A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers
Crew Weapon A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim and fire it.
Cannon Ball. Ranged Weapon Attack: +4 to hit, Range 600/2,400 ft.
Hit. 27 (6d8) Bludgeoning damage.
Blind Fire. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Sphere of the target area take 27 (6d8) Bludgeoning damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Blessed. Up to 2 friendlies within 30ft of the Orc can add 2 (1d4) to their attacks and saves.
2x Spear Multiattack
Spear. Melee Weapon Attack: +6 to hit, Reach 5ft.
Hit. 17 (1d6+2d8+4) Piercing damage.
Javelin. Melee Weapon Attack: +6 to hit, Range 20/60ft.
Hit. 11 (2d6+4) Piercing damage.
Command(2/day). The Orc can speak a one-word command to a creature within 60ft. which the target must obey for one round if it fails a DC 12 WIS Save.
Healing Word (4/day). As a Bonus Action, The orc can touch a creature and restore 7 (2d4+2) HP as Bonus Action.
Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.
Cantrips. Guidance, Resistance, Thaumaturgy.
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.
Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (3d6+3) slashing damage.
Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit. 14 (3d6 +3) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) 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 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.
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 15 CON Save or become poisoned for 1 minute.
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.
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 grungs 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.
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 15 CON Save or become poisoned for 1 minute.
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.
Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 8 (3d4) 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.
3x Multiattack.Dagger +1 . +8 to hit, Range 20/60 ft.
Hit. 10 (2d4+5) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 25 (6d6+4) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save 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. 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 15 to spot.
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 16 CON Save or become poisoned for 1 minute.
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.
Any creature hit by one of the Grung's weapon attacks must make a DC 16 CON Save or take an additional 8 (3d4) 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 +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 16 (4d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 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 grungs 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.
Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Pack Tactics. The Tribal Warrior has advantage on an attack roll against a creature if at least one of the Tribal Warriors allies is within 5 feet of the creature and the ally isnt incapacitated.
Longsword: Melee Weapon Attack: +5 to hit.
Hit: 14 (2d8+6) Slashing damage.
Javelin: Thrown Weapon Attack: +5 to hit, range 20/60ft.
Hit: 14 (2d8+6) Piercing damage.
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Corrupting Touch. Melee Spell Attack: +11 to hit, reach 5 ft.,
Hit. 23 (5d6 + 5) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 19 WIS Save or be frightened for 1 minute.
A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 19 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 39 (11d6) psychic damage.
Keen Sight and Smell. The owlbear has advantage on Wis (Perception) checks that rely on sight or smell.
Multiattack. The owlbear makes 2 attacks, 1 with its beak and 1 with its claws.
Beak. Melee Weapon Attack. +7 to hit, reach 5 ft.
Hit: 11 (1d10+5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 14 (2d8+5) slashing damage.
Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Cunning Action. The wolf can dash, disengage, or hide as a bonus action.
2x Bite Multiattack.
Bite. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 11 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.
Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 10 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Slam.Melee Weapon Attack. +6 to hit, Reach 10ft.
Hit. 15 (3d6+4) Bludgeoning Damage.
Vine Whip. Melee Weapon Attack: +6 to hit, Reach 20 ft.
Hit. 15 (3d6+4) Slashing damage. Target must make a DC 13 STR Save or become Grappled by the tree, and be pulled 10ft. closer.
The tree can grapple up to 2 Targets.
Damage Threshold: 10
Poison, Psychic
A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers
Crew Weapon A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim and fire it.
Actions
Cannon Ball. Ranged Weapon Attack: +4 to hit, Range 600/2,400 ft.
Hit. 27 (6d8) Bludgeoning damage.
Blind Fire. Ranged Weapon Ability, Range 150ft.
All creatures within a 15ft Sphere of the target area take 27 (6d8) Bludgeoning damage.
Creatures can make a DC 14 DEX Save for half damage. Failure by 5 and they are pushed 5ft away from the point of impact. Failure by 10 or more and they are pushed back and land prone.
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Blessed. Up to 2 friendlies within 30ft of the Orc can add 2 (1d4) to their attacks and saves.
Actions
2x Spear Multiattack
Spear. Melee Weapon Attack: +6 to hit, Reach 5ft.
Hit. 17 (1d6+2d8+4) Piercing damage.
Javelin. Melee Weapon Attack: +6 to hit, Range 20/60ft.
Hit. 11 (2d6+4) Piercing damage.
Command(2/day). The Orc can speak a one-word command to a creature within 60ft. which the target must obey for one round if it fails a DC 12 WIS Save.
Healing Word (4/day). As a Bonus Action, The orc can touch a creature and restore 7 (2d4+2) HP as Bonus Action.
Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.
Cantrips. Guidance, Resistance, Thaumaturgy.
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
Scimitar. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (3d6+3) slashing damage.
Shortbow. Ranged Weapon: +5 to hit, range 80/320ft,
Hit. 14 (3d6 +3) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +5 to hit, Range 80ft.
Hit. 17 (3d8+3) 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 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.
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 15 CON Save or become poisoned for 1 minute.
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
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 grungs 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.
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 15 CON Save or become poisoned for 1 minute.
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
Any creature hit by one of the Grung's weapon attacks must make a DC 15 CON Save or take an additional 8 (3d4) 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.
3x Multiattack.Dagger +1 . +8 to hit, Range 20/60 ft.
Hit. 10 (2d4+5) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 25 (6d6+4) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 20 feet of the grung and able to hear it must succeed on a DC 12 WIS Save 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. 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 15 to spot.
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 16 CON Save or become poisoned for 1 minute.
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
Any creature hit by one of the Grung's weapon attacks must make a DC 16 CON Save or take an additional 8 (3d4) 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 +1. 2x Multiattack. +8 to hit, Range 20/60 ft.
Hit. 16 (4d4+6) Piercing damage.
Shortbow. Ranged Weapon. +8 to hit, Range 80/320 ft.
Hit. 33 (8d6+5) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 15 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 grungs 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.
Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Pack Tactics. The Tribal Warrior has advantage on an attack roll against a creature if at least one of the Tribal Warriors allies is within 5 feet of the creature and the ally isnt incapacitated.
Actions
Longsword: Melee Weapon Attack: +5 to hit.
Hit: 14 (2d8+6) Slashing damage.
Javelin: Thrown Weapon Attack: +5 to hit, range 20/60ft.
Hit: 14 (2d8+6) Piercing damage.
Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: +11 to hit, reach 5 ft.,
Hit. 23 (5d6 + 5) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 19 WIS Save or be frightened for 1 minute.
A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 19 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 39 (11d6) psychic damage.
Keen Sight and Smell. The owlbear has advantage on Wis (Perception) checks that rely on sight or smell.
Actions
Multiattack. The owlbear makes 2 attacks, 1 with its beak and 1 with its claws.
Beak. Melee Weapon Attack. +7 to hit, reach 5 ft.
Hit: 11 (1d10+5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.
Hit: 14 (2d8+5) slashing damage.
Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Cunning Action. The wolf can dash, disengage, or hide as a bonus action.
Actions
2x Bite Multiattack.
Bite. Melee Weapon: +5 to hit, reach 5 ft.,
Hit. 11 (2d4+3) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.
Keen Hearing and Smell. The wolf has advantage on Wis (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 10 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 STR Save or be knocked prone.
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam.Melee Weapon Attack. +6 to hit, Reach 10ft.
Hit. 15 (3d6+4) Bludgeoning Damage.
Vine Whip. Melee Weapon Attack: +6 to hit, Reach 20 ft.
Hit. 15 (3d6+4) Slashing damage. Target must make a DC 13 STR Save or become Grappled by the tree, and be pulled 10ft. closer.
The tree can grapple up to 2 Targets.
Poison, Psychic
Actions
Damage Threshold: 10