Health: 40
Armor: 10
Saving Throw & Skill Check Modifier: 6
Attack To Hit: 5
Attack Damage: 1d8 + 4
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 14
(P) The monstrosity has resistance to all damage except Psychic.
(P): The monstrosity's thick hide or scales grant it a +2 bonus to AC.
(P): The monstrosity has a +2 on initiative and saving throws.
(P): The monstrosity regains 7 hit points at the start of its turn if it has at least 1 hit point.
(P): When a creature hits the monstrosity with a melee attack, the attacker takes 2 poison damage.
(P) The monstrosity's melee attacks deal an additional damage die.
(BA) The monstrosity can use a bonus action to make an additional melee attack.
(A) The monstrosity can use its action to leap at a creature within 20 feet, making a melee attack and forcing the target to make a Reflex saving throw or be knocked prone.
(BA): The monstrosity can use its action to emit a horrifying howl. Each creature within 30 feet must succeed on a Cognitive saving throw or their attack rolls, saving throws, and spell save DC are reduced by 2 until the end of their next turn.
(A) The monstrosity can use its action to make a sweeping tail attack that targets all creatures within 10 feet, forcing them to make a Reflex saving throw or be knocked prone and take bludgeoning damage.
(R) When the monstrosity takes damage from a creature within 5 feet, it can use its reaction to make a melee attack against that creature.
(R) When the monstrosity is targeted by an attack, it 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