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.
3x Bite Multiattack.
Bite. Melee Weapon: +7 to hit, reach 5 ft.,
Hit. 9 (3d8+4) piercing damage. If the target is a creature, it must succeed on a DC 15 STR Save or be knocked prone.
Constrict. Melee Weapon: +6 to hit, Reach 20 ft.
Hit: The target takes 11 (2d6+4) bludgeoning damage, and it is Grappled (Escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 12 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 14 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Stirge, CR 1/4.
Swarm Attacks. The swarm can apply the damage to all or some of the targets with an AC below their attack roll that are within range. Melee attacks are made at advantage against individual creatures that have the swarm on two sides of their current tile. Ranged attacks can be directed at an individual creature, or covering up to 2.5 tiles of space, applying attacks and damage against every creature that has crossed through that space at initiative zero. The damage is divided equally across all creatures that crossed. Those with an AC higher than the attack roll ignore this damage as normal.
Mulitattack. The swarm can make two attacks if they are above 60 Hit Points.
Swarm Attack. +13+1d4 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 126 (12d20) & 116 (11d20) damage.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 6 (1d4+6) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack.
Instead, at the start of each of the stirge’s turns, the target loses 6 (1d4+6) hit points due to blood loss. Affected creatures must make a DC 10 CON Save or suffer a random disease.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies.
A creature, including the target, can use its action to detach the stirge with a DC 13 Acrobatics Check.
To have an individual creature break out from the swarm, subtract up to 3 HP from the swarm's current total as if it were damage. The individual creature can now act on its own initiative with those hit points using the creautre's individual attack stats.
Moving through the space the Swarm occupies requires a DC 7/11/15 Athletics check to move at Quarter/Half/Full speed.
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: +4 to hit, reach 5 ft.,
Hit. 9 (2d6+2) 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.)
Keen Hearing and Sight. The scout has advantage on Wis (Perception) checks that rely on hearing or sight.
Nimble Shooter. The Scout may Hide, Dash, and Disenage as a Bonus Action. It also ignores cover on all attacks.
Sneak Attack. If the Scout has advantage on their attack, or has an ally within 5ft of their target, they can add (11) 3d6 to one of these attacks.
Shortsword or Handbow. Weapon Attack. +5 to hit.,Range 30/120
Hit. 10 (2d6+3) piercing damage.
Longbow Weapon Attack., +5 to hit, Range 150/600 ft.,
Hit. 12 (2d8+3) piercing damage.
Crossbow., +5 to hit, Range 60/600 ft.,
Hit. 9 (2d4+4) piercing damage.
Knockout Bolt. 39 (4d4+6d6+8) Sleep damage.
The bolt deals no HP damage, but if the total damage is greater than the target's current HP, they are instantly put into a magical slumber for 1 minute, or until another creature wakes them as an action.
Mace. Melee Weapon: +2 to hit, reach 5 ft.,
Hit. 4 (1d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the Priest can add an extra 7 (2d6 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.
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.
Wild Magic. Mage has been touched by Wild Magic, and now checks for Wild Magic surges on Natural 1's, Critical Hits, and Spellcasting. They gain advantage on saving throws vs spells.
Mage Slayer. When a creature within 40 feet of the mage casts a spell, the mage may Counterspell as a Reaction.
When the mage damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.
Superior Senses. The Mage sees through through magical darkness, and has advantage on Perception checks.
Black Blooded. Whenever the Mage takes damage, they are surrounded by a 5ft of magical darkness until the start of their next turn.
DaggerWand. Weapon Attack. +5 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.
Fire Bolt +5 to hit, Range 120ft,
Hit. 6 (1d10) Fire Damage.
Disarming Missile. The mage creates 3 darts of magical force. Each deals 6 (1d6+2) force damage to its target, and the target must make a DC 13 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 25ft radius sphere make a DC 13 DEX Save, taking 25 (7d6) fire damage on a failed save, half on success.
Ice Storm (Recharge 5). A hail of rock-hard ice pounds to the ground in a 30-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 13 DEX Save, taking taking 27 (6d8) Cold and Bludgeoning 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 (Recharge 6). Each creature in a 80ft. cone must make a DC 13 CON Save. A creature takes 32 (7d8) 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.
Legendary Resistance (OOO/day). When the Mage fails a saving throw, it may succeed instead.
Spells Per Day
Mage knows 5 spells and 3 Cantrips through INT.
Their Spell Save DC is 13 and their Spell Attack mod is +5
Level 1.OOOO..Level 2.OOO
Defensive Formation. Hoplites gain a +1 bonus to their AC for every allied Hoplite within 5ft.
While in formation, coming within 5ft of the Hoplite incurrs an opportunity attack.
Alert. While in formation, the Hoplite cannot be surprised, and is immune to Sneak Attacks and Critical Hits.
Spear. Melee Weapon, +3 to hit, Thrown 20ft.
Hit. 5 (1d6+1) piercing damage.
Shield Bash. The target must make a DC 13 STR Save or be knocked prone or pushed 5ft.
Net. Thrown Range 10ft.
Hit. 4 (1d4+1) Slashing damage.
The target must make a DC 11 STR Save or be Grappled and Restrained. At the start of each of their turns, targets retrained by the net take an additional 3 (1d4) Slashing damage.
The net may be removed with a successful DC 12 Athletics or Acrobatics check as an action, or destroyed with attacks. The net has an AC of 12 and HP of 7.
Siege Crossbow. Ranged Weapon. +4 to hit, Range 60ft.
Hit. 7 (1d4+4) piercing damage.
Swarm Size and Shape. There are 8 creatures in this swarm, and they occupy 9 tiles or 7 hexes contiguously.
This swarm's stats are based on those of a Warhorse, CR 1/2.
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.
Mulitattack. The swarm can make two attacks if they are above 80 Hit Points.
Swarm Attack. +6 to hit. This roll is made with advantage if the target has no allies within 5ft of it. Range and special properties match the individual attack.
Hit. 28 (5d8+32) damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6+4) bludgeoning damage.
Keen Smell. The troll has advantage on WIS (Perception) checks that rely on smell.
Regeneration. The troll regains 12 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack.The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+8 to hit, reach 5 ft.,
Hit. 7 (1d6+4) piercing damage.
Claw. Melee Weapon Attack:+8 to hit, reach 5 ft.,
Hit. 11 (2d6+4) slashing damage.