Health: 600
Armor: 30
Saving Throw & Skill Check Modifier: 8
Attack To Hit: 3
Attack Damage: 4d12 + 78
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 20
(P) The monster has advantage on saving throws while flying.
(P) The monster deals 4 additional damage die when it hits with 4 melee attack while flying.
(BA) The monster can use a bonus action to dash, gaining 4 additional 30 feet of flying movement.
(BA) The monster can use a bonus action to dive up to 60 feet straight down and make 4 melee weapon attack. If the attack hits, it can move up to it's movement speed without provoking attack of opportunity.
(BA) The monster can use a bonus action to beat its wings, creating a gust of wind that pushes creatures within 10 feet back 5 feet.
(A) The monster emits a terrifying screech. Each creature within 30 feet must make a Cognitive saving throw or be feared.
(BA) The monster can change direction quickly while flying, ranged attacks have disadvantage on the monster and it has advantage on reflex saving throws until the start of it's next turn.
(R) When the monster is hit by an attack, it can use its reaction to shield itself with its wings, reducing the damage taken by half.
(P): The monster's feathers provide it with a +14 bonus to AC.
(R) When an enemy within 10 feet of the monster makes an attack, the monster can use its reaction to make 4 melee attack against that enemy.
(R) When an enemy makes an attack against the monster, it can use its reaction to impose disadvantage on the attack roll.
(R) When the monster takes damage, it can use its reaction to move up to 10 feet without provoking opportunity attacks avoiding the damage taken.
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