The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of the other tribe members, whose blood-lust must be regularly satisfied lest the chief appear weak.
AGGRESSIVE. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.
GRUUMSH'S FURY. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
MULTI-ATTACK. The orc makes two attacks with its greataxe or its spear.
GREATAXE. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d12+4 plus 1d8) slashing damage.
SPEAR. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.
BATTLE CRY(1/Day). Each creature of the war chief's choice that is within 30 ft. 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.
AGGRESSIVE. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.
GRUUMSH'S FURY. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (insluded in the attack).
SPELLCASTING. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (sell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)
SPEAR. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 13 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.
MARTIAL ADVANTAGE. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
MULTI-ATTACK. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
LONGSWORD. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
SHIELD BASH. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or Smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
JAVELIN. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 6 (1d6+3) piercing damage.
LEADERSHIP (recharges after a short or long rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a non-hostile creature that it can see within 30 ft. 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
REACTIONS
PARRY. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
AGGRESSIVE. As a bonus action, the orog can move up to its speed towards a hostile creature that it can see.
MULTI-ATTACK. The orog makes two greataxe attacks.
GREATAXE. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
JAVELIN. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.
The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
AMPHIBIOUS. The Dragon can breathe air and water.
BITE. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.
ACID BREATH (Recharge 5-6). The dragon exhales acid in a 15 ft. line that is 5 ft. wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.