Health: 360
Armor: 19
Saving Throw & Skill Check Modifier: 5
Attack To Hit: 3
Attack Damage: 2d12 + 42
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(P) The plant regains 63 hit points at the start of its turn if it is in sunlight.
(P) The plant's body is covered in thorns, dealing 18 nature damage to any creature that touches it or hits it with 2 melee attack.
(P) Any creature that starts its turn within 5 feet of the plant must succeed on a Fortitude saving throw or be stunned, poisoned, or charmed.
(P): The plant's tough bark or vines grant it a +7 bonus to AC.
(P): The plant's melee attacks deal 47 additional Earth damage.
(BA): The plant can use a bonus action to make a ranged attack with its vines, dealing 47 Nature damage and forcing the target to make a Reflex saving throw or be pulled 10 feet closer.
(BA) The plant can use a bonus action to increase its size, gaining +"&Sheet4!N2&" on Strength checks and saving throws until the end of its next turn.
(A): The plant can use its action to force all creatures within 10 feet to make a Reflex saving throw or take 47 and be restrained by roots and vines.
(A): The plant can use its action to release a cloud of spores in a 20-foot radius. Each creature in the area must make a Fortitude saving throw or be poisoned taking 63 poison damage.
(A): The plant can use its action to cause thorns to burst from its body, dealing 63 Nature damage to all creatures within 5 feet.
(BA): The plant can use its action to release pollen that heals all plant creatures within 30 feet for 47 hit points.
(R) When the plant is hit by 2 melee attack, it can use its reaction to make 2 melee attack against the attacker with its vines.
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