Health: 360
Armor: 19
Saving Throw & Skill Check Modifier: 5
Attack To Hit: 3
Attack Damage: 2d12 + 42
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(P) The monster has advantage on Dexterity (Stealth) checks made to hide in aquatic environments.
(P) The monster has resistance to Ice and Water damage, and gains +7 to attack rolls when in water.
(P) The monster can use a bonus action to dash while underwater. If the monster moves at least 10 feet it deals 2 additional damage die on it's next attack.
(P) The monster has a +5 bonus to its AC while in saltwater.
(P): The monster can absorb water to heal. At the start of it's turn, it regains 63 hit points if it is submerged in water.
(R): When the monster dies, it releases a burst of water in a 10-foot radius. Each creature in that area must succeed on a Dexterity saving throw or take 63 water damage be pushed 10 feet away and knocked prone.
(BA) The monster can make 2 additional melee attack as a bonus action if it hits with 2 melee attack.
(BA) The monster can use a bonus action to give itself advantage on its next attack roll this turn.
(A): The monster creates a wave of water in a 15-foot cone. Each creature in that area must make a Reflex saving throw or take 63 water damage and be knocked prone.
(P): The monster exudes an aura that grants allies within 10 feet a +5 bonus to attack rolls while underwater.
(P) Enemies within 10 feet of the monster have their movement speed reduced by 10 feet.
(R) When the monster takes damage, it can use its R to make an attack on the damaging creature knocking them prone on hit.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ