Health: 130
Armor: 18
Saving Throw & Skill Check Modifier: 10
Attack To Hit: 5
Attack Damage: 3d8 + 31
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(P) The humanoid has advantage on saving throws and can dash, hide, or disengage as a bonus action.
(P) The humanoid's attacks deal 3 additional damage die.
(P): Allies within 10 feet of the humanoid gain a +4 bonus to attack and damage rolls.
(BA) The humanoid can use a bonus action to grant all allies within 30 feet temporary hit points equal to its level.
(BA) The humanoid can use a bonus action to make 3 additional melee attack.
(A): The humanoid can use its action to make 3 melee attack with a 4 penalty that deals 4 additional damage.
(BA) The humanoid can use its bonus action to command an ally to make 3 melee or ranged attack.
(R): The humanoid can use its reaction to gain a +4 bonus to AC until the start of its next turn.
(A) The humanoid can use its action to move up to its speed and make 3 melee attack. If the attack hits, the target is knocked prone.
(R): When the humanoid is hit by 3 melee attack, it can use its reaction to reduce the damage by 41 and deal the damage reduced back to the attacker.
(R) When the humanoid sees a creature casting a spell within 60 feet, it can use its reaction to attempt to interrupt the spell, forcing the caster to make a Cognitive saving throw or have the spell fail.
(R) When an ally within 5 feet is hit by an attack, the humanoid can use its reaction to take half damage.
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