Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +4 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 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.
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: +6 to hit, reach 5ft,
Hit. 9 (1d8+4) Bludgeoning damage.
Sidearm. Ranged Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+6) Piercing damage.
Net. Thrown Weapon: +8 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 16 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.
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.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +4 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 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.
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:
Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.
Mage Slayer. The Cultist may make an opportunity attack against a creature that casts a spell within 10ft. Creatures hit by this attack have disadvantage on concentration checks until the end of their next turn.
Chaos Bolt. Ranged Spell Attack. +6 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. +6 to hit, Range 5 ft.
Hit. 9 (2d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.
Scimitar. Melee Weapon: +4 to hit, reach 5ft.
Hit. 9 (2d6+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 11 Dexterity saving throw, taking 21 (6d6) 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 +4.
Abilities:
Aura of Sickness (Concentration). While the Dragon is not incapacitated, creatures that start their turn within 5ft of the dragon must make a DC 15 CON save or be poisoned until the start of their next turn.
Dragon Rage. If the dragon begins its turn with less than 91hp it gains resistance to all non-magical piercing, bludgeoning, and slashing damage.
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. 10 (1d10+4) piercing damage plus 4 (1d6) Poison damage.
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 8 (1d6+4) slashing damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Cone. Each creature in that area must make a DC 15 CON Save, taking 28 (8d6) Poison damage on a failed save, or half as much damage on a successful one.
For every 5 below the save, failing creatures incur a random condition: Blindness, Poisoned, Incapacitated, or fall Prone at the end of every turn. This condition lasts for 1 minute or until they make the save at the end of their turn.
Ray of Sickness. Level 3 Spell, Range 60ft.
A ray of energy lashes out toward a creature within range. Target takes 18 (3d8) Poison damage and must make a DC 13 CON Save or be poisoned until the end of their next turn.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +5 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 15 STR Save or be knocked prone. They must have half their movement remaining to stand up.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +7 to hit.
Hit. 19 (2d8+10) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 28 (4d8+10) Slashing Plus 18 (5d6) Radiant damage.
Creatures hit by this attack must make a DC 15 STR Save or be knocked back 25 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 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.
Abilities:
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.
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: 13 (2d8+4) Piercing damage.
Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 11 (2d6+4) Piercing damage.
Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 11 (2d6+4) Piercing damage.
Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.
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. 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.)
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.
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. 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.)
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:
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.
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 +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.
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 16 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: +8 to hit, reach 5 ft.
Hit: 11 (2d4+6) bludgeoning damage.
A ballista is a massive crossbow that fires heavy bolts.
Abilities:
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.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit. 16 (3d10) piercing damage.
Blind Bolt. Ranged Weapon Ability, Range 150ft.
All creatures in a 10ft line of the target area take 16 (3d10) piercing damage.
Creatures can make a DC 14 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.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Sharpshooter The Goblin ignores cover, and add +10 to it's ranged weapon damage if it takes a -5 penalty to the the attack rolls.
3x Light Weapon Multiattack.
Scimitar. Melee Weapon: +8 to hit, reach 5ft.
Hit. 9 (1d6+5) slashing damage.
Shortbow. Ranged Weapon: +8 to hit, range 80/320ft,
Hit. 9 (1d6 +5) piercing damage.
Crossbow +1 (One attack AND Bonus Action). Ranged Weapon attack. +9 to hit, Range 120ft.
Hit. 20 (3d8+6) Piercing Damage.
Abilities:
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 15 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 15 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.. +5 to hit, Thrown Range 20/60ft.
Hit. 8 (2d4+3) 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.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.
Standing Leap. The Grung Wildling’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 13 CON Save or take an additional 5 (2d4) 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.
Dagger. 2x Multiattack. +6 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.
Shortbow. Ranged Weapon. +6 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) 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.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.
Abilities:
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 12 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 12 CON Save or take an additional 5 (2d4) 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.
Dagger . +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+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 15 feet of the grung and able to hear it must succeed on a DC 11 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.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +4 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 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.
Actions.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.
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.
Actions.
Billy Club. Melee Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+4) Bludgeoning damage.
Sidearm. Ranged Weapon: +6 to hit, reach 5ft,
Hit. 9 (1d8+6) Piercing damage.
Net. Thrown Weapon: +8 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 16 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.
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.
Actions.
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.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +4 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 14 STR Save or be knocked prone. They must have half their movement remaining to stand up.
Actions.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +6 to hit.
Hit. 13 (1d8+8) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +6 to hit.
Hit. 17 (2d8+8) Slashing Plus 14 (4d6) Radiant damage.
Creatures hit by this attack must make a DC 14 STR Save or be knocked back 20 ft. Failure by 5 or more and they are also knocked prone.
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.
Actions.
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:
Mage Armor. The Cultist protects itself with a special Mage Armor, cast at Spell Level 2. If dispelled, the Cultist's AC becomes 12.
Mage Slayer. The Cultist may make an opportunity attack against a creature that casts a spell within 10ft. Creatures hit by this attack have disadvantage on concentration checks until the end of their next turn.
Actions.
Chaos Bolt. Ranged Spell Attack. +6 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. +6 to hit, Range 5 ft.
Hit. 9 (2d8) Lightning damage.
Target cannot take Reactions until the end of their next turn.
Scimitar. Melee Weapon: +4 to hit, reach 5ft.
Hit. 9 (2d6+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 11 Dexterity saving throw, taking 21 (6d6) 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 +4.
Abilities:
Aura of Sickness (Concentration). While the Dragon is not incapacitated, creatures that start their turn within 5ft of the dragon must make a DC 15 CON save or be poisoned until the start of their next turn.
Dragon Rage. If the dragon begins its turn with less than 91hp it gains resistance to all non-magical piercing, bludgeoning, and slashing damage.
Actions.
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. 10 (1d10+4) piercing damage plus 4 (1d6) Poison damage.
Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft.
Hit: 8 (1d6+4) slashing damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot Cone. Each creature in that area must make a DC 15 CON Save, taking 28 (8d6) Poison damage on a failed save, or half as much damage on a successful one.
For every 5 below the save, failing creatures incur a random condition: Blindness, Poisoned, Incapacitated, or fall Prone at the end of every turn. This condition lasts for 1 minute or until they make the save at the end of their turn.
Ray of Sickness. Level 3 Spell, Range 60ft.
A ray of energy lashes out toward a creature within range. Target takes 18 (3d8) Poison damage and must make a DC 13 CON Save or be poisoned until the end of their next turn.
Abilities:
Aura of Hate & Protection.The Chaos Paladin adds +5 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 15 STR Save or be knocked prone. They must have half their movement remaining to stand up.
Actions.
2x Longsword Multiattack.
Longsword. Melee Weapon Attack. +7 to hit.
Hit. 19 (2d8+10) Slashing damage.
Thunder Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 28 (4d8+10) Slashing Plus 18 (5d6) Radiant damage.
Creatures hit by this attack must make a DC 15 STR Save or be knocked back 25 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 3. If dispelled, the Cultist's AC becomes 12.
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions.
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.
Abilities:
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.
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 150ft.
Hit: 13 (2d8+4) Piercing damage.
Handbow. Ranged Weapon, +6 to hit, Range 30/120
Hit: 11 (2d6+4) Piercing damage.
Shortsword. Melee Weapon, +6 to hit, Range 5ft.
Hit: 11 (2d6+4) Piercing damage.
Crossbow. Ranged Weapon, +6 to hit, Range 100/400ft.
Hit: 15 (2d10+4) Piercing damage.
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.
Actions.
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.)
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.
Actions.
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.
Actions.
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.
Actions.
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.
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.
Actions.
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.)
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.
Actions.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.
Abilities:
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 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.
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 +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.
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 16 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.
Actions.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 11 (2d4+6) bludgeoning damage.
A ballista is a massive crossbow that fires heavy bolts.
Abilities:
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.
Actions.
Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit. 16 (3d10) piercing damage.
Blind Bolt. Ranged Weapon Ability, Range 150ft.
All creatures in a 10ft line of the target area take 16 (3d10) piercing damage.
Creatures can make a DC 14 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.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Sharpshooter The Goblin ignores cover, and add +10 to it's ranged weapon damage if it takes a -5 penalty to the the attack rolls.
Actions.
3x Light Weapon Multiattack.
Scimitar. Melee Weapon: +8 to hit, reach 5ft.
Hit. 9 (1d6+5) slashing damage.
Shortbow. Ranged Weapon: +8 to hit, range 80/320ft,
Hit. 9 (1d6 +5) piercing damage.
Crossbow +1 (One attack AND Bonus Action). Ranged Weapon attack. +9 to hit, Range 120ft.
Hit. 20 (3d8+6) Piercing Damage.
Abilities:
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 15 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.
Actions.
Any creature hit by one of the Grung's weapon attacks must make a DC 15 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.. +5 to hit, Thrown Range 20/60ft.
Hit. 8 (2d4+3) 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.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 12 to spot.
Abilities:
Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 13 CON Save or become poisoned for 1 minute.
Standing Leap. The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Actions.
Any creature hit by one of the Grung's weapon attacks must make a DC 13 CON Save or take an additional 5 (2d4) 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.
Dagger. 2x Multiattack. +6 to hit, Range 20/60 ft.
Hit. 7 (1d4+4) Piercing damage.
Shortbow. Ranged Weapon. +6 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 9 (2d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 20ft Radius take 5 (2d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 12 Perception check.
Plant Growth. (Recharge 12) 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.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.
Abilities:
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 12 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.
Actions.
Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) 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.
Dagger . +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+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 15 feet of the grung and able to hear it must succeed on a DC 11 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.