","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"2","alignment":"Lawful Good","reference":"Usergen"},{"id":10935,"name":"Druid","full_text":"Druid<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 2<\/p>
Speed:<\/b> 30 ft
Alignment:<\/b> any<\/p>Actions<\/h3>
<\/p><\/div>","family":"Humanoid","ch":"2","size":"Medium","hit_dice":" 27 (5d8 + 5) ","initiative":"30 ft","base_attack":"","environment":"","type":"Humanoid","challenge_rating":"2","alignment":"Lawful Good","reference":"Usergen"},{"id":10936,"name":"Gladiator","full_text":"Gladiator<\/h2>
Type:<\/b> Humanoid
Challenge rating:<\/b> 5<\/p>
Speed:<\/b> 30 ft
Alignment:<\/b> any<\/p>