Editor’s note: High Level Games is much more than listicles with captivating headings designed to rope you in! We’re a group run by roleplaying enthusiasts, for roleplaying enthusiasts. Help us grow by supporting our patreon, and get access to cool stuff, such as one page adventures, and much more! Plus the more that we are supported, the more content we can churn out - it’s a win-win. There are a lot of monsters in the 5th edition monster manual, but Wizards of the Coast have deliberately given us a larger array of monsters instead of lots of options for specific monsters. Gone are the 14 different goblinoid options that 4th edition had. However, with a few easy steps, you can provide a cool twist to the baseline stats to create some interesting opponents, whether they are lowly goblins or powerful devils! Check out the five templates I have provided below. Note: These suggestions are quick, simple, and brief, but as such cannot possibly be perfectly suitable for all combinations of enemies. Where required, feel free to tinker with these values as you see fit, like the fine Dungeon Masters you are. For example, the CR increase is on the basis of a creature of a CR of at least 1. If they have a CR of half, or less, add the other bonuses, and use the Dungeon Master’s Guide, or an online CR calculator, to work out a more appropriate rating. 1) Combat Champion In any good band of warriors, there is always the combat champion - unmatched and unrivalled in skill and prowess. CR Increase: +3 Hit Point increase: +45 Attack Bonus Increase: +2 Legendary Resistance Increase: +1 New Action: Multiattack. If the creature already had multiattack, they get one additional attack New Bonus Action: If the combat champion reduces an enemy to 0 hit points, or scores a critical hit in combat, they can use their bonus action to make one additional attack this turn. New Reaction: Add +3 to its armour class against one attack 2) Skirmisher It is much harder to slay your foe if you can never quite keep up with it. CR Increase: +2 Hit Point increase: +25 Attack Bonus Increase: +3 Movement Speed Increase: +10ft New Action: The creature makes a melee or thrown weapon attack, and can then move 10ft. New Bonus Action: Can Dash or Disengage as a bonus action New Reaction: When they are hit by an opportunity attack, can use their reaction for it to miss instead. 3) Sharpshooter The most dangerous attack is the one you don’t see coming. CR Increase: +2 Hit Point increase: +10 Attack Bonus Increase: +5 Attack Damage increase: +5 New Action: The creature can make a ranged attack, with a -5 penalty to the attack roll, but with a +10 bonus to damage New Bonus Action: Take Aim, attacks made this turn cannot be at disadvantage, and have a further +5 bonus to hit. New Reaction: Can use a reaction to fall prone. 4) Shaman Goblins who play with fire are infinitely more dangerous than those who stick to clubs. CR Increase: +2 Hit Point increase: +10 Attack Bonus Increase: +2 Spell Save DC: +2 higher, if it has one. Otherwise, give it a DC as per the challenge rating recommendations table in the DM’s toolbox page of the Dungeon Master’s Guide. NOTE: (Damage can be changed to Cold, Thunder, Lightning, etc, based on whatever thematic approach you want for the shaman. You could also swap the 15ft x 15ft blast spell with a 30ft cone if you prefer that.) New Action: Elemental Blast, Targets a point within 45ft of the shaman, all creatures in a 15ft x 15ft area must take a Dexterity saving throw. Affected creatures take xd8 fire damage on a failure, half on a success. X is equal to 1 + half of the creature’s challenge rating (rounded up). For example, a CR5 shaman would deal 4d8 fire damage on a failed save, half on a success. New Bonus Action: Elemental Bolt, Spell attack roll, range 60ft, on a hit, it deals xd6 fire damage. X is equal to 1 + half of the creature’s challenge rating (rounded up). For example, a CR9 creature’s elemental bolt would deal 6d6 fire damage. New Reaction: Can use a reaction to cast Absorb Elements, at will. 5) Bodyguard There’s always that one guy who gets in the way. CR Increase: +1 Hit Point increase: +25 Armour Class Increase: +1 New Action: The Bodyguard can use an action to attempt to break a grapple between an enemy and an ally who are within 5ft of him. The bodyguard has advantage on this roll. New Bonus Action: Defend - while the bodyguard is within 5ft of a target ally, attack rolls against the target have disadvantage until the start of the bodyguard’s next turn. New Reaction: When an enemy declares an attack roll against an ally who is within 5ft of the bodyguard, the bodyguard can use its reaction to instead force the attack to target it instead. What do you think of these templates? What templates would you want for your enemies? Let me know in the comments! Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre. Picture Reference: http://overlordmaruyama.wikia.com/wiki/Goblin_Troop Leave a Reply. |
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April 2023
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