Health: 180
Armor: 18
Saving Throw & Skill Check Modifier: 6
Attack To Hit: 4
Attack Damage: 2d10 + 35
Attacks Per Round: 2
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(P) The elemental has Immunity to a specific type of damage based on its elemental type (e.g., fire for a fire elemental, cold for an ice elemental).
(P): Creatures within 10 feet of the elemental take 15 elemental damage at the start of their turn.
(P): The elemental regains 54 hit points at the start of its turn if it is in its natural environment (e.g., water for a water elemental).
(P) The elemental's melee attacks deal 2 additional elemental damage die.
(P) The elemental rolls 3 additional die to hit and keeps the highest 3.
(BA) The elemental can use a bonus action to move up to its speed without provoking opportunity attacks.
(BA): The elemental can use a bonus action to deal 41 elemental damage to all creatures within 5 feet if they fail a Reflex saving throw.
(A): The elemental can use its action to release a blast of elemental energy in a 15-foot cone or 30-foot line, forcing all creatures in the area to make a Reflex saving throw or take 54 elemental damage appearing at a point it chooses at the end of the cone or line without taking attack of opportunity.
(R): When the elemental takes damage from 2 melee attack, it can use its reaction to deal 54 elemental damage to the attacker.
(R) When the elemental takes damage from an elemental source, it can use its reaction to reduce the damage by half and release a burst of the same element, dealing damage to all creatures within 10 feet.
(R): When an ally within 10 feet of the elemental is attacked, the elemental can use its reaction to reduce the attack roll by 5.
(R) When the elemental is hit by an attack, it can use its reaction to make 2 melee attack against the attacker.
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