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.Indomitable. The Hoplite can use it's reaction to reroll one saving throw.
Multiattack. The guard makes 2 attacks with its spear and shoves on hit.
Spear:Melee Weapon Attack: +4 to hit, 5 ft.,
Thrown: 20/60 ft.
Hit: 9 (2d6 + 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.
Longbow Ranged Weapon Attack: +6 to hit, reach 5ft.
Hit: 9 (1d8+4) Piercing damage.
Longsword: Melee Weapon Attack: +4 to hit, range 20/60ft,
Hit: 9 (1d8+2) piercing damage.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
2x Shortsword Multiattack.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 6 (1d6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft.
Hit: 9 (2d6+2) piercing damage.
2x Mace Multiattack.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Hit. 11 (2d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 14 (4d6 Radiant damage to a target on hit.
Guiding Bolt (OOO) +6 to hit. Range. 120ft.
Hit. 21 (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 18 (4d8) Radiant or Necrotic damage, or can make a DC 14 WIS Save for half.
Dispel Magic. (O) All magical effects of Spell Level 4 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.
Leadership (Recharges after a Short or Long Rest). For 1 minute, 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 Attack: +5 to hit, reach 5 ft.,
Hit. 17 (4d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Range 100/400 ft.,
Hit. 22 (4d10) 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.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (2d4+3) bludgeoning damage.
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.
Club. Melee Weapon Attack:+2 to hit reach 5 ft. .
Hit. 2 (1d4) bludgeoning damage.
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes, its speed is reduced by 20 feet until the end of its next turn.,
3x Slam Multiattack.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit: 13 (2d8+4) bludgeoning damage.
Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 16 STR Save.
On a failure, a target takes 13 (2d8+4) bludgeoning damage.
If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 STR and succeeding.
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: +5 to hit, 5-10 ft.
Hit: 11 (1d12 + 3) piercing damage.
Longsword:Melee Weapon Attack: +5 to hit, 5 ft.
Hit: 9 (1d8 + 3) slashing damage.
Javelin:Melee Weapon Attack: +5 to hit, 5 ft.,
Thrown: 30/120 ft.
Hit: 8 (1d6 + 3) piercing damage.
- 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 DEX Save or be knocked off.
A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider.
Loot Value 30
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit. 21 (2d10 + 10) bludgeoning damage.
This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.
Loot Value 30
Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
Multiattack. The Deionychus makes 3 attacks: 1 with its bite and 2 with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d8+2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 7 (1d8+4) slashing damage.
Longsword: Melee Weapon Attack: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.
Javelin: Thrown Weapon Attack: +5 to hit, range 20/60ft.
Hit: 8 (1d8+3) Piercing damage.
Athletics + 5, Animal Handling + 2,
Athletics + 6, Insight + 3, Perception + 5, Intimidation + 2,
Athletics + 4, Acrobatics + 6, Stealth + 8, Perception + 2, Intimidation + 6,
Athletics + 6, Animal Handling + 3,
Athletics + 7, Acrobatics + 4, Animal Handling + 4, Intimidation + 4,