Health: 50
Armor: 10
Saving Throw & Skill Check Modifier: 6
Attack To Hit: 5
Attack Damage: 1d8 + 7
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 14
(P) The giant has immunity to bludgeoning, piercing, and slashing damage.
(P): The giant has a +2 on Strength checks and Reflex saving throws.
(P): The giant's melee attacks gain +2 to attack and damage rolls.
(P): Enemies within 10 feet of the giant have 2 penalty on saving throws.
(P): The giant regains 10 hit points at the start of its turn if it has at least 1 hit point.
(P) When the giant moves, all creatures within 10 feet must succeed on a Reflex saving throw or be knocked prone.
(BA): The giant can use a bonus action to enter a rage, gaining +10 on attack rolls and saving throws, and resistance to all damage types until the end of its next turn. All attacks are at advantage on the giant while raging.
(R) When the giant takes damage, it can use its reaction to roar, causing all enemies within 30 feet to make a Cognitive saving throw or be frightened until the end of their next turn.
(R): When an ally within 10 feet of the giant is attacked, the giant can use its reaction to reduce the attack roll by 2
(R) When the giant takes elemental damage, it can use its reaction to reduce the damage by half.
(R): When the giant is hit by an attack, it can use its R to gain a +2 bonus to AC until the start of its next turn.
(R) When the giant takes damage from a creature, it can use its reaction to make an attack against that creature.
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