Group template
The group template is to bunch together several low-threat creatures in a group to increase speed in a combat and make a throng of opponents at least somewhat of a threat.
Design notes
Use this template for creatures types small or larger. Smaller or larger sizes may work. Use it on creatures with homogenous traits.
Packs of wolves could be a group, or a small guard squad could be one. The statistics reflect the members helping one another by making multiple attack attempts, exposing weak spots or to protect each other. Working closely together like this doesn't require as much space to position in combat and to consider individual members at times may weave in and out of their main formation which can help them reach foes further away or avoid getting cramped by a foe, i.e. some members may not be confined to the squares on the battlefield and may strategically move to attack or defend in the immediate vicinity.
Consider that the group makes multiple actual attack attempts and other actions, but these rules simplify that to make fewer but more potent rolls and the. The balance for saves is such that Dexterity save is more likely to hit an individual creature, but fallen members then covers for others; it evens out to neither advantage nor disadvantage and no penalty or bonus to saves other than Strength and Constitution. Individuals can still be targeted.
Group traits
The group is a unit of several members actively working together. A group can alter its formation as long as total movement doesn't exceed the group's movement and it can move through any opening large enough for a member of the group.
If an individual member is killed, downed or otherwise incapacitated, decrease the group's HP pool by the base creature's HP. If a specific-target effect doesn't do enough damage to down a "whole member", the damage is instead distributed in the group HP pool directly. Area damage is applied to the group HP pool.
At DM defined intervals (members downed or group HP pool total lowered), the group's bonuses and actions should be lowered to reflect its loss of fighting capability. Two smaller groups can also join up to count as a larger group, if it's advantageous, or they can split up.
The group is immune to many conditions but the individual members are not. Treat any spell that downs or incapacitates an individual like downing a member with an attack (though they potentially can rejoin later).
The group can only regain hit points up to the maximum of active members' base creature HP combined, and for each application, at most a base creature's HP minus one. If a spell would give temporary HP to multiple targets, add those multiples of temporary HP to the group HP pool unless the same individual would be targeted more than once.
Apply Template
- Amount: How many members will feasibly help one another effectively?
- Hit Points: Add up HP for all creatures in a group HP pool
- Ability uses: Add them to a pool, usage is limited by actions
- Movement: Lower movement speed.
- <=30 = -5
- >30 = -10
- >60 = -20
- Size: 1 square for each 2.5 medium (x0.4) or 5 small members (x0.2).
- 10-20 tiny members depending on size, or 1.5 large or larger in a standard area
- 2 or more squares = "large"
- 7 or more squares = "huge"
- 13 or more squares = "gargantuan"
- Reach: If a 2nd square is added, DM decision to give it reach 10ft (lunging towards enemies etc)
- Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Bonus action options: "Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions."
- Group Bonus: Initial +2. +1 more if there are more than 4 members. At 10 add another +1 and an additional +1 for every additional four (round up). Group Bonus applies to:
- To hit
- Damage
- Str/Con-checks
- Str/Con-saves
- Perception. Up to +5.
- Half to AC, rounded up. Do not add more than +2 unless the total still is at most 20.
- Multiattack: If there are 4 or more members, gain one multiattack use.
- Extra actions: Add one reaction and one bonus action for every 5 members
Bonus Actions
List of actions one of the group's bonus actions can be used for.
- Cast a spell
- Contests in combat (GM decision)
- Dash (once per turn)
- Disengage
- Grapple
- Help
- Hide
- Interact
- Ready (once per turn)
- Search
- Shove
- Use an object
Examples
Group of 2 Werewolves
Medium (2sq) Group of Medium Humanoid (Human, Shapechanger), Chaotic Evil
- Armor Class 14 (natural armor +1, group +2)
- Hit Points 116 (5d10 + 10)*2
- Speed 30 ft.
- Initiative +2
- --
- STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 37, per any any single-target attack/spell
- --
- Skills Perception +7, Stealth +3, Athletics +5
- Senses Passive Perception 17
- Languages --
- Challenge 4 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +3.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf pack has advantage on all attack rolls while the group is active.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Bonus Actions
Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 2 Dire Wolves
Large (6sq) Group of Medium Beasts, Unaligned
- Armor Class 16 (natural armor +2, group +2)
- Hit Points 74 (5d10 + 10)*2
- Speed 30 ft.
- Initiative +2
- --
- STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 37, per any any single-target attack/spell
- --
- Skills Perception +6, Stealth +4, Athletics +6
- Senses Passive Perception 16
- Languages --
- Challenge 2 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +3.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. ((Humanoid or Hybrid Form Only).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 2 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 2 + 3) slashing damage.
Bonus Actions
Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 10 Wolves
Large (4sq) Group of Medium Beasts, Unaligned
- Armor Class 16 (natural armor +1, group +3)
- Hit Points 110 (2d8 + 2)*10
- Speed 30 ft.
- Initiative +2
- --
- STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +8, Stealth +4, Athletics +6
- Senses Passive Perception 16
- Languages --
- Challenge 5 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +5. The group has 3 bonus actions and 3 reactions per turn instead of 1 each.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf pack has advantage on all attack rolls while the group is active.
Actions
Multiattack. The group makes two attacks with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 2 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Bonus Actions
Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 15 Guards
Large (6sq) Group of Medium Humanoid (Any Race), Any Alignment
- Armor Class 19 (chain shirt 13, shield +2, group +3)
- Hit Points 165 (2d8 + 2)*15
- Speed 25 ft.
- Initiative +1
- --
- STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +8, Athletics +7
- Senses Passive Perception 18
- Languages Any one language (usually Common)
- Challenge 6 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +6. The group has 4 bonus actions and 4 reactions per turn instead of 1 each.
Actions
Multiattack. The group makes two attacks with its spears.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 1 + 6) piercing damage, or 11 (1d8 + 1 + 6) piercing damage if used with two hands to make a melee attack.
Bonus Actions
"Perform any action that doesn't include attack damage. At most one dash per turn. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.
Group of 5 Guards
Large (2sq) Group of Medium Humanoid (Any Race), Any Alignment
- Armor Class 18 (chain shirt 13, shield +2, group +2)
- Hit Points 55 (2d8 + 2)*5
- Speed 25 ft.
- Initiative +1
- --
- STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- --
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
- Resistances Apply resistance to damage above 11, per any any single-target attack/spell
- --
- Skills Perception +5, Athletics +4
- Senses Passive Perception 15
- Languages Any one language (usually Common)
- Challenge 2 (? XP)
- Proficiency Bonus +2
Group traits. This is a group of individuals and it loses combat ability when individuals are downed or when the group's HP pool lowers enough. Group Bonus: +3. The group has 2 bonus actions and 2 reactions per turn instead of 1 each.
Actions
Multiattack. The group makes two attacks with its spears.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 1 + 3) piercing damage, or 8 (1d8 + 1 + 3) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Perform any action that doesn't include attack damage. If you already used dash, it may not be used a second time. Dodge requires 3 bonus actions and making an attack requires 4 bonus actions.