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Gargantuan 32x Orc Swarm

Gargantuan 32x Orc Swarm Gargantuan humanoid (orc) Swarm, Loot Value 75,k, 12-16 Tiles, chaotic evil CR 18 2 xp

  • Armor class 13 (Hide Armor)
  • Hit points 480 (64d8+192)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Skills:Intimidation +2,

Damage Resistances:
Damage Cap. 15 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 10, Bribe DC 14, 16,k,k gp, Carry 7,680lbs.

Languages: Common, Orc

Challenge:CR 18 (2 xp)


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 1/2.

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.



Actions

Mulitattack. The swarm can make two attacks if they are above 240 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===

Greataxe. Melee Weapon Attack: +5 to hit, Reach 5 ft.,
Hit: 10 (1d12+3) slashing damage.

Javelin . Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Range 30/120 ft.,
Hit: 9 (1d6+5) piercing damage.

To have an individual creature break out from the swarm, subtract up to 15 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.

Gargantuan 32x Orc Archer Swarm

Gargantuan 32x Orc Archer Swarm Gargantuan Orc Swarm, Loot Value 50,k, 12-16 Tiles, Unaligned CR 16 15 xp

  • Armor class 18 (Studded Leather)
  • Hit points 352 (64d8+64)
  • Speed 30ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT5 (-3)
  • WIS13 (+1)
  • CHA7 (-2)

Skills:Athletics +2, Stealth +3, Perception +3,

Damage Resistances:
Damage Cap. 11 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 13, Bluff DC 9, Carry 4,800lbs.

Languages:Orc

Challenge:CR 16 (15 xp)


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 1/2.

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.



Actions

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. +3 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. 126 (12d20) damage.

===Individual Attacks===

Scimitar. Melee Weapon: +3 to hit, reach 5ft.
Hit.
5 (1d6+1) slashing damage.

Crossbow . Ranged Weapon attack. +3 to hit, Range 80ft.
Hit. 8 (1d10+2) 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 11 DEX Save or take 3 (2d4) Fire Damage.
Walloping Ammunition. Targets must make a DC 11 CON Save or be stunned until the end of their next turn.
Grappling Shot Range 40ft. The target must make a DC 11 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.

Gargantuan 32x Orc Hulkster Swarm

Gargantuan 32x Orc Hulkster Swarm Gargantuan Orc Swarm, Loot Value 50,k, 12-16 Tiles, Unaligned CR 16 15 xp

  • Armor class 15 (Barbarian)
  • Hit points 320 (32d12+96)
  • Speed 30ft.
  • STR14 (+2)
  • DEX14 (+2)
  • CON16 (+3)
  • INT4 (-3)
  • WIS6 (-2)
  • CHA6 (-2)

Save Throws:STR +4, CON +5,

Skills:Athletics +4, Acrobatics +4, Intimidation +1,

Damage Resistances:Non Magical Piercing, Bludgeoning and Piercing,
Damage Cap. 10 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 8, Bluff DC 6, Carry 6,720lbs.

Languages:Orc

Challenge:CR 16 (15 xp)


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 1/2.

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.



Actions

Mulitattack. The swarm can make two attacks if they are above 160 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===

Battleaxe:Melee Attack: +4 to hit.
Hit: 9 (1d8+4) slashing damage.

Javelin. (Recharge on 5-6) +4 to hit, Range 30 ft.
Hit: 11 (1d12 +4) piercing damage.

Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 13 WIS Save.



To have an individual creature break out from the swarm, subtract up to 10 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.

Gargantuan 32x Goblin Spear Swarm

Gargantuan 32x Goblin Spear Swarm Gargantuan humanoid (goblinoid) Swarm, Loot Value 40,k, 12-16 Tiles, neutral evil CR 15 13 xp

  • Armor class 13 (Leather)
  • Hit points 352 (96d6+0)
  • Speed 30ft
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6,

Damage Resistances:
Damage Cap. 11 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 9, Bluff DC 8, Bribe DC 12, 8,k,k gp, Carry 2,400lbs.

Languages: Common, Goblin

Challenge:CR 15 (13 xp)


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 1/2.

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.

Actions

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. 137 (14d20) damage.

===Individual Attacks===

Longspear. Weapon Attack. +4 to hit, Reach 10ft. Thrown 20 ft.
Hit. 9 (2d6 +2) 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 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.

Legendary Actions

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.

Gargantuan 32x Goblin Shield Swarm

Gargantuan 32x Goblin Shield Swarm Gargantuan humanoid (goblinoid) Swarm, Loot Value 20,k, 12-16 Tiles, neutral evil CR 12 8,400 xp

  • Armor class 17 (Leather, Shield)
  • Hit points 224 (64d6+0)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6,

Damage Resistances:
Damage Cap. 7 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 9, Bluff DC 8, Bribe DC 12, 3,200,k gp, Carry 1,920lbs.

Languages: Common, Goblin

Challenge:CR 12 (8,400 xp)


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 1/2.

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.



Actions

Mulitattack. The swarm can make two attacks if they are above 112 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. 95 (9d20) damage.

===Individual Attacks===

Spear. Melee Weapon: +4 to hit, Thrown Range 20
Hit. 6 (1d6+2) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 7 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.

Gargantuan 32x Goblin Archer Swarm

Gargantuan 32x Goblin Archer Swarm Gargantuan humanoid (goblinoid) Swarm, Loot Value 60,k, 12-16 Tiles, neutral evil CR 17 18 xp

  • Armor class 16 (Leather)
  • Hit points 448 (128d6+0)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +7,

Damage Resistances:
Damage Cap. 14 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 9, Bluff DC 8, Bribe DC 12, 12,800,k gp, Carry 1,920lbs.

Languages: Common, Goblin

Challenge:CR 17 (18 xp)


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 Archer, CR 1/2.

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.

Uncanny Dodge. The goblin can use it's reaction to halve one attack’s damage from an enemy it can see.

Actions

Mulitattack. The swarm can make two attacks if they are above 224 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. 189 (18d20) damage.

===Individual Attacks===

Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit.
10 (2d6+3) slashing damage.

Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit.
10 (2d6 +3) piercing damage.

Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 12 (2d8+3) Piercing Damage.

To have an individual creature break out from the swarm, subtract up to 14 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.

Gargantuan 32x Goblin Spear Swarm

Gargantuan 32x Goblin Spear Swarm Gargantuan humanoid (goblinoid) Swarm, Loot Value 40,k, 12-16 Tiles, neutral evil CR 15 13 xp

  • Armor class 13 (Leather)
  • Hit points 352 (96d6+0)
  • Speed 30ft
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT8 (-1)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6,

Damage Resistances:
Damage Cap. 11 from attacks that target a single creature.
Damage Vulnerability. Swarms take double damage from AOE Attacks like Fireball and Dragon Breath.

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 9, Bluff DC 8, Bribe DC 12, 8,k,k gp, Carry 2,400lbs.

Languages: Common, Goblin

Challenge:CR 15 (13 xp)


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 1/2.

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.

Actions

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. 137 (14d20) damage.

===Individual Attacks===

Longspear. Weapon Attack. +4 to hit, Reach 10ft. Thrown 20 ft.
Hit. 9 (2d6 +2) 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 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.

Legendary Actions

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.

Grung Elite Warrior, CR 4

Grung Elite Warrior, CR 4 Small Humanoid, Loot Value 30, Loot Value 75, Lawful Evil CR 4 1,100 xp

  • Armor class 14 (Natural)
  • Hit points 72 (11d6+33)
  • Speed 25 ft., Climb 25 ft.
    Amphibious
  • STR7 (-2)
  • DEX16 (+3)
  • CON17 (+3)
  • INT10 (0)
  • WIS11 (0)
  • CHA12 (+1)

Save Throws:DEX +6,

Skills:Athletics +4, Stealth +6, Perception +3, Survival +3,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 13, Bluff DC 11, Bribe DC 17, 300 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 4 (1,100 xp)


Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.

Standing Leap.The Grung Elite Warrior’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Dripping Poison If the Grung takes damage, it may use its reaction to poison creatures within 5ft of it.

Actions

Any creature hit by one of the Grung's weapon attacks must make a DC 14 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.

3x Multiattack.Dagger +1 . +7 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.

Shortbow. Ranged Weapon. +7 to hit, Range 80/320 ft.
Hit. 14 (3d6+3) Piercing damage.

Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save or be stunned until the end of the grung’s next turn.

Legendary Actions

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.

Orc Archer, CR 4

Orc Archer, CR 4 Medium Orc, Loot Value 1,k, Unaligned CR 4 1,100 xp

  • Armor class 21 (Studded Leather)
  • Hit points 52 (8d8+16)
  • Speed 30ft.
  • STR13 (+1)
  • DEX18 (+4)
  • CON15 (+2)
  • INT7 (-2)
  • WIS15 (+2)
  • CHA9 (-1)

Skills:Athletics +3, Stealth +6, Perception +4,

Senses:Psv Per 14, Bluff DC 11, Bribe DC 15, 4,k gp, Carry 195lbs., Push 390lbs.

Languages:Orc

Challenge:CR 4 (1,100 xp)


Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.

Actions

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.

Orc Hulkster, CR 4

Orc Hulkster, CR 4 Medium Orc, Loot Value 1,k, Unaligned CR 4 1,100 xp

  • Armor class 17 (Barbarian)
  • Hit points 74 (7d12+28)
  • Speed 30ft.
  • STR18 (+4)
  • DEX15 (+2)
  • CON19 (+4)
  • INT5 (-3)
  • WIS7 (-2)
  • CHA7 (-2)

Save Throws:STR +7, CON +7,

Skills:Athletics +7, Acrobatics +5, Intimidation +7,

Damage Resistances:Non Magical Piercing, Bludgeoning and Piercing

Senses:Psv Per 8, Bluff DC 6, Carry 270lbs., Push 540lbs.

Languages:Orc

Challenge:CR 4 (1,100 xp)


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.

Actions

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.

Goblin Zerker, CR 4

Goblin Zerker, CR 4 Small Goblin, Loot Value 1,k, Lawful Evil CR 4 1,100 xp

  • Armor class 17 (Natural)
  • Hit points 52 (8d6+24)
  • Speed 30ft., Climb 20ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:DEX +6

Skills:Athletics +4, Acrobatics +6, Stealth +6, Perception +2,

Damage Resistances: Bludgeoning, Piercing, Slashing Damage.

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 4,k gp, Carry 105lbs., Push 210lbs.

Languages:

Challenge:CR 4 (1,100 xp)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Goblin Rage. While raging, the goblin has resistance to non-magical weapons, it makes all attacks with advantage, and all attacks against it are with advantage.

Actions

2x Scimitar Multiattack

Scimitar:Weapon Attack: +6 to hit.
Hit: 13 (2d6+6) slashing damage.

Atlatl. (Recharge 6)Thrown Weapon, +6 to hit, Range 30ft.
Hit. 22 (4d6+8) Piercing damage.

Chain Devil, CR 4

Chain Devil, CR 4 Medium Fiend, Loot Value 10, Lawful Evil CR 4 1,100 xp

  • Armor class 15 (Natural)
  • Hit points 43 (5d8+20)
  • Speed 30ft
  • STR16 (+3)
  • DEX15 (+2)
  • CON18 (+4)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:CON +6, WIS +3, CHA +4,

Damage Resistances:Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities:Fire, Poison

Condition Immunities:Poisoned

Senses:Magical Darkvision 120ft., Psv Per 11
Social: Bluff DC 13, Bribe DC 17, 6gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Infernal, Telepathy 120 Ft.

Challenge:CR 4 (1,100 xp)


Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Chain. Weapon, +5 to hit, Reach 10 ft.
Hit. 6 (1d4+3) slashing damage and the target is grappled (Escape DC 14) if the devil isn't already grappling.
Until this grapple ends, the target is restrained and takes 3 (1d4) Piercing damage at the start of each of its turns.

Animate Chains (Recharge 20). As an action, the devil summons up to four barbed chains under its control. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Legendary Actions

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 20 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 12 WIS Save or be frightened until the end of its turn.

Monk, CR 3

Monk, CR 3 Medium Humanoid, Loot Value 700, Neutral CR 3 700 xp

  • Armor class 16 (Natural (Monk))
  • Hit points 52 (8d8+16)
  • Speed 45ft. Walking
    40 Slow Fall
  • STR12 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT8 (-1)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws:STR +4, DEX +7

Skills:Athletics +7, Acrobatics +7, Stealth, +7, Perception +5,

Senses:Psv Per 15, Bluff DC 12, Bribe DC 18, 2k gp,
Utility: Carry 180lbs., Push 360lbs.

Languages:Common

Challenge:CR 3 (700 xp)


Deflect Missiles. The monk can use their reaction to reduce incoming missile damage by 13 (1d10+7). If they reduce it to zero, they send the missile back with +7to hit.

Actions

Multiattack. The monk makes Two attacks with its staff & 2 unarmed strikes, or Two attacks with its Longbow.

Staff (2x). Weapon Attack, +7 to hit.
Hit. 8 (1d6+4) Bludgeoning Damage.

Unarmed Strike (2x). Melee Attack, +7 to hit.
Hit. 8 (1d6+4) Bludgeoning Damage.

Longbow (2x). Ranged Weapon, +7 to hit 150/600ft
Hit. 11 (1d6+1d6+4) Piercing Damage.

Priest, CR 3

Priest, CR 3 Medium humanoid (any race), Loot Value 30, Loot Value 50, any alignment CR 3 700 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 46 (7d8+14)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON14 (+2)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Religion +5, Medicine +7, Persuasion +3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 200 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 3 (700 xp)


Actions

Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 7 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 11 (3d6 Radiant damage to a target on hit.

Guiding Bolt (OOO) +5 to hit. Range. 120ft.
Hit. 18 (4d6) Radiant Damage and the next attack roll on this target has advantage.

Cure Wounds. (OOOO) As an action, the Priest can heal a target for 9 (2d8) HP.

Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 14 (3d8) Radiant or Necrotic damage, or can make a DC 13 WIS Save for half.

Dispel Magic. (O) All magical effects of Spell Level 3 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.

Scout, CR 4

Scout, CR 4 Medium humanoid (any race), Loot Value 1,k, any alignment CR 4 1,100 xp

  • Armor class 15 (Leather)
  • Hit points 59 (9d8+18)
  • Speed 30 ft.
  • STR11 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS13 (+1)
  • CHA11 (0)

Skills:Stealth + 8, Nature + 4, Perception + 5, Survival + 5,

Senses:Psv Per 20, Bluff DC 11, Bribe DC 15, 4,k gp, Carry 165lbs., Push 330lbs.

Languages: any one language (usually Common

Challenge:CR 4 (1,100 xp)


Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.

Nimble Shooter. The Scout may Hide, Dash, and Disenage as a Bonus Action. It also ignores cover on all attacks.

Evasion. The Scout can use it's reaction to halve the damage from one attack, takes no damage from successful DEX Saves and half from failed saves.

Actions

Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (14) 4d6 to one of these attacks.

2x Shortsword or Handbow Multiattack +6 to hit.,Range 30/120
Hit. 11 (2d6+4) piercing damage.

2x Longbow Multiattack., +6 to hit, Range 150/600 ft.,
Hit. 13 (2d8+4) piercing damage.

Crossbow., +6 to hit, Range 60/600 ft.,
Hit. 19 (4d6+5) piercing damage.
Knockout Bolt. 66 (8d6+8d6+10) Sleep damage.
The bolt deals no HP damage, but if the total damage is greater than the target's current HP, they are instantly put into a magical slumber for 1 minute, or until another creature wakes them as an action.

Knight, CR 4

Knight, CR 4 Medium humanoid (any race), Loot Value 50, Loot Value 75, any alignment CR 4 1,100 xp

  • Armor class 18 (Plate)
  • Hit points 68 (9d8+27)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON16 (+3)
  • INT11 (0)
  • WIS11 (0)
  • CHA15 (+2)

Save Throws:CON +5, WIS +2,

Skills:Athletics +5, Animal Handling +2,

Senses:Psv Per 10, Bluff DC 12, Bribe DC 16, 300 gp, Carry 240lbs.

Languages: any one language (usually Common)

Challenge:CR 4 (1,100 xp)


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 30 feet of it makes an attack roll or a saving throw.
The creature can add a d4 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.



Actions

2x Greatsword Multiattack.

Greatsword. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.

Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) piercing damage.

=== Reactions ===

Parry. The knight adds 4 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.)

Chaos Cultist, CR 3

Chaos Cultist, CR 3 Medium Humanoid, Loot Value 150, Chaotic Evil CR 3 700 xp

  • Armor class 16 (Mage Armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON12 (+1)
  • INT10 (0)
  • WIS12 (+1)
  • CHA18 (+4)

Save Throws:DEX +5, CHA +7,

Skills:Stealth + 5, Perception + 4,

Damage Resistances:WIS +4

Senses:Psv Per 14, Bluff DC 15, Bribe DC 21, 6gp
Utility: Carry 150lbs., Push 300lbs.

Languages:

Challenge:CR 3 (700 xp)


Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 3. If dispelled, the Cultist's AC becomes 12.

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions

Chaos Bolt. Ranged Spell Attack. +7 to hit, Range 40/80 ft.
Hit. 12 (2d4+2d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 30 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.

Shocking Grasp. Melee Spell Attack. +7 to hit, Range 5 ft.
Hit. 27 (6d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.

2x Scimitar Multiattack. Melee Weapon: +5 to hit, reach 5ft.
Hit.
13 (3d6+2) slashing damage.

Legendary Actions


Death Burst.5% of Cultists have an explosive rune carved in their skull that explodes on their death. If triggered, it explodes in a burst of Fire. Each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 25 (7d6) Force damage on a failed save, or half as much damage on a successful one.
Failure by 5 or more and creatures are knocked prone or pushed back 5ft.

Counterspell. (3/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 3 or lower automatically fail. Spells Level 4 and higher require an ability check of DC 10+ the spells level, using a modifier of +4.

Mage, CR 4

Mage, CR 4 Medium humanoid (any race), Loot Value 1,k, any alignment CR 4 1,100 xp

  • Armor class 15 (Mage Armor)
  • Hit points 32 (7d8+0)
  • Speed 30
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT15 (+2)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +5, WIS +4,

Skills:Arcana +5, History +5,

Senses:Psv Per 16, Bluff DC 11, Bribe DC 17, 4,k gp, Carry 135lbs., Push 270lbs.

Languages: any four languages

Challenge:CR 4 (1,100 xp)


Wild Magic. Mage has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.

Mage Slayer. When a creature within 40 feet of the mage casts a spell, the mage may Counterspell as a Reaction.
When the mage damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.

Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.

Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.

Actions

DaggerWand. Weapon Attack. +5 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.

Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.

Disarming Missile. The mage creates 3 darts of magical force. Each deals 6 (1d6+2) force damage to its target, and the target must make a DC 13 STR save or drop one of the things it is holding.

Firebomb (Recharge 4). Each creature in a 25ft radius sphere make a DC 13 DEX Save, taking 25 (7d6) fire damage on a failed save, half on success.

Ice Storm (Recharge 5). A hail of rock-hard ice pounds to the ground in a 30-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save, taking taking 27 (6d8) Cold and Bludgeoning 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 (Recharge 6). Each creature in a 80ft. cone must make a DC 13 CON Save. A creature takes 32 (7d8) 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.

Legendary Actions

Legendary Resistance (OOO/day). When the Mage fails a saving throw, it may succeed instead.
Spells Per Day
Mage knows 5 spells and 3 Cantrips through INT.
Their Spell Save DC is 13 and their Spell Attack mod is +5


Level 1.OOOO..Level 2.OOO
Level 3.OO

Grung, CR 1

Grung, CR 1 Small Humanoid, Loot Value 5, Loot Value 20, Lawful Evil CR 1 200 xp

  • Armor class 12 (Natural)
  • Hit points 53 (7d6+28)
  • Speed 25 ft., Climb 25 ft.
  • STR7 (-2)
  • DEX14 (+2)
  • CON19 (+4)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills:Acrobatics +4, Stealth +4, Perception +2, Survival +2,

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:Darkvision, 60ft., Psv Per 12, Bluff DC 10, Bribe DC 14, 50 gp, Carry 53lbs., Push 105lbs.

Languages:Grung

Challenge:CR 1 (200 xp)


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.

Actions

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.

Legendary Actions

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.

Orc Hulkster, CR 2

Orc Hulkster, CR 2 Medium Orc, Loot Value 400, Unaligned CR 2 450 xp

  • Armor class 16 (Barbarian)
  • Hit points 32 (3d12+12)
  • Speed 30ft.
  • STR16 (+3)
  • DEX14 (+2)
  • CON18 (+4)
  • INT4 (-3)
  • WIS6 (-2)
  • CHA6 (-2)

Save Throws:STR +5, CON +6,

Skills:Athletics +5, Acrobatics +4, Intimidation +5,

Damage Resistances:Non Magical Piercing, Bludgeoning and Piercing

Senses:Psv Per 8, Bluff DC 6, Carry 240lbs., Push 480lbs.

Languages:Orc

Challenge:CR 2 (450 xp)


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.

Actions

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.

Orc War Chief, CR 6

Orc War Chief, CR 6 Medium Humanoid (orc), Loot Value 2,896, Chaotic Evil CR 6 2,300 xp

  • Armor class 16 (Chain Mail)
  • Hit points 147 (14d8+84)
  • Speed 30 ft.
  • STR20 (+5)
  • DEX12 (+1)
  • CON22 (+6)
  • INT11 (0)
  • WIS11 (0)
  • CHA16 (+3)

Save Throws:STR +7, CON +8, WIS +2,

Skills:Stealth Disadvantage, Intimidation +7,

Senses:Psv Per 10, Bluff DC 13, Bribe DC 17, 12,230 gp, Carry 300lbs., Push 600lbs.

Languages: Common, Orc

Challenge:CR 6 (2,300 xp)


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.

Actions

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.

Orc Eye of Gruumsh, CR 4

Orc Eye of Gruumsh, CR 4 Medium humanoid (orc), Loot Value 75, chaotic evil CR 4 1,100 xp

  • Armor class 16 (Ring Mail, Shield)
  • Hit points 85 (10d8+40)
  • Speed 30
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT9 (-1)
  • WIS15 (+2)
  • CHA12 (+1)

Skills:Stealth Disadvantage, Religion +1, Perception +4, Intimidation +6,

Senses:Darkvision 60 ft, Psv Per 12, Bluff DC 13, Bribe DC 17, 300 gp, Carry 270lbs.

Languages:Common Orc

Challenge:CR 4 (1,100 xp)


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.

Actions

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.

Legendary Actions

Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.

Cantrips. Guidance, Resistance, Thaumaturgy.

Goblin Shield, CR 1

Goblin Shield, CR 1 Small humanoid (goblinoid), Loot Value 10, Loot Value 20, neutral evil CR 1 200 xp

  • Armor class 18 (Leather, Shield)
  • Hit points 23 (5d6+5)
  • Speed 30ft
  • STR8 (-1)
  • DEX16 (+3)
  • CON12 (+1)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +7,

Senses:Darkvision 60ft, Psv Per 9, Bluff DC 8, Bribe DC 12, 50 gp, Carry 60lbs.

Languages: Common, Goblin

Challenge:CR 1 (200 xp)


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.

Actions

Spear. Melee Weapon: +5 to hit, Thrown Range 20
Hit. 10 (2d6+3) Piercing damage.

Mercenary Infantry, CR 1/2

Mercenary Infantry, CR 1/2 Medium Humanoid, Loot Value 20, Loot Value 10, Unaligned CR 1/2 100 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 17 (2d10+6)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 50 gp, Carry 240lbs.

Languages:Humanoid

Challenge:CR 1/2 (100 xp)


Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

Mercenary Recruit Team (x5)

Mercenary Recruit Team (x5) Large Swarm, Humanoid, Loot Value 200, Cost: 25gp per day CR 1 200 xp

  • Armor class 13 (Studded Leather)
  • Hit points 55 (10d8+10)
  • Speed 30ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA7 (-2)

Save Throws:DEX +3,

Skills:Athletics + 3, Acrobatics + 3, Stealth + 5, Perception + 1, Intimidation + 0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 500 gp,
Physics. Carry 975lbs., Push 1,950lbs.

Languages:11hp ea. OOOOO

Challenge:CR 1 (200 xp)


Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Archer, CR 1/4.

Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.

Actions

Mulitattack. The swarm can make two attacks if they are above 28 Hit Points.
Swarm Attack. +3 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. 14 (3d8) & 9 (2d8) damage.

===Individual Attacks===

Longbow. +2 to hit, Range 150/600ft.
Hit. 4 (1d6+1) Piercing damage.

Handgun. Ranged Weapon, -2 to hit, Range 30/120
Hit: 15 (1d6+11) Piercing damage.

Pike. Melee Weapon, +3 to hit.
Hit. 7 (1d10+1) Piercing damage.

Crossbow (Recharge 5-6)., +2 to hit, Range 30/150/300ft.
Hit: 5 (1d4+2) Piercing damage, and the target is Grappled at range by the archer by a 30ft Tether.

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.

Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Mercenary Recruit Patrol (x20)

Mercenary Recruit Patrol (x20) Gargantuan Swarm, Humanoid, Loot Value 5,500, Cost: 400gp per day CR 8 3,900 xp

  • Armor class 13 (Studded Leather)
  • Hit points 220 (40d8+40)
  • Speed 30ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA7 (-2)

Save Throws:DEX +3,

Skills:Athletics + 3, Acrobatics + 3, Stealth + 5, Perception + 1, Intimidation + 0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 600k gp,
Physics. Carry 3,900lbs., Push 7,800lbs.

Languages:11hp ea. OOOOO OOOOO OOOOO

Challenge:CR 8 (3,900 xp)


Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/4.

Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.

Actions

Mulitattack. The swarm can make two attacks if they are above 110 Hit Points.
Swarm Attack. +3 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. 52 (8d12) & 46 (7d12) damage.

===Individual Attacks===

Longbow. +2 to hit, Range 150/600ft.
Hit. 4 (1d6+1) Piercing damage.

Handgun. Ranged Weapon, -2 to hit, Range 30/120
Hit: 15 (1d6+11) Piercing damage.

Pike. Melee Weapon, +3 to hit.
Hit. 7 (1d10+1) Piercing damage.

Crossbow (Recharge 5-6)., +2 to hit, Range 30/150/300ft.
Hit: 5 (1d4+2) Piercing damage, and the target is Grappled at range by the archer by a 30ft Tether.

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.

Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Mercenary Archer, CR 1/2

Mercenary Archer, CR 1/2 Medium Humanoid, Loot Value 75, Lawful Evil CR 1/2 100 xp

  • Armor class 15 (Studded Leather)
  • Hit points 20 (3d8+6)
  • Speed 30ft.
  • STR13 (+1)
  • DEX16 (+3)
  • CON14 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA8 (-1)

Save Throws:DEX +5,

Skills:Athletics + 3, Acrobatics + 5, Stealth + 7, Perception + 2, Intimidation + 1,

Senses:Psv Per 12, Bluff DC 9, Bribe DC 13, 100 gp, Carry 195lbs., Push 390lbs.

Languages:Humanoid

Challenge:CR 1/2 (100 xp)


Sharpshooter. The archer ignores all but total cover and can add +10 to the arrow's damage if they take a -5 penalty to hit.

Actions

Longbow. +5 to hit, Range 600ft.
Hit. 8 (1d8+3) Piercing damage.

Handgun. Ranged Weapon, +0 to hit, Range 120
Hit: 17 (1d6+13) Piercing damage.

Pike. Melee Weapon, +3 to hit.
Hit. 7 (1d10+1) Piercing damage.

Crossbow (Recharge 5-6)., +5 to hit, Range 30/300ft.
Hit: 8 (1d4+5) Piercing damage, and the target is Grappled at range by the archer by a 30ft Tether.

Mercenary Recruit Team (x5)

Mercenary Recruit Team (x5) Large Swarm, Humanoid, Loot Value 200, Cost: 25gp per day CR 1 200 xp

  • Armor class 13 (Studded Leather)
  • Hit points 55 (10d8+10)
  • Speed 30ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA7 (-2)

Save Throws:DEX +3,

Skills:Athletics + 3, Acrobatics + 3, Stealth + 5, Perception + 1, Intimidation + 0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 500 gp,
Physics. Carry 975lbs., Push 1,950lbs.

Languages:11hp ea. OOOOO

Challenge:CR 1 (200 xp)


Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Archer, CR 1/4.

Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.

Actions

Mulitattack. The swarm can make two attacks if they are above 28 Hit Points.
Swarm Attack. +3 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. 14 (3d8) & 9 (2d8) damage.

===Individual Attacks===

Longbow. +2 to hit, Range 150/600ft.
Hit. 4 (1d6+1) Piercing damage.

Handgun. Ranged Weapon, -2 to hit, Range 30/120
Hit: 15 (1d6+11) Piercing damage.

Pike. Melee Weapon, +3 to hit.
Hit. 7 (1d10+1) Piercing damage.

Crossbow (Recharge 5-6)., +2 to hit, Range 30/150/300ft.
Hit: 5 (1d4+2) Piercing damage, and the target is Grappled at range by the archer by a 30ft Tether.

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.

Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Mercenary Recruit Patrol (x20)

Mercenary Recruit Patrol (x20) Gargantuan Swarm, Humanoid, Loot Value 5,500, Cost: 400gp per day CR 8 3,900 xp

  • Armor class 13 (Studded Leather)
  • Hit points 220 (40d8+40)
  • Speed 30ft.
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA7 (-2)

Save Throws:DEX +3,

Skills:Athletics + 3, Acrobatics + 3, Stealth + 5, Perception + 1, Intimidation + 0,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 11, Bluff DC 7, Bribe DC 11, 600k gp,
Physics. Carry 3,900lbs., Push 7,800lbs.

Languages:11hp ea. OOOOO OOOOO OOOOO

Challenge:CR 8 (3,900 xp)


Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Archer, CR 1/4.

Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 3 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.

Actions

Mulitattack. The swarm can make two attacks if they are above 110 Hit Points.
Swarm Attack. +3 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. 52 (8d12) & 46 (7d12) damage.

===Individual Attacks===

Longbow. +2 to hit, Range 150/600ft.
Hit. 4 (1d6+1) Piercing damage.

Handgun. Ranged Weapon, -2 to hit, Range 30/120
Hit: 15 (1d6+11) Piercing damage.

Pike. Melee Weapon, +3 to hit.
Hit. 7 (1d10+1) Piercing damage.

Crossbow (Recharge 5-6)., +2 to hit, Range 30/150/300ft.
Hit: 5 (1d4+2) Piercing damage, and the target is Grappled at range by the archer by a 30ft Tether.

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.

Moving through the space the Swarm occupies requires a DC 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Huge Ballista

Huge Ballista Giant Object, Unaligned CR 4 1,100 xp

  • Armor class 15 (Natural)
  • Hit points 100 (14d12+0)
  • Speed Weight 1klbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 4 (1,100 xp)


A ballista is a massive crossbow that fires heavy bolts.

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Actions

Triple Bolt. Ranged Weapon Attack: +8 to hit, Range 240/480 ft, 3 Targets.
Hit. 26 (4d12) piercing damage.

Blind Bolt. Ranged Weapon Ability, Range 300ft.
All creatures in a 15ft line of the target area take 26 (4d12) piercing damage.
Creatures can make a DC 16 DEX Save for half damage. Failure by 5 and they are pushed back to the end of the impact zone. Failure by 10 or more and they are pushed back and land prone.

Harpoon. Ranged Attack vs Large or greater. Range 100ft.
Hit. 52 (8d12) piercing damage, and the target is grappled. Removing the bolt requires a Medicine (or similar) check or the target takes an additional 13 (2d12) slashing damage. The attack roll sets the DC of removing the bolt.

Large Cannon

Large Cannon Large Object, Unaligned CR 5 1,800 xp

  • Armor class 19 (Natural)
  • Hit points 75 (13d10+0)
  • Speed Weight 2,400lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:Piercing, Slashing, Bludgeoning
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Condition Immunities:Not a Creature

Languages:

Challenge:CR 5 (1,800 xp)


A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. Shot and powder may be crafted with raw materials and the proper tools. Shot requires Smith's tools and 25lbs of raw iron. Powder requires Alchemist's tools and the appropriate chemical reagents.

Crew Weapon This cannon is usually supported in a wooden frame with wheels. The cannon may be fired on the firing creature's initiative or on Initiative 0 for the round.
The cannon's explosive shot may be ignited as an action without being loaded, and will expolode at Initiative count 0.

Actions

To fire the Cannon: It takes four actions to fire this cannon. One to load the cannon, one to aim, one to prime, and another to fire it. Creatures proficient in firearms may perform one of these as a Bonus Action.
The loading creature must select a shot, the firing creature must roll a d20, adding their INT or WIS modifier and proficiency if applicable. The aiming creature can make a Perception check vs the target's AC to grant advantage on this roll. This roll sets the DEX Save DC and attack bonus for the following shot options.
Note. Firing this cannon without a mount means attacks are made at disadvantage, and whoever is firing must make a DC 15 STR Save or be knocked prone.

Cannon Ball. Ranged Weapon Attack Roll, Range 600/2,400 ft.
Hit. 44 (8d10) Bludgeoning damage vs Large or greater target only.

Explosive Shot. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Sphere of the target area take 44 (8d10) Bludgeoning damage.
Creatures can make a DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.

Chain Shot. Ranged Weapon Ability, Range 150ft.
All creatures within a 150ft line from the cannon take 52 (8d12) Bludgeoning damage. The chain stops once it has dealt all of its damage.
Creatures can make a DEX Save for half damage. Failure by 5 and they are knocked prone and stunned until the end of the cannon's next turn. Failure by 10 or more and they take double damage.

GrapeShot. Creatures within a 60ft cone take 52 (8d12) Piercing damage, or half with a successful DEX Save.

Huge Trebuchet

Huge Trebuchet Huge (3x3) Object, Unaligned CR 6 2,300 xp

  • Armor class 15 (Natural)
  • Hit points 150 (21d12+21)
  • Speed Weight 2,500lbs
  • STR10 (0)
  • DEX10 (0)
  • CON12 (+1)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 6 (2,300 xp)


A trebuchet is a type of catapult that uses a long arm to throw a projectile.

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Actions

95kg Stone. Ranged Weapon Ability, Range 250/984ft.
Aiming creature must select a target area and roll an attack vs DC 15, adding their proficiency and INT or WIS bonus (if applicable).
If the check is below 15, the shell lands randomly 1ft per point below in a random direction. This distance is doubled if the shot is over 250ft.
When the rock impacts, all creatures within 15ft Sphere of the target area take 39 (6d12) Bludgeoning damage.
Creatures can make a DC 14 (or 10+1d8) DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.

Overload. Operators may spend up to 4 extra load actions to overload the Trebuchet before firing, adding 13 (2d12) damage to the shot when fired.

Large Mortar

Large Mortar Large Object, Unaligned CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 121 (22d10+0)
  • Speed Weight 2,500lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Condition Immunities:Not a Creature

Languages:

Challenge:CR 6 (2,300 xp)


A Mortar uses gunpowder to propel heavy balls of cast iron through the air at a high arc at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers

Crew Weapon A mortar is usually supported in a wooden frame with wheels. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim, and one action to fire it. Crews proficient with this weapon may perform any of these as a Bonus Action.

Actions

Mortar Shell. Ranged Weapon Ability, Range 300/600ft.
Aiming creature must select a target area and roll an attack vs DC 15, adding their proficiency and INT or WIS bonus (if applicable).
If the check is below 15, the shell lands randomly 1ft per point below in a random direction. This distance is doubled if the shot is over 150ft.
When the shell impacts, all creatures within 15ft Sphere of the target area take 33 (6d10) Bludgeoning damage.
Creatures can make a DC 15 (or 10+1d10) DEX Save for half damage. Failure by 5 or more and victims are also pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.

Overcharge Shot. Operators may spend up to 4 extra load actions to overload the Mortar before firing, adding 11 (2d10) damage to the shot when fired.

Iron Golem, CR 10

Iron Golem, CR 10 Large Construct, Loot Value 750, Unaligned CR 10 5,900 xp

  • Armor class 20 (Natural)
  • Hit points 81 (7d10+42)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX9 (-1)
  • CON22 (+6)
  • INT3 (-4)
  • WIS11 (0)
  • CHA1 (-5)

Damage Immunities:Fire, Poison, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine

Condition Immunities:Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses:Psv Per 10, Bluff DC 5, Bribe DC 11, 4k gp

Languages:Understands the languages of its creator but can't speak

Challenge:CR 10 (5,900 xp)


Fire Absorption. Whenever the Iron Golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The Iron Golem is immune to any spell or effect that would alter its form.

Magic Resistance. The Iron Golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Iron Golem's weapon attacks are magical.



Actions

2x Multiattack.
Sword. Melee Weapon Attack. +6 to hit, Range 10 ft.
Hit. 14 (2d10+3) Slashing damage.

Slam. Melee Weapon Attack. +6 to hit, Range 5 ft.
Hit. 12 (2d8+3) Bludgeoning damage.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 17 CON Save, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

Constructed Nature. A Iron Golem doesn’t require air, food, drink, or sleep.

Large Cannon

Large Cannon Large Object, Unaligned CR 5 1,800 xp

  • Armor class 19 (Natural)
  • Hit points 75 (13d10+0)
  • Speed Weight 2,400lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:Piercing, Slashing, Bludgeoning
Damage Threshold: 15

Damage Immunities:Poison, Psychic

Condition Immunities:Not a Creature

Languages:

Challenge:CR 5 (1,800 xp)


A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. Shot and powder may be crafted with raw materials and the proper tools. Shot requires Smith's tools and 25lbs of raw iron. Powder requires Alchemist's tools and the appropriate chemical reagents.

Crew Weapon This cannon is usually supported in a wooden frame with wheels. The cannon may be fired on the firing creature's initiative or on Initiative 0 for the round.
The cannon's explosive shot may be ignited as an action without being loaded, and will expolode at Initiative count 0.

Actions

To fire the Cannon: It takes four actions to fire this cannon. One to load the cannon, one to aim, one to prime, and another to fire it. Creatures proficient in firearms may perform one of these as a Bonus Action.
The loading creature must select a shot, the firing creature must roll a d20, adding their INT or WIS modifier and proficiency if applicable. The aiming creature can make a Perception check vs the target's AC to grant advantage on this roll. This roll sets the DEX Save DC and attack bonus for the following shot options.
Note. Firing this cannon without a mount means attacks are made at disadvantage, and whoever is firing must make a DC 15 STR Save or be knocked prone.

Cannon Ball. Ranged Weapon Attack Roll, Range 600/2,400 ft.
Hit. 44 (8d10) Bludgeoning damage vs Large or greater target only.

Explosive Shot. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Sphere of the target area take 44 (8d10) Bludgeoning damage.
Creatures can make a DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.

Chain Shot. Ranged Weapon Ability, Range 150ft.
All creatures within a 150ft line from the cannon take 52 (8d12) Bludgeoning damage. The chain stops once it has dealt all of its damage.
Creatures can make a DEX Save for half damage. Failure by 5 and they are knocked prone and stunned until the end of the cannon's next turn. Failure by 10 or more and they take double damage.

GrapeShot. Creatures within a 60ft cone take 52 (8d12) Piercing damage, or half with a successful DEX Save.

Medium Ballista

Medium Ballista Medium Object, Unaligned CR 1 200 xp

  • Armor class 15 (Natural)
  • Hit points 20 (4d8+0)
  • Speed Weight 100lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 5

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 1 (200 xp)


A ballista is a massive crossbow that fires heavy bolts.

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon and one action to aim then fire it.

Actions

Bolt. Ranged Weapon Attack: +4 to hit, range 120/480 ft., one target.
Hit. 11 (2d10) piercing damage.

Harpoon. Ranged Attack vs Large or greater. Range 100ft.
Hit. 13 (2d12) piercing damage, and the target is grappled. Removing the bolt requires a DC 15 Medicine (or similar) check or the target takes an additional 13 (2d12) slashing damage.

Medium Ballista

Medium Ballista Medium Object, Unaligned CR 1 200 xp

  • Armor class 15 (Natural)
  • Hit points 20 (4d8+0)
  • Speed Weight 100lbs
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT0 (-5)
  • WIS0 (-5)
  • CHA0 (-5)

Damage Resistances:
Damage Threshold: 5

Damage Immunities:Poison, Psychic

Languages:

Challenge:CR 1 (200 xp)


A ballista is a massive crossbow that fires heavy bolts.

Crew Weapon Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon and one action to aim then fire it.

Actions

Bolt. Ranged Weapon Attack: +4 to hit, range 120/480 ft., one target.
Hit. 11 (2d10) piercing damage.

Harpoon. Ranged Attack vs Large or greater. Range 100ft.
Hit. 13 (2d12) piercing damage, and the target is grappled. Removing the bolt requires a DC 15 Medicine (or similar) check or the target takes an additional 13 (2d12) slashing damage.

Artificer Guard, CR 2

Artificer Guard, CR 2 Medium Dwarf, Loot Value 30, Neutral Good CR 2 450 xp

  • Armor class 17 (Scale Mail, Shield)
  • Hit points 53 (7d8+21)
  • Speed 25ft.
  • STR10 (0)
  • DEX12 (+1)
  • CON17 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA8 (-1)

Save Throws:CON +5, INT +5,

Skills:Stealth Disadvantage, Arcana +5, History +5, Investigation +5, Nature +5, Religion +5, Insight +4, Perception +6,

Damage Resistances:Poison

Senses:Darkvision, 60ft., Psv Per 16, Bluff DC 11, Bribe DC 15, 100 gp

Languages:Dwarven

Challenge:CR 2 (450 xp)


Grappler The guard can grapple any opponent within 5ft as a Bonus Action, and has advantage on attacks against creatures it is grappling.

Actions


Bolter:Spell Attack: +6 to hit, 120 ft.
Hit: 9 (1d10 +3) Cold damage & Target is slowed by 10ft.

Thorn Whip:Melee Spell Attack: +6 to hit, 30 ft.
Hit: 7 (1d6 +3) Piercing damage.
Target must make a DC 14 STR Save or be pulled back 10ft. Failure by 5 or more and they are grappled.

Warhammer:Melee Weapon Attack: +3 to hit, 5 ft.
Hit: 6 (1d8 +1) bludgeoning damage.

Legendary Actions

Alarm The guard can set an alarm against unwanted intrusion. When the triggering condition is met, they'll receive an audible ping. This alarm requires a DC 13 Arcana check to identify.

Arcane Lock. The guard can set arcane lock, increasing the DC of any intrusion efforts by 10. Casting Knock suppresses the effect for 10 minutes.

Turret Each Guard has a Turret with an AC of 18, and an HP of 28. As a bonus action, the guard can activate one of their Turret features.
Flamethrower. All creatures within a 15ft. Cone or 30ft. Line to make a DC 15 DEX Save, or take 5 (1d8) Fire Damage.

Ballista. Ranged Weapon Attack. Range 120ft. +5 to hit.
Hit. 5 (1d8) Force Damage.

Protection. The turret adds +2 to the AC of all friendly creatures within 10ft.