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Large Overgrown Trained Goblin Ruffian

Medium humanoid (goblinoid), chaotic evil

Armor Class: 15 (leather armor) Hit Points: 55 (10d8 + 10) Speed: 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Skills: Stealth +4 Senses: Darkvision 60 ft., passive Perception 10 Languages: Common, Goblin
Challenge: 3 (700 XP)

Special Traits:

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Pack Tactics. The goblin has advantage on attack rolls against a creature if at least one of the goblin's
allies is within 5 feet of the creature and the ally isn't incapacitated.

Overgrown Size. The goblin is larger than usual due to unnatural growth, making it a Large creature
instead of Medium.

Actions:

Multiattack. The goblin makes two pike attacks.

Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) piercing damage.

Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Reactions:

Parry. The goblin adds 3 to its AC against one melee attack that would hit it. To do so, the goblin
must see the attacker and be wielding a melee weapon.

This overgrown trained goblin ruffian combines the ferocity and cunning of a typical goblin with
enhanced size and training. Its pike attacks pack a powerful punch, making it a formidable opponent
in combat.

Sabertooth Tiger
Large beast, unaligned

Armor Class: 12 (natural armor) Hit Points: 45 (6d10 + 12) Speed: 40 ft.

STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills: Perception +3, Stealth +6 Senses: Passive Perception 13 Languages: — Challenge: 2 (450 XP)

Keen Smell. The sabertooth tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the sabertooth tiger moves at least 20 feet straight toward a creature and then hits it with
a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the sabertooth tiger can make one bite attack against it as a
bonus action.

Actions:

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.

The sabertooth tiger is a formidable predator with its distinctive large, curved canines. With its
powerful build and sharp claws, it can deliver deadly bites and claw attacks. The sabertooth tiger
possesses the ability to pounce on its prey, leaping with great force to knock its target prone, and
following up with a vicious bite. Its keen sense of smell aids in tracking and hunting down its chosen
prey.

Goblin Repeating Crossbow Archer


Small humanoid (goblinoid), neutral evil

Armor Class: 12 (leather armor) Hit Points: 27 (6d6 + 6) Speed: 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 6 (-2)

Skills: Stealth +6, Perception +2 Senses: Darkvision 60 ft., passive Perception 12 Languages:
Common, Goblin Challenge: 2 (450 XP)

Special Traits:

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Actions:

Multiattack. The goblin makes two repeating crossbow attacks.

Repeating Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.

Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Reactions:

Parry. The goblin adds 2 to its AC against one melee attack that would hit it. To do so, the goblin
must see the attacker and be wielding a melee weapon.

This goblin archer specializes in ranged combat and utilizes a repeating crossbow to rain down a hail
of bolts upon its foes. While its armor rating is low, its nimbleness allows it to evade danger and take
cover effectively. The goblin relies on its agility and stealth to strike from the shadows, dealing
accurate and deadly shots with its repeating crossbow. However, it is less skilled in melee combat,
resorting to a scimitar when forced into close quarters.

Goblin Horde

Medium swarm of goblins, neutral evil


Armor Class: 12 (natural armor) Hit Points: 85 (10d8 + 40) Speed: 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

Skills: Stealth +6, Perception +2 Senses: Darkvision 60 ft., passive Perception 12 Languages:
Common, Goblin Challenge: Approx. 2.5 (a slight increase from CR 2) - Adjust based on your
campaign's needs.

Special Traits:

Swarm. The goblin horde occupies its space and the space of any adjacent goblins within it. The
swarm can move through any opening large enough for a single goblin. The swarm can't regain hit
points or benefit from temporary hit points.

Mob Mentality. The goblin horde gains a +1 bonus to attack rolls and damage rolls for each goblin
within 5 feet of its target, up to a maximum of +5.

Actions:

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Mob Assault. The goblin horde makes a collective attack against a target within its reach. It makes
one bite attack for each goblin in the horde. The horde has advantage on the attack roll if the target
is adjacent to at least five goblins.

Keep in mind that this is an approximation and the actual Challenge Rating might vary depending on
the specific circumstances of the encounter. Adjust the number of goblins in the swarm or their
abilities as needed to match the desired level of challenge for your players.

Bugbear Chain Crusher

Medium humanoid (goblinoid), chaotic evil


Armor Class: 16 (chainmail, shield) Hit Points: 93 (11d8 + 44) Speed: 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 8 (-1)

Skills: Stealth +6, Intimidation +2 Senses: Darkvision 60 ft., passive Perception 10 Languages:
Common, Goblin Challenge: 5 (1,800 XP)

Special Traits:

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of
combat, the target takes an extra 14 (4d6) damage from the attack.

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in
the attack).

Actions:

Multiattack. The bugbear makes two spiked ball attacks.

Spiked Ball. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing
damage.

Reactions:

Brute's Retaliation. In response to being hit by a melee attack, the bugbear can make one spiked ball
attack against the attacker as a reaction.

This bugbear, known as the Chain Crusher, wields a massive chained metal spiked ball with brutal
efficiency. With its exceptional strength and heavy weapon, it can deal devastating damage to its
foes. The bugbear excels at ambushing its targets, inflicting additional damage during a surprise
attack. It is a fierce and relentless opponent in combat, ready to retaliate against those who dare
strike it in close quarters.

Redbrand Ruffian (Dual Weapons)

Medium humanoid (human), neutral evil


Armor Class: 14 (leather armor) Hit Points: 22 (4d8 + 4) Speed: 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 12 (+1) 9 (-1) 11 (+0) 10 (+0)

Skills: Intimidation +2, Stealth +4 Senses: Passive Perception 10 Languages: Common Challenge: 1
(200 XP)

Actions:

Multiattack. The Redbrand ruffian makes two weapon attacks: one with its shortsword and one with
its scimitar.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Redbrand Ruffian (Knuckles)

Medium humanoid (human), neutral evil


Armor Class: 12 (leather armor) Hit Points: 22 (4d8 + 4) Speed: 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 12 (+1) 9 (-1) 11 (+0) 10 (+0)

Skills: Intimidation +2, Stealth +4 Senses: Passive Perception 10 Languages: Common Challenge: 1
(200 XP)

Actions:

Multiattack. The Redbrand ruffian makes three unarmed strikes with its knuckles.

Knuckles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning
damage.

Both versions of the Redbrand Ruffian are part of the notorious gang known for their criminal
activities. The ruffian with dual weapons wields a shortsword and a scimitar, making swift and
aggressive strikes. On the other hand, the ruffian with knuckles relies on their bare fists to deliver
powerful blows. Both versions are capable fighters and pose a moderate challenge for adventurers of
lower levels.
Redbrand Ruffian (Short Sword)

Medium humanoid (human), neutral evil

Armor Class: 15 (leather armor) Hit Points: 27 (6d8) Speed: 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 16 (+3) 11 (+0) 9 (-1) 11 (+0) 8 (-1)

Skills: Intimidation +1, Stealth +5 Senses: Passive Perception 10 Languages: Common Challenge: 2
(450 XP)

Special Traits:

Narrow Space Tactics. The Short Sword Ruffian has advantage on melee weapon attack rolls when
fighting in small, narrow spaces.

Actions:

Multiattack. The Short Sword Ruffian makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Redbrand Ruffian (Buffer Mage)

Medium humanoid (human), neutral evil

Armor Class: 12 (leather armor) Hit Points: 22 (4d8) Speed: 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 11 (+0) 14 (+2) 10 (+0) 8 (-1)

Skills: Intimidation +1, Stealth +4, Arcana +4 Senses: Passive Perception 10 Languages: Common,
Goblin Challenge: 1 (200 XP)

Spellcasting. The Buffer Ruffian is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell
save DC 12, +4 to hit with spell attacks). The Buffer Ruffian has the following wizard spells prepared:

Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation

1st level (4 slots): Shield, Mage Armor, False Life

Narrow Space Tactics. The Buffer Ruffian has advantage on spell attack rolls and saving throw DCs
when fighting in small, narrow spaces.
Redbrand Ruffian (Crowd Control Mage)

Medium humanoid (human), neutral evil

Armor Class: 12 (leather armor) Hit Points: 22 (4d8) Speed: 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 11 (+0) 14 (+2) 10 (+0) 8 (-1)

Skills: Intimidation +1, Stealth +4, Arcana +4 Senses: Passive Perception 10 Languages: Common,
Goblin Challenge: 1 (200 XP)

Spellcasting. The Crowd Control Ruffian is a 3rd-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 12, +4 to hit with spell attacks). The Crowd Control Ruffian has the following wizard
spells prepared:

Cantrips (at will): Mage Hand, Ray of Frost, Minor Illusion

1st level (4 slots): Sleep, Fog Cloud, Color Spray

Narrow Space Tactics. The Crowd Control Ruffian has advantage on spell attack rolls and saving
throw DCs when fighting in small, narrow spaces.

These Redbrand Ruffians specialize in different roles within their gang. The Short Sword Ruffian is a
skilled melee fighter, the Buffer Ruffian supports their allies with protective magic, and the Crowd
Control Ruffian manipulates the battlefield with spells to gain an advantage. In narrow spaces, their
tactics become even more effective, making them formidable adversaries for adventurers exploring
confined areas.
Modified Spectator (CR 6)

Medium aberration, lawful neutral

Armor Class: 15 (natural armor) Hit Points: 136 (16d8 + 64) Speed: 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 14 (+2)

Saving Throws: Int +5, Wis +6, Cha +6 Skills: Perception +6 Senses: Darkvision 120 ft., passive
Perception 16 Languages: Understands Deep Speech and Undercommon but can't speak Challenge:
6 (2,300 XP)

Special Traits:

Magic Resistance. The spectator has advantage on saving throws against spells and other magical
effects.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell effect
misses it, the spectator can choose to reflect the spell back at the caster. The spell functions as if it
originated from the caster, using the caster's spell attack bonus and spell save DC.

Legendary Resistance (3/Day). If the spectator fails a saving throw, it can choose to succeed instead.

Actions:

Multiattack. The spectator uses its Frightening Gaze if available. It then makes two eye ray attacks.

Eye Rays. The spectator shoots four of the following magical eye rays randomly, choosing one target
it can see within 120 feet of it. The target must make a saving throw as indicated for each ray. The DC
for these saving throws is 15.

1. Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or be


paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns,
ending the effect on a success.

2. Petrifying Ray. The target must succeed on a DC 15 Dexterity saving throw or be restrained
and slowly turned to stone over 1 minute. The target can repeat the saving throw at the end
of each of its turns, ending the effect on a success.

3. Slowing Ray. The target must succeed on a DC 15 Wisdom saving throw or have its speed
halved, and it takes a -2 penalty to AC and Dexterity saving throws for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending the effect on a success.

4. Confusing Ray. The target must succeed on a DC 15 Intelligence saving throw or become
confused for 1 minute. The confused target can't take reactions and must roll a d10 at the
start of each of its turns to determine its behavior for that turn.

5. Frightening Gaze (Recharge 5-6). The spectator targets one creature it can see within 60 feet
of it. If the target can see the spectator, it must succeed on a DC 15 Wisdom saving throw or
be frightened for 1 minute. The frightened target can repeat the saving throw at the end of
each of its turns, ending the effect on a success. If a target's saving throw is successful or the
effect ends for it, the target is immune to the Frightening Gaze of all spectators for the next
24 hours.
Iarno "Glasstaff" Albrek

Medium humanoid (human), lawful evil

Armor Class: 15 (mage armor, ring of protection) Hit Points: 112 (15d8 + 45) Speed: 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 14 (+2) 16 (+3) 20 (+5) 10 (+0) 14 (+2)

Saving Throws: Int +9, Wis +4 Skills: Arcana +9, Deception +6, Insight +4, Persuasion +6 Damage
Resistances: Necrotic Condition Immunities: Charmed, Frightened Senses: Passive Perception 10
Languages: Common, Elvish, Dwarvish, Goblin, Thieves' Cant Challenge: 7 (2,900 XP)

Spellcasting. Iarno is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9
x`to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): Mage Hand, Prestidigitation, Shocking Grasp, Minor Illusion

1st level (4 slots): Mage Armor, Shield, Sleep

2nd level (3 slots): Hold Person, Misty Step

3rd level (3 slots): Counterspell, Fireball

4th level (3 slots): Blight, Greater Invisibility

5th level (1 slots): Cone of Cold

Magic Resistance. Iarno has advantage on saving throws against spells and other magical effects.

Spellcasting Focus. Iarno can use his staff as a spellcasting focus for his wizard spells.

Actions:

Staff of Power. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 2) bludgeoning
damage plus 17 (5d6) force damage. Iarno can also use the staff to cast the following spells (save DC
17):

 At will: Mage Armor, Magic Missile

 3/day each: Hold Monster, Lightning Bolt

Spells. Iarno casts a spell from his prepared list. He can also use his bonus action to cast a cantrip.

Legendary Actions:

Iarno can take 3 legendary actions, choosing from the options below. Only one legendary action can
be used at a time and only at the end of another creature's turn. Iarno regains spent legendary
actions at the start of his turn.

Cantrip. Iarno casts a cantrip from his prepared list.

Teleport. Iarno magically teleports, along with any equipment he is wearing or carrying, up to 60 feet
to an unoccupied space he can see.

Staff Attack. Iarno makes a staff of power attack.

Magic Items:
 Staff of Power: Iarno wields a staff of power, allowing him to cast additional spells and deal
force damage with its strikes.

 Ring of Protection: Iarno wears a ring of protection, enhancing his Armor Class and saving
throws.

Tactics:

Iarno uses his intelligence to its fullest, employing crowd control spells like Hold Person and Greater
Invisibility to gain an advantage over his foes. He prefers to engage at range, launching powerful
fireballs or other damaging spells. If faced with melee combatants, he uses his staff of power to deal
both bludgeoning and force damage. He makes use of his Legendary Actions to maintain control over
the battlefield, and he is not afraid to teleport to a more advantageous position when needed.

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