jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Scaling Statblocks for generic enemies #132

Open jackhaydock opened 7 months ago

jackhaydock commented 7 months ago

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:


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 Alignment Armor 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 Alignment Armor 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 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

Small/Medium Humanoid (Minion), Any Alignment Armor 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 Alignment Armor 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:

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