Fey (Legendary)

Creature's Base Stats

Health: 420

Armor: 24

Saving Throw & Skill Check Modifier: 6

Attack To Hit: 3

Attack Damage: 3d12 + 51

Attacks Per Round:  1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)

Spellsave DC: 16

Maneuvers

(P) The fey has advantage on saving throws against being restrained or grappled, in addition they automatically dodge the first attack that hits them each round ignoring the damage taken.

(P) Enemies within 10 feet of the fey have disadvantage on attack rolls against it.

(R) In response to another creature dealing damage to the monster, it reduces the damage to 0 and regains 60 hit points.

(A) The monster targets one creature it can see within 60 feet of it. The target must succeed on a cognitive saving throw or take psychic damage and have disadvantage on its next attack roll before the end of its next turn.

(BA) The monster can use a bonus action to throw a handful of sparkling dust, causing one creature within 10 feet to be blinded.

(A) The monster can use its action to whisper maddening words. Each creature within 20 feet must succeed on a Cognitive saving throw on failure allies appear to be enemies and vice versa until the start of their next turn.

(R) When the monster is targeted by an attack, it can use its reaction to create three illusory duplicates of itself the creature must roll 3d6 if any of the dice are a 1 they miss the attack.

(R) When a creature within 30 feet of the monster makes an attack roll, the monster can use its reaction to impose disadvantage on the attack roll.

(R) When the monster takes damage, it can use its reaction to cast a hex on the attacker. The attacker must succeed on a Cognitive saving throw or fall prone, laughing uncontrollably and has disadvantage on all rolls until the start of their next turn.

(R) When the fey is hit by an attack, it can use its reaction to target the attacker. The target must succeed on a cognitive saving throw or take psychic damage and have disadvantage on its next attack roll before the end of its next turn.

(BA) The fey can use a bonus action to become ethereal until the start of its next turn.

(P) The fey cannot be tracked except by magical means, and can move freely without taking attack of opportunity.

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.


  • 8 minions
  • 5 minions + 1 bruiser
  • 2 minions + 2 bruisers
  • 1 legendary + 2 minions

Challenging:

Average length 3-5 rounds

Choose 1.


  • Four bruisers
  • Two legendaries
  • One legendary and two bruisers
  • One legendary, one bruiser, and three minions
  • One legendary and six minions
  • Three bruisers and three minions
  • Two bruisers and six minions
  • One bruiser and nine minions

Epic:

Average length 3-4 rounds

Choose 1.


  • 1 Legendary + 10 Minions
  • 2 Legendaries + 4 Minions
  • 1 Legendary + 3 Bruisers + 1 Minion
  • 1 Legendary + 2 Bruisers + 4 Minions
  • 1 Legendary + 1 Bruiser + 7 Minions
  • 4 Bruisers + 4 Minions
  • 3 Bruisers + 7 Minions
  • 2 Bruisers + 10 Minions

These fights will all keep the battles engaging for players without dragging on. ๏ปฟ

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