Sei sulla pagina 1di 1

HOBGOBLIN

SPEED 5p 13 13 14 10 9 8

LE Medium Goblinoid 125XP +2 M Longsword (1d8+1 S) +2 R Spear (1d6+1 P) x3 (INITIATIVE)

15
AC
Scale (14+ DEX) Light Shield +1

HP

21

STR +1 DEX +1 CON +2 INT +0 WIS -1 CHA -1 STR +3 DEX +1 CON +3 INT +1 WIS +2 CHA +2

FLY 10p

STIRGE
3 17 9 2 14 4

N Tiny Beast 75XP

15
AC
Size adds +2

HP
Darkvision 12p Goblin, Common Language

STR -4 DEX +3 CON -1 INT -4 WIS +2 CHA -3

SPEED 4p (INITIATIVE) +2 M Probiscus (1d4 P * See below)

KOBOLD
7 15 8 7 8 7

LE Small Reptilian Humanoid 75XP +2 (+0 to hit) M Spear (1d8-2 P) +3 (+1 to hit) R Dagger (1d4-2 P) (INITIATIVE)

14
AC
Leather (12+DEX) Size adds +1

HP
Darkvision 12p

STR -2 DEX +2 CON -1 INT -2 WIS -1 CHA -2

Darkvision 12p Draconic Language

HOBGOBLIN

SPEED 5p

WARLORD
17 12 16 12 14 15

Probiscus: When this deals damage the victim must pass a DC 13 DEXsave LE Medium Goblinoid 350XP +2 M Spear (1d8+3 P) (INITIATIVE) or the stirge attaches. While attached it cannot attack, and its victim has disadvantage on attack rolls against the attatched stirge. At the end of each of the Stirge's turns it rolls a d20 and detatches on a 1-5 result. While attached a stirge takes its action to automatically deal 1d4 P At the beginning of each of the stirge's turn while attached, its victim gains:

Light Sensitivity: Kobolds have attack disadvantage in bright light. Strength in Numbers: Kobold have attack advantage while they outnumber their foews.

20
AC
Plate (18) Heavy Shield +2


Darkvision 12p Goblin, Common Language

Disadvantage on all CON checks until the victim's next long rest If it already had that, the victim falls unconscious. If it is already unconscious, the victim dies. A victim may use its action to detatch a stirge on itself by winning a STR vs DEX contest with the Stirge.

ELITE KOBOLD
SPEED5p 11 15 10 9 9 8

LE Small Reptilian Humanoid 125XP

17
AC
Chain (15) Light Shield +1 Size adds +1

HP

75

FIRE BEETLE
SPEED 5p 10 11 14 1 10 7

N Small Beast 100XP +2 M Bite (1d6 P) (INITIATIVE)

Lead from the Front: Your hits cause the victim to grant advantage on the next attack against it. Two Attacks: You make 2 spear attacks as your action

16
AC
Natural (16)

SPEED 6p

ORC
13 11 12 8 7 6

CE Medium Humanoid 125XP +2 M Battleaxe (1d8+1 S) (INITIATIVE) +2 R Shortbow (1d6 P) x12 arrows

13
AC
Stud (13+ DEX)

HP

11

STR +1 DEX +0 CON +1 INT -1 WIS -2 CHA -2

HP

STR +0 DEX +0 CON +2 INT -5 WIS +0 CHA -2

HP

10

STR +0 DEX +2 CON +0 INT -1 WIS -1 CHA -1

+2 M Shortsword (1d6+2 P) +2 R Dagger (1d4+2 P)

(Initative)

Darkvision 12p Draconic Language

Light Sensitivity: Kobolds have attack disadvantage in bright light. Strength in Numbers: Kobold have attack advantage while they outnumber their foews. Dragonshield: as a reaction, the Elite Kobold can cause an attack on Glowing Glands Cannot be charmed
KOBOLD

an ally within 1 pace to target this Elite Kobold instead.

Glowing Glands: Glands on its back emit bright light in a 2 pace radius. (These are harvestable continuing to glow for 1d6 days) Darkvision 12p Orc Language

SPEED4p

CHIEFTAIN
11 16 11 12 11 9

LE Medium Reptilian Humanoid 250XP +2 M Handaxe (1d6+1 S) (INITIATIVE)

SPEED 6p

MINOTAUR
19 12 17 7 14 8

CE Large Monsteroid 450XP +2 M Greataxe (1d12+4 S) +2 M Bite (1d6+4 P) (INITIATIVE)

16
AC
Scale (14+ DEX) Light Shield +1

Space2 Reach2

Furious Charge: As an action you can charge in a straight line up to your full movement and make your atack with an extra 1d6 damage Afterwards you grant advantage until your next turn starts.

15
AC
Natural (14+DEX)

ORC

SPEED 6p

CHIEFTAIN
18 12 16 11 10 13

CE Medium Humanoid 300XP +2 M Battleaxe (1d8+4 S) (INITIATIVE)

17
AC
Chain (15) Heavy Shield +2

HP

45

STR +4 DEX +1 CON +3 INT +0 WIS +0 CHA +1

HP

88

STR 4 DEX +1 CON +3 INT -2 WIS +2 CHA -1

HP

10
Darkvision 12p Tauren, Common Language

STR +0 DEX +3 CON +0 INT +1 WIS +0 CHA -1

Darkvision 12p Draconic Language

Light Sensitivity: Kobolds have attack disadvantage in bright light. Strength in Numbers: Kobold have attack advantage while they outnumber their foews. Two Attacks: You make 2 handaxe attacks as your action

Charging Gore: As an action you can charge in a straight line up to your full movement and make this attack: +6 (3d6+6 B then push the victim 2p and they become prone.) Two Attacks: You make both Greataxe and bite attacks Darkvision 12p Orc Language as your action. Natural Cunning: You are immune to the Maze spell and similar effects that attempt to make you lost.

Wounded Retaliation: Each time the leader is damaged he gets a stacking +1 bonus to his next melee attack. Death Strike: When the leader drops to 0 hit points he uses a reaction to make a melee attack. Not sure if he should have this: Furious Charge: As an action you can charge in a straight line up to your full movement and make your atack with an extra 1d6 damage Afterwards you grant advantage until your next turn starts.

SPEED 6p

BUGBEAR
15 14 14 8 10 9

LE Medium Goblinoid 150XP +2 M Morningstar (2d4+2 B&P) (INITIATIVE) +2 R Javelin (1d6+2 P) x3

15
AC
Leather (12+DEX) Light Shield +1

SPEED 5p

OGRE
18 8 16 6 10 7

CE Large Giant 350XP +2 M Treetrunk (2d4+6 Bludgeoning) +2 R Spear (1d6+4 P) x3 (INITIATIVE)

Space2 Reach2

15
AC
Leather (12+DEX)

HP

88

STR +4 DEX -1 CON +3 INT -2 WIS +0 CHA -2

HP

16

STR +2 DEX +2 CON +2 INT -1 WIS +0 CHA -1

Darkvision 12p Tauren, Common Language

Bushwack: A bugbear deals an extra 2d6 damage on attacks vs creatures it is hidden from. (Bugbear sneak attack)

Normal Vision Giant Language

Potrebbero piacerti anche