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Jerbeen Swashbuckler 3 CR Raptor Deckhand 1/2 CR
SMALL HUMANOID (JERBEEN), ANY NON-LAWFUL ALIGNMENT SMALL HUMANOID (RAPTOR), ANY NEUTRAL ALIGNMENT
ART: CHRISTINA BINDON HUMBLEWOOD © HIT POINT PRESS INC. 2020 ART: ANNA CHRISTENSON HUMBLEWOOD © HIT POINT PRESS INC. 2020
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
13 leather armor 18 (4d6 + 4) 25 ft., swim 25 ft. 17 leather armor 34 (8d6 + 6) 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
Glide. When falling at least 10 feet, Skopps can spend a reaction Evasive. The buccaneer includes their Intelligence
to fly up to his speed in one direction as he descends. Skopps modifier as a bonus to their Dexterity saving throws.
lands in an unoccupied space at the end of his movement and
takes no falling damage. Skopps cannot glide while carrying heavy ACTIONS
objects, heavy weapons, or shields (though he can drop any held
Multiattack. The buccaneer makes two attacks.
items as part of his reaction).
Talons. Skopps has advantage on ability checks made to climb any Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
surface his talons could reasonably grip. target. Hit: 5 (1d6 + 2) piercing damage.
ACTIONS Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack. Skopps makes two attacks. He can then use his
Beast Command action. Short bow. Ranged Weapon Attack: +4 to hit, reach
Barbed Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
one target. Hit: 9 (3d4 + 3) piercing damage. REACTIONS
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Parry. The buccaneer adds 2 to their AC against one
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
melee attack that would hit them. The buccaneer must
see the attacker and be wielding a melee weapon.
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
17 breastplate 91 (14d8 + 28) 30 ft. 14 studded
Leather armor 27 (5d8+5) 30 ft.
Hunter Shark CR 2
Skopps the Beast-Breaker (continued) LARGE BEAST, UNALIGNED
ART: JESSICA NGUYEN HUMBLEWOOD © HIT POINT PRESS INC. 2020 ART: PAUL SCOTT CANAVAN HUMBLEWOOD © HIT POINT PRESS INC. 2020
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3) Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. After a hit,
Hunter Shark 450XP Skopps may spend a bonus action to grapple the target
SENSES SKILLS (escape DC 13).
Blindsight 30 ft., Perception +2 Beast Command. Skopps commands a beast within 80
Passive Perception 12 feet of him that can hear him. The beast must succeed
on a DC 15 Wisdom saving throw or be frightened of
SPECIAL TRAITS Skopps until the end of his next turn.
Blood Frenzy. The shark has advantage on While the beast is frightened and Skopps is conscious,
melee attack rolls against any creature that Skopps has a telepathic link with it, and can use this
link to mentally control the beast. At the start of the
doesn’t have all its hit points. controlled beast’s turn, Skopps can decide what actions
Water Breathing. The shark can breathe and movement the beast takes on its turn. The beast
takes only the actions Skopps commands, and doesn’t
only underwater. do anything that Skopps doesn’t allow it to do. Skopps
ACTIONS can cause the beast to use a reaction at any time, but this
requires Skopps to use his reaction as well.
Bite. Melee Weapon Attack: +6 to hit, Each time the controlled beast takes damage, it makes
reach 5 ft., one target. Hit: 13 (2d8 + 4) a Wisdom saving throw against being frightened. If the
piercing damage. saving throw succeeds, this effect ends. Beast Command
is a magical effect.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 3 (-4) 12 (+1) 3 (-4) 16 (+3) 16 (+3) 17 (+3) 3 (-4) 10 (+0) 5 (-3)
ARMOR CLASS HIT POINTS SPEED ARMOR CLASS HIT POINTS SPEED
16 natural armor 136 (13d12+ 52) 20 ft., swim 50 ft. 15 natural armor 68 (8d10 + 24) 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
whistle of freedom
WONDROUS ITEM, UNCOMMON ARMOR CLASS HIT POINTS SPEED
ART: VERONIKA FEDOROVA HUMBLEWOOD © HIT POINT PRESS INC. 2020 11 natural armor 11 (2d8 + 2) 40 ft.
Weasel | tiny beast, unaligned This captain’s whistle has magical properties
SENSES SKILLS when blown, granting any creatures within
Passive Perception 13 Perception +3, Stealth +5
CHALLENGE
100 feet who can hear it advantage on their
0 (10 XP) next saving throw against a spell or effect
SPECIAL TRAITS
currently afflicting them. If any creature
who can hear the whistle is under a mind-
Keen Hearing and Smell. The weasel has advantage on
controlling effect (such as dominate person),
Wisdom (Perception) checks that rely on hearing or smell.
that effect automatically ends.
ACTIONS
Once a creature has benefitted from hearing
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the whistle once, they cannot benefit from
one target. Hit: 1 piercing damage.
hearing it again for the next 24 hours.
You incant towards a creature, cloaking them An ethereal barrier of spikes, made of magical force,
interposes itself between you and an attacker. Until your
in a shadowy veil of darkness and silence. next turn, when you are hit by a melee attack, the barrier
The target gains a +1 bonus to their armor reduces the damage your are dealt by 2d4, and deals the
class and rolls stealth checks with advantage same amount of piercing damage to the attacker. The
for the duration of the spell. shield is ineffective against ranged attackers, but still
provides a +2 bonus to AC (treat as half cover) against
MATERIAL COMPONENTS them for the duration.
A pinch of soot. At Higher Levels. When you cast this spell using a
spell slot above 1st level, increase the spell’s effect by
an additional 1d4 for every slot level above 1st.
MATERIAL COMPONENTS
A small quill.