Wednesday, June 18, 2025

Generic Monster Class Humanoids

Generic Monster Class Humanoids


 Tier 1 (Levels 1-4) Generic Monster Class Humanoids

  • Monster Grunt

    • CR 1/2 Medium humanoid (any monster race), chaotic evil Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30 ft.
    • STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 7 (-2) WIS 11 (+0) CHA 10 (+0)
    • Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, plus one monster race language Challenge 1/2 (100 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Monster Scout

    • CR 1 Medium humanoid (any monster race), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
    • STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
    • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, plus one monster race language, plus any one additional language Challenge 1 (200 XP)
    • Aggressive (Optional). As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Cunning Action. On each of its turns, the humanoid can use a bonus action to take the Dash, Disengage, or Hide action.
    • Sneak Attack (1/Turn). The humanoid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the humanoid that isn't incapacitated and the humanoid doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The humanoid makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Monster Berserker

    • CR 2 Medium humanoid (any monster race), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
    • Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
    • Senses darkvision 60 ft., passive Perception 10 Languages Common, plus one monster race language Challenge 2 (450 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Reckless. At the start of its turn, the humanoid can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  • Monster Shaman

    • CR 2 Medium humanoid (any monster race), chaotic evil Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.
    • STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
    • Skills Intimidation +3, Religion +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, plus one monster race language Challenge 2 (450 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Spellcasting. The humanoid is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The humanoid has the following shaman spells prepared:
      • Cantrips (at-will): guidance, resistance, thaumaturgy
      • 1st level (4 slots): bane, command, faerie fire
      • 2nd level (2 slots): enhance ability, spiritual weapon (club/staff)
    • Actions Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. (Adapted from Orc Eye of Gruumsh's spear)
  • Monster Champion

    • CR 3 Medium humanoid (any monster race), chaotic evil Armor Class 16 (chain mail) Hit Points 52 (8d8 + 16) Speed 30 ft.
    • STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, plus one monster race language Challenge 3 (700 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Brave. The humanoid has advantage on saving throws against being frightened.
    • Actions Multiattack. The humanoid makes two melee attacks.
    • Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
    • Javelin. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the humanoid can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the humanoid. A creature can benefit from only one Leadership die at a time. This effect ends if the humanoid is incapacitated.
    • Reactions Parry. The humanoid adds 2 to its AC against one melee attack that would hit it. To do so, the humanoid must see the attacker and be wielding a melee weapon.
  • Monster Veteran

    • CR 3 Medium humanoid (any monster race), chaotic evil Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
    • STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
    • Skills Athletics +5, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, plus one monster race language Challenge 3 (700 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Actions Multiattack. The humanoid makes two greataxe attacks. If it has a javelin drawn, it can also make a javelin attack.
    • Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tier 2 (Levels 5-10) Generic Monster Class Humanoids

  • Monster Elite Warrior

    • CR 5 Medium humanoid (any monster race), chaotic evil Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, plus one monster race language Challenge 5 (1800 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Actions Multiattack. The humanoid makes two greataxe attacks.
    • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4 plus 1d8) slashing damage.
    • Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Reactions Parry. The humanoid adds 3 to its AC against one melee attack that would hit it. To do so, the humanoid must see the attacker and be wielding a melee weapon.
  • Monster High Shaman

    • CR 6 Medium humanoid (any monster race), chaotic evil Armor Class 13 (hide armor) Hit Points 97 (13d8 + 39) Speed 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
    • Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, plus one monster race language Challenge 6 (2300 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
    • Spellcasting. The humanoid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The humanoid has the following shamanistic spells prepared:
      • Cantrips (at will): guidance, sacred flame, thaumaturgy, primal savagery
      • 1st level (4 slots): bane, cure wounds, detect magic, speak with animals
      • 2nd level (3 slots): hold person, spiritual weapon, web
      • 3rd level (3 slots): spirit guardians, dispel magic, call lightning
      • 4th level (3 slots): divination, guardian of faith
      • 5th level (2 slots): insect plague, scrying
    • Actions Multiattack. The humanoid makes two melee attacks.
    • War Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
    • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Monster Assassin

    • CR 8 Medium humanoid (any monster race), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
    • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
    • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, plus one monster race language, Thieves' cant Challenge 8 (3900 XP)
    • Aggressive (Optional). As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Assassinate. During its first turn, the humanoid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the humanoid scores against a surprised creature is a critical hit.
    • Evasion. If the humanoid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the humanoid instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    • Sneak Attack. Once per turn, the humanoid deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the humanoid that isn't incapacitated and the humanoid doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The humanoid makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    • Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Monster Warlord

    • CR 6 Medium humanoid (any monster race), chaotic evil Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Int +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, plus one monster race language Challenge 6 (2300 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Martial Advantage. Once per turn, the humanoid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the humanoid that isn't incapacitated.
    • Actions Multiattack. The humanoid makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
    • Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
    • Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
    • Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the humanoid can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the humanoid. A creature can benefit from only one Leadership die at a time. This effect ends if the humanoid is incapacitated.
    • Reactions Parry. The humanoid adds 3 to its AC against one melee attack that would hit it. To do so, the humanoid must see the attacker and be wielding a melee weapon.

Tier 3 (Levels 11-16) Generic Monster-like Humanoids

  • Monster War Priest

    • CR 9 Medium Humanoid (any monster race, Shaman), chaotic evil Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 30 ft.
    • STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, plus one monster race language Challenge 9 (5000 XP) Proficiency Bonus +4
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Actions Multiattack. The war priest makes two Greataxe attacks, and it uses Primal Bolt.
    • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage.
    • Primal Bolt. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage, and it is frightened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't frightened.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: guidance, resistance, thaumaturgy
      • 1/day each: banishment, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify
    • Bonus actions Healing Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Monster Bloodreaver

    • CR 11 Medium Humanoid (any monster race), chaotic evil Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Common, plus one monster race language Challenge 11 (7200 XP) Proficiency Bonus +4
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Reckless. At the start of its turn, the humanoid can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Multiattack. The humanoid makes three Greataxe attacks.
    • Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
    • Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Bonus actions Blood Frenzy. When the humanoid reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to make one additional melee attack.
  • Monster High Shaman

    • CR 12 Medium Humanoid (any monster race, Shaman), chaotic evil Armor Class 13 (hide armor) Hit Points 99 (18d8 + 18) Speed 30 ft.
    • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)
    • Saving Throws Int +6, Wis +9 Skills Arcana +6, History +6, Religion +13 Senses darkvision 60 ft., passive Perception 12 Languages Common, plus one monster race language, plus any four additional languages Challenge 12 (8400 XP)
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Magic Resistance. The humanoid has advantage on saving throws against spells and other magical effects.
    • Spellcasting. The humanoid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The humanoid can cast pass without trace and speak with dead at will and has the following shamanistic spells prepared:
      • Cantrips (at will): druidcraft, guidance, poison spray, primal savagery, thaumaturgy
      • 1st level (4 slots): bane, cure wounds, detect magic, thunderwave
      • 2nd level (3 slots): enhance ability, spiritual weapon, web
      • 3rd level (3 slots): call lightning, conjure animals (dire wolves or giant boars), dispel magic
      • 4th level (3 slots): blight, confusion, guardian of nature
      • 5th level (3 slots): commune with nature, insect plague, scrying
      • 6th level (1 slot): flesh to stone, heroes' feast
      • 7th level (1 slot): fire storm
      • 8th level (1 slot): earthquake
      • 9th level (1 slot): storm of vengeance
    • Actions Staff of the Wilds. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.
  • Monster Inquisitor

    • CR 14 Medium Humanoid (Cleric, any monster race), chaotic evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Common, plus one monster race language Challenge 14 (11500 XP) Proficiency Bonus +5
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Discern Treachery. The inquisitor knows when a creature speaks a lie.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Actions Multiattack. The inquisitor makes two Ritual Blade attacks.
    • Ritual Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following shamanistic spells prepared:
      • Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, insect plague, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): mass heal (reflavored as a blood ritual heal)
    • Bonus actions Spectral Whip (Recharges after a Short or Long Rest). The inquisitor conjures a spectral whip. For 1 minute, this whip counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the whip, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Generic Monster-like Humanoids

  • Monster Chosen Shaman

    • CR 18 Medium Humanoid (any monster race, Shaman), chaotic evil Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Intimidation +11 Senses darkvision 60 ft., passive Perception 18 Languages Common, plus one monster race language Challenge 18 (20000 XP) Proficiency Bonus +6
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Actions Multiattack. The humanoid makes two Greataxe attacks and uses Primal Burst.
    • Greataxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5 plus 1d8) slashing damage.
    • Primal Burst (Recharge 5–6). The humanoid creates a burst of raw elemental energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder or lightning damage (humanoid's choice) on a failed save, or half as much damage on a successful one.
    • Spellcasting. The humanoid is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The humanoid has the following shamanistic spells prepared:
      • Cantrips (at will): druidcraft, fire bolt, poison spray, primal savagery, thaumaturgy
      • 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
      • 2nd level (3 slots): barkskin, spiritual weapon, web
      • 3rd level (3 slots): call lightning, conjure animals, dispel magic
      • 4th level (3 slots): blight, dominate beast, freedom of movement
      • 5th level (3 slots): conjure elemental, insect plague, scrying
      • 6th level (1 slot): flesh to stone, sunbeam
      • 7th level (1 slot): fire storm, regenerate
      • 8th level (1 slot): earthquake, tsunami
      • 9th level (1 slot): storm of vengeance
    • Reactions Protective Call (3/Day). When another creature attacks a creature within 30 feet of the humanoid, the humanoid can use its reaction to impose disadvantage on the attack roll.
  • Monster Grand Warlord

    • CR 20 Medium Humanoid (any monster race, Warlord/Shaman), chaotic evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
    • STR 22 (+6) DEX 18 (+4) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +11, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Common, plus one monster race language, Giant Challenge 20 (25000 XP) Proficiency Bonus +6
    • Aggressive. As a bonus action, the humanoid can move up to its speed toward a hostile creature that it can see.
    • Gruumsh's Fury (Optional). The humanoid deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
    • Reckless. At the start of its turn, the humanoid can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Multiattack. The grand warlord makes two attacks with its Magic Greataxe or Rod of Domination. It can also use Savage Roar.
    • Magic Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 6 plus 1d8) slashing damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
    • Rod of Domination. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the grand warlord for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Savage Roar (2/Day). The grand warlord emits a terrifying roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand warlord's Savage Roar for the next 24 hours.
    • Bonus actions Warlord's Command (Recharge 4-6). The grand warlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
    • Summon Warband (1/Day). The grand warlord magically summons 1d4 + 1 Monster War Chiefs (or similar Tier 2 monster-type leaders) or 1 Monster High Shaman. The summoned creatures appear in unoccupied spaces within 60 feet of the grand warlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
    • Legendary actions The grand warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand warlord regains spent legendary actions at the start of its turn.
      • Command Ally. The grand warlord targets one ally it can see within 30 feet of it. If the target can hear and understand the grand warlord, it can use its reaction to make one weapon attack.
      • Axe Attack. The grand warlord makes one Magic Greataxe attack.
      • Rally (Costs 2 Actions). The grand warlord chooses up to three allies within 30 feet of it. Each target gains 10 (3d6) temporary hit points.

Valeria: In the Beginning

  Valeria Creation Myth In the shimmering void before time truly began, before the whisper of wind or the roar of oceans, stood the V...