Health: 75
Armor: 13
Saving Throw & Skill Check Modifier: 5
Attack To Hit: 4
Attack Damage: 1d10 + 9
Attacks Per Round: 2
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 14
(BA) The monster can hide as a bonus action if it is not within 5 feet of a creature.
Thick Hide (P) The monster has resistance to bludgeoning, piercing, and slashing damage.
(P): The monster has a +3 bonus to attack rolls against a creature if at least one of the monster's allies is within 5 feet of the creature and the ally that isn't grappled or tamed.
(P) The monster can take the Dash action as a bonus action.
(P): The monster's natural armor grants it a +3 bonus to AC.
(P): The monster has a +3 to initiative
(BA) The monster can use a bonus action to pounce on a creature, forcing it to succeed on a Reflex saving throw or be knocked prone.
(BA) The monster can use a bonus action to move up to its speed towards a target and make a melee attack dealing an additional damage die. It must move at least 10 feet to use this feature.
(A) The monster can use its action to make a melee attack against all creatures within 5 feet.
(A) The monster can use its action to move up to half its speed and make a melee attack against each creature it comes into contact with during this movement.
(R) When the monster takes damage from a creature within 5 feet of it, it can use its reaction to make a melee attack against that creature.
(R) When an enemy makes a melee attack against the monster, it can use its reaction to impose disadvantage on the attack roll.
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