Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.
Abilities:
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 20 (2d12+8) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft.
Hit: 21 (2d6+8) piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.
2x Light Weapon Multiattack.
Scimitar. Melee Weapon: +6 to hit, reach 5ft. Hit. 11 (2d6+4) slashing damage.
Shortbow. Ranged Weapon: +6 to hit, range 80/320ft, Hit. 11 (2d6 +4) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 22 (4d8+4) Piercing Damage.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Longbow. Ranged Weapon: +6 to hit, Range 150/600 ft.
Hit: 9 (1d8+4) Piercing damage.
Crossbow: Ranged Weapon: +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.
Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.
2x Longsword Multiattack.
Longsword +1. Melee Weapon: +9 to hit.
Hit: 20 (3d8+6) Slashing damage.
Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 26 (6d8+5) Piercing damage.
Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.
Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.
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.
=== Spellcasting. ===
The mage has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.
Magic Missile. You create 3 dats of magical force. Each deals 3 (1d4+1) force damage to its target.
Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 DEX Save. A target takes 32 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Cone of Cold. Each creature in a 60ft. cone must make a DC 13 CON Save. A creature takes 41 (9d8) 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.
Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.
Sharpshooter The Scout ignores all but total cover, and has +2 to hit.
Multiattack. The scout makes two melee or ranged attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 9 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft.,
Hit. 9 (1d8+4) piercing damage.
Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (7) 2d6 to one of these attacks.
Amphibious.The Grung can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grungs skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
A poisoned creature no longer in direct contact with the Grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grungs long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
2x Dagger Multiattack.
Dagger. Melee or Ranged Weapon Attack. +5 to hit, Range 5 ft. or Range 20/60 ft.
Hit. 5 (1d4+2) Piercing damage.
The target must succeed on a DC 16 Constitution saving throw or take 11 (3d6) poison 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 grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Amphibious.The Grung Elite Warrior can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warriors skin must succeed on a DC 12 CON Save or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Elite Warrior can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grung Elite Warriors long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
3x Dagger Multiattack.
Dagger +2. Melee or Ranged Weapon Attack. +10 to hit,
Range 20/60 ft.Hit. 9 (1d4+6) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.
Shortbow. Ranged Weapon Attack. +10 to hit, Range 80/320 ft.
Hit. 15 (3d6+4) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the grungs 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 grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
1st level (OOOO): cure wounds, jump
2nd level (OOO): barkskin, spike growth
3rd level (OO): plant growth
Barkskin Armor. The Wildling is concentrating on it's armor, and must make CON Saves when it takes damage.
Amphibious.The Grung Wildling can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildlings skin must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Wildling can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grung Wildlings long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
3x Dagger Multiattack.
Dagger +2. Weapon Attack. +9 to hit, Range 20/60 ft.
Hit. 10 (1d4+7) Piercing damage.
The target must make a DC 17 CON Save or take 10 (4d4) poison damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 16 (3d6+5) Piercing damage.
The target must succeed on a DC 17 Constitution saving throw or take 10 (4d4) poison damage.
Cure Wounds. (OOOO) As an action, the Wildling can heal a target for 18 (4d8) HP.
Spike Growth. (OOO) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.
Plant Growth. (OO) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 32 (3d10+15) piercing damage, and the target is grappled (Escape DC 16).
Until this grapple ends, the target is restrained, and the crocodile cant bite another target.
Orcs are renowned for their barbarism. They have stooped postures, low foreheads, and piglike faces with prominent lower canines that resemble a boar's tusks.
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 20 (2d12+8) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft.
Hit: 21 (2d6+8) piercing damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Uncanny Dodge. The goblin can use it's reaction to halve one attacks damage from an enemy it can see.
Actions
2x Light Weapon Multiattack.
Scimitar. Melee Weapon: +6 to hit, reach 5ft. Hit. 11 (2d6+4) slashing damage.
Shortbow. Ranged Weapon: +6 to hit, range 80/320ft, Hit. 11 (2d6 +4) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +6 to hit, Range 80ft.
Hit. 22 (4d8+4) Piercing Damage.
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Actions
Longbow. Ranged Weapon: +6 to hit, Range 150/600 ft.
Hit: 9 (1d8+4) Piercing damage.
Crossbow: Ranged Weapon: +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.
Shield Bash. If the infantryman hits with a shield attack, they can Shove as a Bonus Action. The target is either pushed back 5ft or knocked prone.
Actions
2x Longsword Multiattack.
Longsword +1. Melee Weapon: +9 to hit.
Hit: 20 (3d8+6) Slashing damage.
Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 26 (6d8+5) Piercing damage.
Actions
Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.
Actions
Longsword. Melee Weapon: +6 to hit.
Hit: 13 (2d8+4) Slashing damage.
Javelin: Thrown Weapon: +6 to hit, Range 20/60ft.
Hit: 11 (2d8+4) Piercing damage.
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.
=== Spellcasting. ===
The mage has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation
1st level (OOOO): Detect Magic, Mage Armor, Magic Missile, Shield
2nd level (OOO): Misty Step, Suggestion
3rd level (OOO): Counterspell, Fireball, fly
4th level (3 slots): Greater Invisibility, Ice Storm
5th level (1 slot): Cone of Cold
Actions
Dagger. Melee or Ranged Weapon: +4 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.
Magic Missile. You create 3 dats of magical force. Each deals 3 (1d4+1) force damage to its target.
Fireball. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 DEX Save. A target takes 32 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Ice Storm A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Cone of Cold. Each creature in a 60ft. cone must make a DC 13 CON Save. A creature takes 41 (9d8) 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.
Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.
Sharpshooter The Scout ignores all but total cover, and has +2 to hit.
Actions
Multiattack. The scout makes two melee or ranged attacks.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 9 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft.,
Hit. 9 (1d8+4) piercing damage.
Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (7) 2d6 to one of these attacks.
Amphibious.The Grung can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung or otherwise comes into direct contact with the Grungs skin must succeed on a DC 16 CON Save or become poisoned for 1 minute.
A poisoned creature no longer in direct contact with the Grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grungs long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
2x Dagger Multiattack.
Dagger. Melee or Ranged Weapon Attack. +5 to hit, Range 5 ft. or Range 20/60 ft.
Hit. 5 (1d4+2) Piercing damage.
The target must succeed on a DC 16 Constitution saving throw or take 11 (3d6) poison 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 grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Amphibious.The Grung Elite Warrior can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warriors skin must succeed on a DC 12 CON Save or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Elite Warrior can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grung Elite Warriors long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions
3x Dagger Multiattack.
Dagger +2. Melee or Ranged Weapon Attack. +10 to hit,
Range 20/60 ft.Hit. 9 (1d4+6) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.
Shortbow. Ranged Weapon Attack. +10 to hit, Range 80/320 ft.
Hit. 15 (3d6+4) Piercing damage.
The target must succeed on a DC 15 Constitution saving throw or take 10 (4d4) poison damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 25 feet of the grung and able to hear it must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the grungs 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 grungs skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
1st level (OOOO): cure wounds, jump
2nd level (OOO): barkskin, spike growth
3rd level (OO): plant growth
Barkskin Armor. The Wildling is concentrating on it's armor, and must make CON Saves when it takes damage.
Amphibious.The Grung Wildling can breathe air and water.
Poisonous Skin.Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildlings skin must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the Grung Wildling can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap.The Grung Wildlings long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Pack Tactics. If the Grung is within 5ft of an ally, it rolls attacks with advantage.
Actions
3x Dagger Multiattack.
Dagger +2. Weapon Attack. +9 to hit, Range 20/60 ft.
Hit. 10 (1d4+7) Piercing damage.
The target must make a DC 17 CON Save or take 10 (4d4) poison damage.
Shortbow. Ranged Weapon. +9 to hit, Range 80/320 ft.
Hit. 16 (3d6+5) Piercing damage.
The target must succeed on a DC 17 Constitution saving throw or take 10 (4d4) poison damage.
Cure Wounds. (OOOO) As an action, the Wildling can heal a target for 18 (4d8) HP.
Spike Growth. (OOO) For 10 MInutes, creatures within a 40ft Radius take 10 (4d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 16 Perception check.
Plant Growth. (OO) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.
Green. The poisoned creature cant move except to climb or make standing jumps. If the creature is flying, it cant take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It cant take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 32 (3d10+15) piercing damage, and the target is grappled (Escape DC 16).
Until this grapple ends, the target is restrained, and the crocodile cant bite another target.