Scaling statblocks for use as generic creatures, they can be easily slotted in too encounters, though probably shouldn't be the only thing in there, especially not for boss fights.
No leaders or solos as they shouldn't really use this
The first group I'll tackle will be humanoid warriors
Ideas:
Ambusher.
Dex based, light armor, light weapons
mid hp
stealth, acrobactics profs (maybe athletics)
cunning strike style attacks that can do a couple things if they have advantage
lots of extra dmg
free disengage and/or hide
grapple target and immediately move
Artillery
Dex based, light armor, ranged weapons, non signature sidearms
mid hp
perception, acrobactics prof
multiattack
higher level aoe volley features
Brute
str based, heavy armor, heavy weapons
high hp, good resistances
athletics, intimidation prof
pushing/tripping attacks
bonus against prone?
Controller
wis and dex/str based, medium armor, mid weapons
mid hp
wis skills
dazing, staggering, sundering, debuffing attacks
Minion
str based
hp equals 2*CR?
likely basic hoplite spear and shield, maybe with ac boost for being within 5ft of another minion
Skirmisher
Dex based, light/medium armor
mid hp
acrobatics prof
cunning action style ba dash and disengage
line based charge attacks
Soldier
str based, heavy armor, shields and mid weapons
high hp
athletics prof
better multiattack
taunt feature
Support
wis/cha based, medium armor and weapons
mid hp
wis/cha skills
supportive features
command allies to attack
reaction boost ally attacks or reduce incoming dmg
Perhaps an Elite feature for each non minon. The GM can choose to grant one warrior an elite feature to make that particular enemy more interesting and powerful while not quite making them a boos or needing a new block
Warriors of different races
This statblock is designed as a generic humanoid that can be adapted to suit a wide variety of sittuations and encounters. When using them, consider the appearances and races of these creatures. You may even wish to add some assitional traits to speciifc creatures based on their race. add some links to the DMG and Flee Mortals sections on this
Humanoid Warrior Ambusher
Small/Medium Humanoid (Ambusher), Any AlignmentArmor Class 13 + PB
Hit Points 20 + 10*CR
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
12 (+1)
10 (+0)
10 (+0)
12 (+1)
Skills Acrobatics +3+PB, Deception +2+PB, Sleight of Hand +3+PB, Stealth +3+PB
Senses Darkvision 60ft, passive Perception 10
Languages At least one
Challenge -
Traits
Ambusher. In the first round of combat, the ambusher has advantage on attack rolls against any surprised creature.
Exploit Opening (3/Day). When the ambusher makes an attack, they have advantage on the attack roll.
Cunning Strike. Once per turn, when the ambusher has advantage on a weapon attack, the attack deals additional 2+PB d6 damage on a hit. The ambusher can forgo this additional damage to immediately take the Grapple or Shove action against the target.
Hidden Hinderance (CR X or higher). Creatures the ambusher chooses within 15 feet that cannot see the ambusher, have disadvantage on their attack rolls.
Actions
Multiattack. The ambusher makes a number of attacks equal to half their Proficiency Bonus (rounded down).
Signature Attack (Light Melee Weapon)Melee Weapon Attack: +3+PB to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing or piercing damage.
Dagger.Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + PB) piercing damage.
Bonus Actions
Quick Stab (CR 1 or higher). When the ambusher hits a creature with its Signature Attack, it can make a Dagger attack as a bonus action.
Cunning Action (CR 3 or higher). The ambusher can take the Dash, Disengage or Hide action as a bonus action.
Disappear (CR 5 or higher). If the ambusher is hidden or is in dim light or darkness, it can become invisible until the end of its next turn. The effect ends early if the ambusher makes an attack.
Misdirection (CR 7 or higher). The ambusher chooses a creature it can see but that can't see the ambusher. That creature must make a Wisdom saving throw (DC 14+PB) or immediately make a weapon attack against a creature of the ambusher's choice.
Reactions
Uncanny Dodge (CR X or higher). When the ambusher takes damage from an attack, they can instead take half damage.
Fluff
Ambushers are the assassins and dirty fighters of tbd
Link to Flee Mortals section on roles
Humanoid Warrior Artillery
Humanoid Warrior Brute
Small/Medium Humanoid (Brute), Any AlignmentArmor Class 13 + PB
Hit Points 20 + 12*CR
Speed 35ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
16 (+3)
10 (+0)
10 (+0)
12 (+1)
Saving Throws Str +4+PB, Dex +2+PB, Con +3+PB
Skills Athletics +4+PB, Intimidation +1+PB
Senses Darkvision 60ft, passive Perception 10
Languages At least one
Challenge -
Traits
Resilience (CR X or higher). The brute has resitance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Forceful Attacks (CR 4 or higher). When the brute hits a creature that is Large or smaller with a melee attack, it can push the target 10 feet away from it or knock it prone.
Bullying Strikes (CR X or higher). The brute deals an extra 1d6 damage with melee weapon attacks to creatures that are grappled by the brute or are prone.
Actions
Multiattack. The brute makes PB attacks. it can replace one of these with its Throw action.
Heavy Weapon AttackMelee Weapon Attack: +4+PB to hit, reach 10ft, one target. Hit: 2d6+PB bludgeoning, slashing or piercing damage.
Grab.Melee Weapon Attack: +4+PB to hit, reach 10ft, one target. Hit: 1d6+PB bludgeoning damage and the target is graplled (escape DC 11+PB). Until this grapple ends, the brute can't use its Grab attack.
Throw (CR X or higher). The brute throws one creature it has grappled that is its size or smaller up to 30 feet away if it is smaller than the brute or 15 feet if it is the brute's size. The thrown creature must make a Dexterity saving throw (DC 11+PB) or take PBd6 bludgeoning damage and be knocked prone. If the thrown creature would hit another creature, that creature must also make the saving throw. On a success, a creature takes half damage and is not knocked prone.
Bonus Action
Second Wind (CR X or Higher, 3/day). The brute regains hit points equal to five times its CR.
Reaction
Frenzy (CR X or higher). When the brute or an allied creature the brute can see within 15 feet is damaged by an attack, the brute can use a reaction to move up to half their speed towards the attacker.
Humanoid Warrior Controller
Humanoid Warrior Minion
Small/Medium Humanoid (Minion), Any AlignmentArmor Class 11 + PB
Hit Points 2*CR
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
13 (+1)
14 (+2)
10 (+0)
10 (+0)
12 (+1)
Skills Athletics +3+PB
Senses Darkvision 60ft, passive Perception 10
Languages At least one
Challenge -
Traits
Minion. If the minion takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Shield? Shield!. The minion gains a +1 bonus to AC and saving throws while within 5 feet of an ally who also has this trait, is wielding a shield, and isn't incapacitated or prone. To benefit from this trait, the minion must be wielding a shield.
Overwhelming Attack (CR 3 or higher). When the minion hits a creature with a group attack and at least three minions joined in the attack, the target is hampered until the end of its next turn.
Piercing Attack (CR 5 or higher). When the minion hits a creature with a group attack, they can deal half the damage of the attack to another creature within 5 feet of the target.
Actions
Spear (Group Attack). Melee or Ranged Weapon Attack: +PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: PB/CR-1 piercing damage.
Humanoid Warrior Skirmisher
Small/Medium Humanoid (Skirmisher), Any AlignmentArmor Class 12 + PB
Hit Points 20 + 10*CR
Speed 40ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
16 (+3)
10 (+0)
12 (+1)
10 (+0)
Saving Throws Dex +4+PB
Skills Athletics +3+PB, Acrobatics +4+PB
Senses Darkvision 60ft, passive Perception 11
Languages At least one
Challenge -
Traits
Charge (CR 2 or Higher). If the skirmisher moves at least 20 feet straight toward a creature and then hits the creature with a melee attack, the skirmisher can deal an additional 1d8 damage and impose on of the following effects:
Batter (CR 4 or Higher). The target must make a Constitution saving throw (DC 12+PB) or become dazed until the end of its next turn.
Confuse (CR 6 or Higher). The target becomes distracted until the end of its next turn. This condition is imposed before the target takes the damage of the triggering attack.
Stagger. The target must make a Dexterity saving throw (DC 12+PB) or become staggered until the end of its next turn.
Trip. The target must make a Strength saving throw (DC 12+PB) or be knocked prone.
Swift Mover (CR X or Higher). The Skirmisher ignores difficult terrain and has advantage on checks and saving throws against the grappled, paralyzed, restrained and slowed conditions.
Actions
Multiattack. The Skirmisher makes PB attacks.
Weapon Attack.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing or slashing damage, or 1d10 + PB damage if used with two hands.
Bonus Actions
Shifty Mover (CR 3 or Higher). The Skirmisher takes the Dash or Disengage action.
Scaling statblocks for use as generic creatures, they can be easily slotted in too encounters, though probably shouldn't be the only thing in there, especially not for boss fights. No leaders or solos as they shouldn't really use this
The first group I'll tackle will be humanoid warriors
Ideas:
Ambusher.
Artillery
Brute
Controller
Minion
Skirmisher
Soldier
Support
Perhaps an Elite feature for each non minon. The GM can choose to grant one warrior an elite feature to make that particular enemy more interesting and powerful while not quite making them a boos or needing a new block
Humanoid Warrior Ambusher
Skills Acrobatics +3+PB, Deception +2+PB, Sleight of Hand +3+PB, Stealth +3+PB Senses Darkvision 60ft, passive Perception 10 Languages At least one Challenge -
Traits
Ambusher. In the first round of combat, the ambusher has advantage on attack rolls against any surprised creature.
Exploit Opening (3/Day). When the ambusher makes an attack, they have advantage on the attack roll.
Cunning Strike. Once per turn, when the ambusher has advantage on a weapon attack, the attack deals additional 2+PB d6 damage on a hit.
The ambusher can forgo this additional damage to immediately take the Grapple or Shove action against the target.
Hidden Hinderance (CR X or higher). Creatures the ambusher chooses within 15 feet that cannot see the ambusher, have disadvantage on their attack rolls.
Actions
Multiattack. The ambusher makes a number of attacks equal to half their Proficiency Bonus (rounded down).
Signature Attack (Light Melee Weapon) Melee Weapon Attack: +3+PB to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing or piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + PB) piercing damage.
Bonus Actions
Quick Stab (CR 1 or higher). When the ambusher hits a creature with its Signature Attack, it can make a Dagger attack as a bonus action.
Cunning Action (CR 3 or higher). The ambusher can take the Dash, Disengage or Hide action as a bonus action.
Disappear (CR 5 or higher). If the ambusher is hidden or is in dim light or darkness, it can become invisible until the end of its next turn. The effect ends early if the ambusher makes an attack.
Misdirection (CR 7 or higher). The ambusher chooses a creature it can see but that can't see the ambusher. That creature must make a Wisdom saving throw (DC 14+PB) or immediately make a weapon attack against a creature of the ambusher's choice.
Reactions
Uncanny Dodge (CR X or higher). When the ambusher takes damage from an attack, they can instead take half damage.
Fluff
Ambushers are the assassins and dirty fighters of
tbd
Link to Flee Mortals section on roles
Humanoid Warrior Artillery
Humanoid Warrior Brute
Saving Throws Str +4+PB, Dex +2+PB, Con +3+PB Skills Athletics +4+PB, Intimidation +1+PB Senses Darkvision 60ft, passive Perception 10 Languages At least one Challenge -
Traits
Resilience (CR X or higher). The brute has resitance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Forceful Attacks (CR 4 or higher). When the brute hits a creature that is Large or smaller with a melee attack, it can push the target 10 feet away from it or knock it prone.
Bullying Strikes (CR X or higher). The brute deals an extra 1d6 damage with melee weapon attacks to creatures that are grappled by the brute or are prone.
Actions
Multiattack. The brute makes PB attacks. it can replace one of these with its Throw action.
Heavy Weapon Attack Melee Weapon Attack: +4+PB to hit, reach 10ft, one target. Hit: 2d6+PB bludgeoning, slashing or piercing damage.
Grab. Melee Weapon Attack: +4+PB to hit, reach 10ft, one target. Hit: 1d6+PB bludgeoning damage and the target is graplled (escape DC 11+PB). Until this grapple ends, the brute can't use its Grab attack.
Throw (CR X or higher). The brute throws one creature it has grappled that is its size or smaller up to 30 feet away if it is smaller than the brute or 15 feet if it is the brute's size. The thrown creature must make a Dexterity saving throw (DC 11+PB) or take PBd6 bludgeoning damage and be knocked prone. If the thrown creature would hit another creature, that creature must also make the saving throw. On a success, a creature takes half damage and is not knocked prone.
Bonus Action
Second Wind (CR X or Higher, 3/day). The brute regains hit points equal to five times its CR.
Reaction
Frenzy (CR X or higher). When the brute or an allied creature the brute can see within 15 feet is damaged by an attack, the brute can use a reaction to move up to half their speed towards the attacker.
Humanoid Warrior Controller
Humanoid Warrior Minion
Skills Athletics +3+PB Senses Darkvision 60ft, passive Perception 10 Languages At least one Challenge -
Traits
Minion. If the minion takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Shield? Shield!. The minion gains a +1 bonus to AC and saving throws while within 5 feet of an ally who also has this trait, is wielding a shield, and isn't incapacitated or prone. To benefit from this trait, the minion must be wielding a shield.
Overwhelming Attack (CR 3 or higher). When the minion hits a creature with a group attack and at least three minions joined in the attack, the target is hampered until the end of its next turn.
Piercing Attack (CR 5 or higher). When the minion hits a creature with a group attack, they can deal half the damage of the attack to another creature within 5 feet of the target.
Actions
Spear (Group Attack). Melee or Ranged Weapon Attack: +PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
PB/CR-1
piercing damage.Humanoid Warrior Skirmisher
Saving Throws Dex +4+PB Skills Athletics +3+PB, Acrobatics +4+PB Senses Darkvision 60ft, passive Perception 11 Languages At least one Challenge -
Traits
Charge (CR 2 or Higher). If the skirmisher moves at least 20 feet straight toward a creature and then hits the creature with a melee attack, the skirmisher can deal an additional 1d8 damage and impose on of the following effects:
Swift Mover (CR X or Higher). The Skirmisher ignores difficult terrain and has advantage on checks and saving throws against the grappled, paralyzed, restrained and slowed conditions.
Actions
Multiattack. The Skirmisher makes PB attacks.
Weapon Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing or slashing damage, or 1d10 + PB damage if used with two hands.
Bonus Actions
Shifty Mover (CR 3 or Higher). The Skirmisher takes the Dash or Disengage action.
Humanoid Warrior Soldier
Humanoid Warrior Support