Health: 120
Armor: 14
Saving Throw & Skill Check Modifier: 8
Attack To Hit: 5
Attack Damage: 2d8 + 28
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(P) The undead regains 36 hit points at the start of its turn if it has at least 1 hit point and is not in sunlight.
(P) The undead can move through solid objects and creatures as if they were difficult terrain.
(P) The undead's melee attacks deal 2 additional Necrotic damage die.
(P): Enemies within 10 feet of the undead have a 3 penalty to attack rolls and saving throws.
(P) The undead has immunity to piercing and slashing damage.
(BA) The undead can use a bonus action to teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness.
(BA): The undead can use a bonus action to release a burst of necrotic energy, dealing 27 Necrotic damage to all creatures within 5 feet.
(A): The undead can use its action to make 2 melee attack that on hit deals 27 bonus necrotic damage, and the undead regains hit points equal to the damage dealt.
(A): The undead can use its action to release a blast of necrotic energy in a 15-foot cone or 30-foot line, forcing all creatures in the area to make a Reflex saving throw or take 36 necrotic damage.
(R) When the undead takes damage, it can use its reaction to make 2 melee attack against the attacker.
(R) When the undead takes damage, it can use its reaction to become incorporeal reducing the damage to 0.
(R) When the undead is reduced to 0 hit points, it can use its reaction to make a final melee attack before being destroyed.
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