Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Orc, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Mulitattack. The swarm can make two attacks if they are above 544 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +6 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 263 (26d20) damage.
===Individual Attacks===
Greataxe. Melee Weapon Attack: +6 to hit, Reach 5 ft.,
Hit: 17 (2d12+4) slashing damage.
Javelin . Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Range 30/120 ft.,
Hit: 13 (2d6+6) piercing damage.
To have an individual creature break out from the swarm, subtract up to 34 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Orc Archer, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
Mulitattack. The swarm can make two attacks if they are above 176 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +4 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 158 (15d20) damage.
===Individual Attacks===
Scimitar. Melee Weapon: +4 to hit, reach 5ft.
Hit. 6 (1d6+2) slashing damage.
Crossbow . Ranged Weapon attack. +4 to hit, Range 80ft.
Hit. 10 (1d12+3) Piercing Damage.
Special Ammunition. The orc carries 2 shots of the following special ammunition for its crossbow, regaining one on a 5-6 at the end of its turn.
Piercing Shot. The bolt pierces through the original target, dealing half as much damage to any creature behind them within range.
Explosive Shot Any creatures within 5ft of the target must make a DC 12 DEX Save or take 5 (2d4) Fire Damage.
Walloping Ammunition. Targets must make a DC 12 CON Save or be stunned until the end of their next turn.
Grappling Shot Range 40ft. The target must make a DC 12 STR Save or be grappled by the Orc.
Barbed Shot. Creatures take an additional 7 (2d6) Piercing damage at the start of every turn until they remove the bolt with a DC 11 Medicine Check. Failing this check inflicts the damage again.
To have an individual creature break out from the swarm, subtract up to 11 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Orc Hulkster, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Berserker. The orc adds it's proficiency to damage, and has resistance to Non-Magical Damage.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
Relentless. If the Orc drops to 0hp, it can make a Constitution Saving throw to not die. The DC is half the damaged recieved.
Mulitattack. The swarm can make two attacks if they are above 336 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +6 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 168 (17d20) damage.
===Individual Attacks===
Battleaxe:Melee Attack: +5 to hit.
Hit: 10 (1d8+5) slashing damage.
Javelin. (Recharge on 5-6) +5 to hit, Range 30 ft.
Hit: 12 (1d12 + 5) piercing damage.
Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 14 WIS Save.
To have an individual creature break out from the swarm, subtract up to 21 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 15 to spot.
Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 15 CON Save or become poisoned for 1 minute.
Standing Leap. The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 11 (2d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 19 (4d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
2x Scimitar Multiattack.
Scimitar. Melee Weapon: +6 to hit, reach 5ft.
Hit. 11 (2d6+4) slashing damage.
Crossbow . Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 32 (4d12+6) Piercing Damage.
Special Ammunition. The orc carries 2 shots of the following special ammunition for its crossbow, regaining one on a 5-6 at the end of its turn.
Piercing Shot. The bolt pierces through the original target, dealing half as much damage to any creature behind them within range.
Explosive Shot Any creatures within 5ft of the target must make a DC 14 DEX Save or take 14 (2d6) Fire Damage.
Walloping Ammunition. Targets must make a DC 14 CON Save or be stunned until the end of their next turn.
Grappling Shot Range 40ft. The target must make a DC 14 STR Save or be grappled by the Orc.
Barbed Shot. Creatures take an additional 7 (2d6) Piercing damage at the start of every turn until they remove the bolt with a DC 12 Medicine Check. Failing this check inflicts the damage again.
Berserker. The orc adds it's proficiency to damage, and has resistance to Non-Magical Damage.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
2x Battleaxe Multiattack.
Battleaxe:Melee Attack: +7 to hit.
Hit: 12 (1d8+7) slashing damage.
Javelin. (Recharge on 5-6) +8 to hit, Range 40 ft.
Hit: 20 (2d12 + 7) piercing damage.
Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 15 WIS Save.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
2x Scimitar Multiattack.
Scimitar. Melee Weapon: +6 to hit, reach 5ft.
Hit. 11 (2d6+4) slashing damage.
Crossbow . Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 32 (4d12+6) Piercing Damage.
Special Ammunition. The orc carries 2 shots of the following special ammunition for its crossbow, regaining one on a 5-6 at the end of its turn.
Piercing Shot. The bolt pierces through the original target, dealing half as much damage to any creature behind them within range.
Explosive Shot Any creatures within 5ft of the target must make a DC 14 DEX Save or take 14 (2d6) Fire Damage.
Walloping Ammunition. Targets must make a DC 14 CON Save or be stunned until the end of their next turn.
Grappling Shot Range 40ft. The target must make a DC 14 STR Save or be grappled by the Orc.
Barbed Shot. Creatures take an additional 7 (2d6) Piercing damage at the start of every turn until they remove the bolt with a DC 12 Medicine Check. Failing this check inflicts the damage again.
Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can sense.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The girallon makes 2 attacks. 1 with its bite and 1 with its claws.
Bite. Melee Attack. +7 to hit, Range 5 ft.
Hit. 16 (3d6+5) Piercing damage. Creatures hit by this attack must make a DC 15 STR Save or be Grappled.
Claw. Melee Attack. +7 to hit, Reach 10 ft.
Hit. 12 (2d6+5) Piercing damage.
Devil’s Sight. Magical darkness doesn’t impede the devil’s Darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil can’t be frightened while it can see an allied creature within 30 feet of it.
2x Multiattack. The devil makes two attacks: one with its beard and 1 with its glaive.
Beard. Melee Weapon. +5 to hit, reach 5 ft.
Hit. 17 (3d8+3) piercing damage, and the target must succeed on a DC 13 CON Save or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, Reach 10 ft.,
Hit. 20 (3d10+3) slashing damage.
If the target is a creature other than an undead or a construct, it must succeed on a DC 13 CON Save throw or lose 17 (3d10) hit points at the start of each of its turns due to an infernal wound.
Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 17 (3d10).
Any creature can take an action to stanch the wound with a successful DC 13 Wis (Medicine) check. The wound also closes if the target receives magical healing.
Demonic Blood. While below 38HP, the Devil oozes a magical darkness within 10ft. Equivalent Spell Level 2.
Multiattack. The devil makes 2 melee attacks: One with its tail and 1 with its claws. Or it can use Hurl Flame twice.
Claw. Melee Weapon Attack: + 4 to hit.
Hit. 9(2d6+2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, Reach 10ft.
Hit. 16 (4d6+2) piercing damage and the target is Grappled. Escape DC 12
Hurl Flame. Ranged Spell Attack: +4 to hit, Range 150 ft.
Hit. 7 (2d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d8) piercing damage to any creature within 5ft. Creatures that hit the devil with a melee attack also take this damage each attack that hits.
Devil's Sight. Magical darkness doesn't impede the devil's Darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Dark Blood. When the Devil takes more than 8 damage, its blood sheds magical darkness within 5 until the end of its next turn.
=== Spellcasting. ===
The mage has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +4 to hit, Range 120ft,
Hit. 0 (0d10) Fire Damage.
Magic Missile. You create 1 dats of magical force. Each deals 3 (1d4+1) force damage to its target.
Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 12 DEX Save. A target takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 12 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Cone of Cold. Each creature in a 60ft. cone must make a DC 12 CON Save. A creature takes 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Formation. The goblin adds +2 to it's AC when a friendly shield is within 5ft.
Spear. Melee Weapon: +5 to hit, Thrown Range 20
Hit. 10 (2d6+3) Piercing damage.
Amphibious.The Grung can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grung’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 14 CON Save or take an additional 7 (2d6) poison damage. The creature also suffers one of the below affects for every 16 points it failed by until it succeds a save at the end of its turn.
2x Dagger Multiattack.
Dagger.. +4 to hit, Thrown Range 20/60ft.
Hit. 5 (1d4+2) Piercing damage.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Berserker. The orc adds it's proficiency to damage, and has resistance to Non-Magical Damage.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
Relentless. If the Orc drops to 0hp, it can make a Constitution Saving throw to not die. The DC is half the damaged recieved.
Battleaxe:Melee Attack: +5 to hit.
Hit: 14 (2d8+5) slashing damage.
Javelin. (Recharge on 5-6) +5 to hit, Range 30 ft.
Hit: 18 (2d12 + 5) piercing damage.
Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 14 WIS Save.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Battle Cry (1/Day). Each creature of the war chief's choice that is within 40 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.
Brute Force. Creatures hit by the Orc's Greataxe must make a DC 15 STR Save or be knocked prone.
Greatsword Master The Orc can add +10 to it's damage if it takes a -5 penalty to the the attack roll.
If the knight drops a target to 0hp, it can make an extra attack as a Bonus Action.
2x Handaxe Multiattack. +7 to hit, Range 50ft.
Hit. 12 (2d6+5) Slashing Damage.
2x Greataxe Multiattack. +7 to hit, Reach 5 ft.,
Hit: 18 (2d12+5) slashing damage.
Javelin . Ranged Attack: +7 to hit, Range 120ft.,
Hit: 35 (8d6+7) piercing damage.
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Blessed. Up to 2 friendlies within 30ft of the Orc can add 2 (1d4) to their attacks and saves.
2x Spear Multiattack
Spear. Melee Weapon Attack: +6 to hit, Reach 5ft.
Hit. 17 (1d6+2d8+4) Piercing damage.
Javelin. Melee Weapon Attack: +6 to hit, Range 20/60ft.
Hit. 11 (2d6+4) Piercing damage.
Command(2/day). The Orc can speak a one-word command to a creature within 60ft. which the target must obey for one round if it fails a DC 12 WIS Save.
Healing Word (4/day). As a Bonus Action, The orc can touch a creature and restore 7 (2d4+2) HP as Bonus Action.
Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.
Cantrips. Guidance, Resistance, Thaumaturgy.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Formation. The goblin adds +2 to it's AC when a friendly shield is within 5ft.
Spear. Melee Weapon: +5 to hit, Thrown Range 20
Hit. 10 (2d6+3) Piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Uncanny Dodge. The goblin can use it's reaction to halve one attack’s damage from an enemy it can see.
Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (3d6+3) slashing damage.
Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit. 14 (3d6 +3) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) Piercing Damage.
Walloping Ammunition. The Goblin carries 2 rounds of Walloping Crossbow Bolts. Creatures hit by them must make a DC 14 STR Save or be knocked prone.
Brave. The knight has advantage on saving throws against being frightened.
Leadership. As a Reaction, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 40 feet of it makes an attack roll or a saving throw.
The creature can add a d6 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
2x Greatsword Multiattack.
Greatsword +1. Melee Weapon: +7 to hit, reach 5 ft.,
Hit. 18 (4d6+4) slashing damage.
Heavy Crossbow. Ranged Weapon: +3 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.
=== Reactions ===
Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.)
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.
Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.
Defensive Formation. Hoplites gain a +1 bonus to their AC for every allied Hoplite within 5ft.
While in formation, coming within 5ft of the Hoplite incurrs an opportunity attack.
Alert. While in formation, the Hoplite cannot be surprised, and is immune to Sneak Attacks and Critical Hits.
Spear. Melee Weapon, +4 to hit, Thrown 20ft.
Hit. 9 (2d6+2) piercing damage.
Shield Bash. The target must make a DC 14 STR Save or be knocked prone or pushed 5ft.
Net. Thrown Range 10ft.
Hit. 7 (2d4+2) Slashing damage.
The target must make a DC 12 STR Save or be Grappled and Restrained. At the start of each of their turns, targets retrained by the net take an additional 5 (2d4) Slashing damage.
The net may be removed with a successful DC 12 Athletics or Acrobatics check as an action, or destroyed with attacks. The net has an AC of 12 and HP of 7.
Siege Crossbow. Ranged Weapon. +4 to hit, Range 60ft.
Hit. 9 (2d4+4) piercing damage.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.
Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.
Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.
Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Goblin Shield, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Formation. The goblin adds +2 to it's AC when a friendly shield is within 5ft.
Mulitattack. The swarm can make two attacks if they are above 368 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 158 (15d20) damage.
===Individual Attacks===
Spear. Melee Weapon: +5 to hit, Thrown Range 20
Hit. 10 (2d6+3) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 23 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 19 tiles or 15 hexes contiguously.
This swarm's stats are based on those of a Goblin Archer, CR 1.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Uncanny Dodge. The goblin can use it's reaction to halve one attack’s damage from an enemy it can see.
Mulitattack. The swarm can make two attacks if they are above 432 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 1 (26d20) damage.
===Individual Attacks===
Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (3d6+3) slashing damage.
Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit. 14 (3d6 +3) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) Piercing Damage.
To have an individual creature break out from the swarm, subtract up to 27 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy 16 tiles or 12 hexes contiguously.
This swarm's stats are based on those of a Goblin Spear, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Polearm Master. Entering the Goblin's threat area incurrs an opportunity attack.
Parry. As a reaction, the Goblin can add +2 to its AC against one melee attack that would hit it.
Mulitattack. The swarm can make two attacks if they are above 288 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +5 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 158 (15d20) damage.
===Individual Attacks===
Longspear. Weapon Attack. +5 to hit, Reach 10ft. Thrown 20 ft.
Hit. 10 (2d6 + 3) piercing damage.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 12 Athletics check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
To have an individual creature break out from the swarm, subtract up to 18 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy 4 tiles or 3 hexes contiguously.
This swarm's stats are based on those of a Mercenary Archer, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Mulitattack. The swarm can make two attacks if they are above 60 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +6 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 18 (4d8) damage.
===Individual Attacks===
Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.
Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.
Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.
Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 30 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy 4 tiles or 3 hexes contiguously.
This swarm's stats are based on those of a Mercenary Infantry, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Mulitattack. The swarm can make two attacks if they are above 68 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +6 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 23 (6d8) damage.
===Individual Attacks===
Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.
Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.
To have an individual creature break out from the swarm, subtract up to 34 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy 4 tiles or 3 hexes contiguously.
This swarm's stats are based on those of a Hoplite Guard, CR 1.
Swarm Attacks. Roll each of the attacks with damage separately. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range.
Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft
Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.
Improved Critical. The Hoplite scores a critical hit on a 19 or 20.
Mulitattack. The swarm can make two attacks if they are above 76 Hit Points.
The swarm also makes one attack against every creature within the space it occupies.
Swarm Attack. +4 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 9 (3d8) damage.
===Individual Attacks===
Multiattack. The guard makes 1 attack with its spear and shoves on hit.
Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 2) piercing damage.
Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.
To have an individual creature break out from the swarm, subtract up to 38 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.