Difference between revisions of "Group template"

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Using '''groups''' is a way to make larger numbers of less intimidating creatures more viable to powerful heroes by simplifying the combat. It's considered that the group makes multiple actual attacks or other actions, but use fewer and more likely-to-hit dice rolls instead of rolling a multitude of dice. Similarly for saves such as a dexterity save is more likely to be effective as individual members may be downed instantly, but then covers for others.
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.


Applying a group template is for a creature type large enough to have their own stat block. It's simply more of them grouped up than multiples of a weaker or smaller creature. So packs of rats or 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 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.
== Design notes ==
Use this template for creatures types small or larger. Smaller or larger sizes may work. Use it on creatures with homogenous traits.


These are based around small and medium creatures with homogenous traits and though the template may be useful for tiny or creatures larger than medium, make sure to see the results before using it in an encounter.
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 ==
== Group traits ==
The group is a unit of several members joining together making it count both as the group unit as well as individuals. 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, but treat any opening smaller than a group member's normal square size as difficult terrain.
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.


Treat the killing of an individual (even if it's multiple individuals) as a direct decrease to the group's amount and remove one instance of base creature HP from the pool, but if a single attack doesn't do enough damage to down a "whole member", the damage is instead distributed in the group HP pool. Any one specific-target attack or spell can at most deal damage equivalent to the Base Creature to the group. 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.


Single-target attacks or spells only deal full damage to one member, dealing one base creature HP to the pool. If enough damage is dealt to down more than one, deal half of the remaining damage 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).


For spells and saving throws, the group is immune to many conditions but the individual members are not. Treat any spell that downs or incapacitates an individual similar to downing a member with an attack, though they potentially can rejoin later. The group can only regain hit points up to the maximum of numbers 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.
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.




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# '''Amount:''' How many members will feasibly help one another effectively?
# '''Amount:''' How many members will feasibly help one another effectively?
# '''Hit Points:''' Add up HP for all creatures in a '''group HP pool'''
# '''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.
# '''Movement:''' Lower movement speed.
#* <=30 = -5  
#* <=30 = -5  
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#* 7 or more squares = "huge"
#* 7 or more squares = "huge"
#* 13 or more squares = "gargantuan"
#* 13 or more squares = "gargantuan"
# '''Reach:''' If a 2nd square is added, DM decision to give it reach (lunging towards enemies etc)
# '''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
# '''Condition Immunities:''' Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
# '''Bonus action options:'''
# '''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."
#* "Perform an action. It can't be dash or include attack damage."
# '''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:
#* "Use four bonus actions to take an attack action."
# '''Group Bonus:''' Initial +2. +1 more if there are 4-6 members and then +1 for every additional four (round up). Add it to:
#* To hit
#* To hit
#* Damage
#* Damage
#* Str/Con-checks
#* Str/Con-checks
#* Str/Con-saves
#* Str/Con-saves
#* Perception. Up to +5 max.
#* Perception. Up to +5.
#* Half to AC. Do not add more than +2 unless the total still is at most 20.
#* 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.
# '''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
# '''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 ==
== Examples ==
=== Group of 10 Mastiffs ===
''Large (4sq) Group of Beasts, Unaligned''
* '''Armor Class''' 16 (leather barding +1, group +3)
* '''Hit Points''' 55 (1d8 + 1)*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 5, per any any single-target attack/spell
* --
* '''Skills''' Perception +9, Stealth +2, Athletics +7
* '''Senses''' Passive Perception 16
* '''Languages''' --
* '''Challenge''' 1 (? 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 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.
'''Actions'''
'''''Multiattack'''''. The group makes two attacks with its bite.
'''''Bite'''. Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 1 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 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 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 10 Wolves ===
=== Group of 10 Wolves ===
''Large Group (2sq) of Medium Beasts, Unaligned''
''Large (4sq) Group of Medium Beasts, Unaligned''


* '''Armor Class''' 16 (natural armor +1, group +3)
* '''Armor Class''' 16 (natural armor +1, group +3)
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'''Bonus Actions'''
'''Bonus Actions'''
Perform an action. It can't be dash or include attack damage.


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.




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'''''Multiattack'''''. The group makes two attacks with its spears.
'''''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.
'''''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'''
'''Bonus Actions'''
Perform an action. It can't be dash or include attack damage.


Use four bonus actions to take an attack action.
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.






{{Roleplaying}}
{{Roleplaying}}

Latest revision as of 21:43, 22 March 2023

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

  1. Amount: How many members will feasibly help one another effectively?
  2. Hit Points: Add up HP for all creatures in a group HP pool
  3. Ability uses: Add them to a pool, usage is limited by actions
  4. Movement: Lower movement speed.
    • <=30 = -5
    • >30 = -10
    • >60 = -20
  5. 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"
  6. Reach: If a 2nd square is added, DM decision to give it reach 10ft (lunging towards enemies etc)
  7. Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  8. 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."
  9. 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.
  10. Multiattack: If there are 4 or more members, gain one multiattack use.
  11. 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 10 Mastiffs

Large (4sq) Group of Beasts, Unaligned

  • Armor Class 16 (leather barding +1, group +3)
  • Hit Points 55 (1d8 + 1)*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 5, per any any single-target attack/spell
  • --
  • Skills Perception +9, Stealth +2, Athletics +7
  • Senses Passive Perception 16
  • Languages --
  • Challenge 1 (? 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 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.

Actions

Multiattack. The group makes two attacks with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 1 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 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 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 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 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 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.


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