Abilities:
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.
Formation Protection If the infantryman is within 5 feet of another infantryman, add +3 to their AC.
2x Longsword Multiattack.
Longsword +1. Melee Weapon: +9 to hit.
Hit: 11 (1d8+6) Slashing damage.
Javelin: Thrown Weapon: +8 to hit, Range 20/60ft.
Hit: 12 (2d8+5) Piercing damage.
Abilities:
SentinelCreatures entering the guard's reach provoke an opportunity attack.
Creatures hit with an opporunity attack have their speed dropped to 0 for the rest of this turn. Disengage actions do not deny these attacks.
Attacking a target other than the guard within 5 ft also triggers an opportunity attack.
Billy Club. Melee Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+3) Bludgeoning damage.
Sidearm. Ranged Weapon: +5 to hit, reach 5ft,
Hit. 8 (1d8+5) Piercing damage.
Net. Thrown Weapon: +7 to hit, Range 10ft. Restrains target on hit.
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 10 Strength 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.
Handcuffs. Melee Weapon: DC 15 DEX Save. On failure, target's hands are bound until freed with a DC 14 check with thieves' tools or it's broken. AC 15, HP 10, Damage Threshhold 5.
Restrained. A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Undead Thralls. At 6th level, when you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creatures hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit. 9 (1d6+6) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, Range 80/320 ft .
Hit. 9 (1d6+6) piercing damage.
Abilities:
Amphibious.The Young Green Dragon can breathe air and water.
Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 15 (2d10+4) piercing damage plus 5 (2d4) Acid damage.
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 11 (2d6+4) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 14 DEX Save, taking 41 (9d8) Acid damage on a failed save, or half as much damage on a successful one.
Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 15 (6d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.
Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 7 (2d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.
Abilities:
Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.
Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Uncanny Dodge. The goblin can use it's reaction to halve one attack’s damage from an enemy it can see.
Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit. 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.
Abilities:
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.
Abilities:
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 ally of the war chief within 30 feet, that 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.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 42 (3d12+9) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft.
Hit: 26 (3d6+9) piercing damage.
Abilities:
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
2x Handaxe Multiattack. +6 to hit, Range 20ft.
Hit. 8 (1d6+4) Slashing Damage.
Greataxe. Melee Weapon Attack: +6 to hit, Reach 5 ft.,
Hit: 17 (2d12+4) slashing damage.
Javelin . Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or Range 30/120 ft.,
Hit: 10 (1d6+6) piercing damage.
Abilities:
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.
Longspear. Weapon Attack. +5 to hit, Reach 10ft. Thrown 20 ft.
Hit. 10 (2d6 + 3) piercing damage.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 12 Athletics check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Abilities:
Amphibious.The Young Green Dragon can breathe air and water.
Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +7 to hit, Reach 10ft.
Hit. 15 (2d10+4) piercing damage plus 5 (2d4) Acid damage.
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 11 (2d6+4) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 14 DEX Save, taking 41 (9d8) Acid damage on a failed save, or half as much damage on a successful one.
Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 15 (6d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.
Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 7 (2d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.
Abilities:
Damage Vulnerabilities: Bludgeoning, DC 12 to reveal.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit. 6 (1d6+3) piercing damage.
Shortbow. Ranged Weapon: +5 to hit, Range 80/320 ft.
Hit. 6 (1d6+3) piercing damage.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +3 to the damage and saving throws of all allies within 10ft.
Sentinel. Any creature entering the Paladin's threatened area provokes a Shove attack, and must make a DC 13 STR Save or be knocked prone. They must have half their movement remaining to stand up.
Longsword. Melee Weapon Attack. +5 to hit.
Hit. 20 (3d8+6) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +5 to hit.
Hit. 20 (3d8+6) Slashing Plus 8 (3d4) Radiant damage.
Creatures hit by this attack must make a DC 13 STR Save or be knocked back 15 ft. Failure by 5 or more and they are also knocked prone.
Abilities:
Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.
Chaos Bolt. Ranged Spell Attack. +5 to hit, Range 30/60 ft.
Hit. 9 (2d4+1d6) Elemental damage.
If the first two damage dice match, the bolt hits a second target within 20 ft.
Roll a d4 for Resistances. Damage is either Fire, Cold, Poison, or Thunder.
Shocking Grasp. Melee Spell Attack. +5 to hit, Range 5 ft.
Hit. 5 (1d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.
Scimitar. Melee Weapon: +4 to hit, reach 5ft.
Hit. 6 (1d6+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 10 feet of it must make a DC 10 Dexterity saving throw, taking 14 (4d6) 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. (2/day) As a reaction, the cultist can attempt to interrupt a creature casting a spell. Spells of Level 2 or lower automatically fail. Spells Level 3 and higher require an ability check of DC 10+ the spells level, using a modifier of +3.
Abilities:
Protection. The Hoplite can use it's reaction to add +2 to the AC of any friendlies within 5ft
Polearm Master. Entering the Hoplite's threat area incurrs an opportunity attack.
Improved Critical. The Hoplite scores a critical hit on a 19 or 20.
Multiattack. The guard makes 1 attack with its spear and shoves on hit.
Spear:Melee Weapon: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 6 (1d6 + 2) piercing damage.
Shield Bash Bonus Attack:If hit by the spear, the target must make a DC 14 STR Save or be knocked prone or pushed 5ft.
Abilities:
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. 10 (2d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon: +2 to hit, Range 100/400 ft.,
Hit. 11 (2d10) piercing damage.
=== Reactions ===
Parry. The knight adds 2 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.)
Abilities:
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 STR saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.
Abilities:
Mounted Combatant.The Lancer has advantage on melee attack rolls against any unmounted creature that is smaller than it's mount, and can force attacks targeting their mount to hit them instead.
Mount EvasionAny affect that subjects the Lancer's mount to a DEX save for half only deals half damage on failure, and no damage on success.
Lance:Melee Weapon Attack: +6 to hit, 5-10 ft.
Hit: 11 (1d12 + 4) piercing damage.
Longsword:Melee Weapon Attack: +6 to hit, 5 ft.
Hit: 9 (1d8 + 4) slashing damage.
Javelin:Melee Weapon Attack: +6 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 4) piercing damage.
Mounted Combat.
- The lancer must spend half of it's movement to mount or dismount.
- If an effect moves the mount against it's will, the lancer must succeed a DC 10 STR Save or be knocked off.
Abilities:
Scout. If an enemy ends its turn within 5ft of the Archer, it can move up to 15ft. as a Reaction.
Longbow. Ranged Weapon: +6 to hit, Range 150ft.
Hit: 9 (1d8+4) Piercing damage.
Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 8 (1d6+4) Piercing damage.
Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 8 (1d6+4) Piercing damage.
Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 10 (1d10+4) Piercing damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.
Abilities:
Amphibious.The Young Green Dragon can breathe air and water.
Multiattack. The dragon makes 3 attacks. One with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +8 to hit, Reach 10ft.
Hit. 22 (3d10+5) piercing damage plus 5 (2d4) Acid damage.
Claw. Melee Weapon Attack: +8 to hit, Reach 5 ft.
Hit: 16 (3d6+5) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Line that is 5 feet wide. Each creature in that area must make a DC 15 DEX Save, taking 45 (10d8) Acid damage on a failed save, or half as much damage on a successful one.
Acid Arrow (1/day). Ranged Spell Attack. +5, Range 90ft.
Hit. 18 (7d4) Acid damage immediately, and 8 (3d4) Acid Damage at the end of its next turn.
Acid Cloud (L3 Spell, 1/day). Concentration. The dragon creates a 20ft radius sphere centered on a point it can see within 120ft. The cloud spreads around corners, and lasts for the duration or until a strong wind disperses it, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for hte first time on a turn or starts its turn there, that creature must make a DC 13 CON save. Creatures take 11 (3d6) Acid Damage on a failed save, or half as much on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The cloud moves randomly 10ft per turn, and sinks to the lowest level of the land, even pouring down openings.