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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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 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
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.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Grappler The guard can grapple any opponent within 5ft as a Bonus Action, and has advantage on attacks against creatures it is grappling.
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.
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.