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Mercenary Infantry, CR 1/2

Mercenary Infantry, CR 1/2 Medium Humanoid, Unaligned CR 1/2 100 xp

  • Armor class 16 (Chain Mail, Shield)
  • Hit points 17 (2d10+6)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Languages:Humanoid

Challenge:CR 1/2 (100 xp)

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Actions

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

Mercenary Infantry Team (x5)

Mercenary Infantry Team (x5) Large Swarm, Humanoid, Loot Value 8, Cost: 4gp/day CR 3 700 xp

  • Armor class 18 (Chain Mail, Shield)
  • Hit points 85 (10d10+30)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 2,750 gp Carry 1,200lbs., Push 2,400lbs.

Languages:17hp ea. OOOOO

Challenge:CR 3 (700 xp)

Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 43 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 23 (5d8) & 18 (4d8) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Squad (x10)

Mercenary Infantry Squad (x10) Huge Swarm, Humanoid, Loot Value 70, Cost: 35gp/day CR 7 2,900 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 170 (20d10+60)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 40k gp Carry 2,400lbs., Push 4,800lbs.

Languages:17hp ea. OOOOO OOOOO

Challenge:CR 7 (2,900 xp)

Swarm Size and Shape. There are 10 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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.

Actions

Mulitattack. The swarm can make two attacks if they are above 85 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 44 (8d10) & 39 (7d10) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Patrol (x20)

Mercenary Infantry Patrol (x20) Gargantuan Swarm, Humanoid, Loot Value 1,000, Cost: 500gp/day CR 14 11,500 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 340 (40d10+120)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 800k gp Carry 4,800lbs., Push 9,600lbs.

Languages:17hp ea. OOOOO OOOOO OOOOO

Challenge:CR 14 (11,500 xp)

Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 170 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
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. 85 (13d12) & 78 (12d12) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/19/25 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Platoon (x40)

Mercenary Infantry Platoon (x40) Gargantuan Swarm, Humanoid, Loot Value 15,000, Cost: 8,000gp/day CR 23 50,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 680 (80d10+240)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 21, 10kk gp Carry 9,600lbs., Push 19,200lbs.

Languages:34hp ea. OOOOO OOOOO OOOOO OOOOO

Challenge:CR 23 (50,000 xp)

Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 340 Hit Points.
Swarm Attack. 1d10+14 to hit (No d20).
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. 168 (16d20) & 158 (15d20) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/25/37 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Swarm (x4)

Mercenary Infantry Swarm (x4) Large Swarm, Humanoid, Loot Value 8, Cost: 4gp/day CR 3 700 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 68 (8d10+240)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 2,200 gp Carry 960lbs., Push 1,920lbs.

Languages:17hp ea. OOOO

Challenge:CR 3 (700 xp)

Swarm Size and Shape. There are 4 creatures in this swarm, and they occupy approximately 4-3 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 34 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 18 (5d6) & 14 (4d6) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Swarm (x8)

Mercenary Infantry Swarm (x8) Huge Swarm, Humanoid, Loot Value 45, Cost: 20gp/day CR 6 2,300 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 136 (16d10+480)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 20k gp Carry 1,920lbs., Push 3,840lbs.

Languages:17hp ea. OOOO OOOO

Challenge:CR 6 (2,300 xp)

Swarm Size and Shape. There are 8 creatures in this swarm, and they occupy approximately 9-7 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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.

Actions

Mulitattack. The swarm can make two attacks if they are above 68 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 36 (8d8) & 32 (7d8) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/17/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Swarm (x16)

Mercenary Infantry Swarm (x16) Gargantuan Swarm, Humanoid, Loot Value 800, Cost: 400gp/day CR 13 10,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 272 (32d10+960)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 480k gp Carry 3,840lbs., Push 7,680lbs.

Languages:17hp ea. OOOO OOOO OOOO OOOO

Challenge:CR 13 (10,000 xp)

Swarm Size and Shape. There are 16 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 136 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
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. 65 (10d12) & 59 (9d12) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/19/25 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Swarm (x24)

Mercenary Infantry Swarm (x24) Gargantuan Swarm, Humanoid, Loot Value 1,500, Cost: 750gp/day CR 16 15,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 408 (48d10+1440)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 17, 1,440k gp Carry 5,760lbs., Push 11,520lbs.

Languages:34hp ea. OOOO OOOO OOOO

Challenge:CR 16 (15,000 xp)

Swarm Size and Shape. There are 24 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 204 Hit Points.
Swarm Attack. 1d10+12 to hit (No d20).
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. 98 (15d12) & 91 (14d12) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/21/29 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Mercenary Infantry Swarm (x32)

Mercenary Infantry Swarm (x32) Gargantuan Swarm, Humanoid, Loot Value 9,500, Cost: 5,000gp/day CR 20 25,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 544 (64d10+1920)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 19, 4,800k gp Carry 7,680lbs., Push 15,360lbs.

Languages:34hp ea. OOOO OOOO OOOO OOOO

Challenge:CR 20 (25,000 xp)

Swarm Size and Shape. There are 32 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Mercenary Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 272 Hit Points.
Swarm Attack. 1d10+13 to hit (No d20).
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. 137 (13d20) & 126 (12d20) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/23/33 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Uniformed Infantry Team (x5)

Uniformed Infantry Team (x5) Large Swarm, Humanoid, Loot Value 8, Cost: 4gp/day CR 7 2,900 xp

  • Armor class 18 (Chain Mail, Shield)
  • Hit points 107 (10d10+70)
  • Speed 70ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 17, 2,750 gp Carry 1,200lbs., Push 2,400lbs.

Languages:17hp ea. OOOOO

Challenge:CR 7 (2,900 xp)

Swarm Size and Shape. There are 5 creatures in this swarm, and they occupy approximately 4-7 Tiles or Hexes. Uniformed Infantry, CR 1/2.

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 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 47 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 27 (5d8) & 18 (4d8) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+7) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+7) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 17/17/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Uniformed Infantry Squad (x10)

Uniformed Infantry Squad (x10) Huge Swarm, Humanoid, Loot Value 120, Cost: 35gp/day CR 12 8,400 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 242 (20d10+60)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 13, 40k gp Carry 2,400lbs., Push 4,800lbs.

Languages:112hp ea. OOOOO OOOOO

Challenge:CR 12 (8,400 xp)

Swarm Size and Shape. There are 10 creatures in this swarm, and they occupy approximately 9-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.

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.

Actions

Mulitattack. The swarm can make two attacks if they are above 85 Hit Points.
Swarm Attack. 1d10+10 to hit (No d20).
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. 44 (8d10) & 39 (12d10) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 12 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 112 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 13/112/21 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Uniformed Infantry Patrol (x20)

Uniformed Infantry Patrol (x20) Gargantuan Swarm, Humanoid, Loot Value 1,000, Cost: 500gp/day CR 17 18,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 530 (40d10+120)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 15, 800k gp Carry 4,800lbs., Push 9,600lbs.

Languages:17hp ea. OOOOO OOOOO OOOOO

Challenge:CR 17 (18,000 xp)

Swarm Size and Shape. There are 20 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 170 Hit Points.
Swarm Attack. 1d10+11 to hit (No d20).
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. 85 (13d12) & 78 (12d12) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/19/25 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Uniformed Infantry Platoon (x40)

Uniformed Infantry Platoon (x40) Gargantuan Swarm, Humanoid, Loot Value 15,000, Cost: 8,000gp/day CR 23 50,000 xp

  • Armor class 20 (Chain Mail, Shield)
  • Hit points 1101 (80d10+240)
  • Speed 30ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT8 (-1)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Stealth Disadvantage,

Condition Immunities:Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned,

Senses:Psv Per 10, Bluff DC 9, Bribe DC 21, 10kk gp Carry 9,600lbs., Push 19,200lbs.

Languages:34hp ea. OOOOO OOOOO OOOOO OOOOO

Challenge:CR 23 (50,000 xp)

Swarm Size and Shape. There are 40 creatures in this swarm, and they occupy approximately 16-12 Tiles or Hexes. Uniformed Infantry, CR 1/2.

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 3 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.

Actions

Mulitattack. The swarm can make two attacks if they are above 340 Hit Points.
Swarm Attack. 1d10+14 to hit (No d20).
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. 168 (16d20) & 158 (15d20) damage.

===Individual Attacks===

Longsword. Melee Weapon: +5 to hit.
Hit: 8 (1d8+3) Slashing damage.

Javelin: Thrown Weapon: +5 to hit, Range 20/60ft.
Hit: 7 (1d8+3) Piercing damage.

To have an individual creature break out from the swarm, subtract up to 17 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 13/25/37 Athletics check to move at Quarter/Half/Full speed.

Legendary Actions

Formation Protection If the infantryman is within 5 feet of another infantryman, add +2 to their AC.

Scout, CR 1

Scout, CR 1 Medium humanoid (any race), Loot Value 200, any alignment CR 1 200 xp

  • Armor class 14 (Leather)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON12 (+1)
  • INT11 (0)
  • WIS13 (+1)
  • CHA11 (0)

Skills:Stealth + 7, Nature + 4, Perception + 5, Survival + 5,

Senses:Psv Per 20, Bluff DC 11, Bribe DC 15, 100 gp, Carry 165lbs., Push 330lbs.

Languages: any one language (usually Common

Challenge:CR 1 (200 xp)


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.

Actions

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.

Priest, CR 2

Priest, CR 2 Medium humanoid (any race), Loot Value 30, Loot Value 30, any alignment CR 2 450 xp

  • Armor class 13 (Chain Shirt)
  • Hit points 28 (5d8+5)
  • Speed 25 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON12 (+1)
  • INT13 (+1)
  • WIS16 (+3)
  • CHA13 (+1)

Skills:Religion +5, Medicine +7, Persuasion +3,

Senses:Psv Per 13, Bluff DC 14, Bribe DC 18, 100 gp, Carry 150lbs.

Languages: any two languages

Challenge:CR 2 (450 xp)

Actions

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.

Paladin, CR 3

Paladin, CR 3 Medium Humanoid, Loot Value 8, Any Lawful CR 3 700 xp

  • Armor class 20 (Plate, Shield)
  • Hit points 46 (7d8+14)
  • Speed 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON14 (+2)
  • INT8 (-1)
  • WIS10 (0)
  • CHA16 (+3)

Save Throws:WIS +3, CHA +6,

Skills:Athletics +6, Intimidation +6,

Damage Resistances:Radiant

Condition Immunities:Charmed, Frightened

Senses:Psv Per 10, Bluff DC 13, Bribe DC 19, 5gp
Utility: Carry 240lbs., Push 480lbs.

Languages:Common, Celestial

Challenge:CR 3 (700 xp)


Aura of Protection. The Paladin grants a +3 bonus to the saving throws of all allies within 10ft.

Actions

2x Longsword Multiattack.

Longsword +1. Melee Weapon Attack. +7 to hit.
Hit. 6 (1d8+7) Slashing damage.

Radiant Lure. Spell Attack, Range 30ft., Creature must make a DC 14 STR save or be pulled 15ft. closer to the paladin and take 11 (2d10+0) Radiant damage. A successful save halves the damage and the creature is not pulled.

Wrathful Smite (Recharge 5-6). Melee Attack. +7 to hit.
Hit. 16 (2d8+7) Slashing Plus 10 (4d4) Radiant damage.
Creatures hit by this attack must make a DC 14 CON Save or be ignited, taking 11 (3d4) Fire damage at the start of each turn until someone uses an action to extinguish the fire.

Mage, CR 6

Mage, CR 6 Medium humanoid (any race), Loot Value 3,000, any alignment CR 6 2,300 xp

  • Armor class 16 (Mage Armor)
  • Hit points 41 (9d8+0)
  • Speed 30
  • STR9 (-1)
  • DEX14 (+2)
  • CON11 (0)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +7, WIS +5,

Skills:Arcana +7, History +7, Investigation +7,

Senses:Psv Per 16, Bluff DC 11, Bribe DC 19, 10,000 gp, Carry 135lbs., Push 270lbs.

Languages: any four languages

Challenge:CR 6 (2,300 xp)


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 50 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.

Actions

DaggerWand. Weapon Attack. +6 to hit, Range 20/60 ft.,
Hit. 5 (1d4+2) piercing damage.

Fire Bolt +7 to hit, Range 120ft,
Hit. 11 (2d10) Fire Damage.

Disarming Missile. The mage creates 4 darts of magical force. Each deals 7 (1d6+3) force damage to its target, and the target must make a DC 15 STR save or drop one of the things it is holding.

Firebomb (Recharge 4). Each creature in a 30ft radius sphere make a DC 15 DEX Save, taking 32 (9d6) 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 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 15 DEX Save, taking taking 36 (8d8) 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 100ft. cone must make a DC 15 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.

Legendary Actions

Legendary Resistance (OOO/day). When the Mage fails a saving throw, it may succeed instead.
Spells Per Day
Mage knows 6 spells and 3 Cantrips through INT.
Their Spell Save DC is 15 and their Spell Attack mod is +7


Level 1.OOOO..Level 2.OOO
Level 3.OOO