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Does anyone else use templates for creatures in 5e to (fairly) quickly create a mixed group of enemies? I've created a few and am slowly adding in more, currently I have templates loosely based on the monster creation rules in 4e for Artillery, Brutes, and Soldiers which changes the stats in a way that you can fairly easily add them on the fly.
Artillery
Artillery excel at ranged attacks and have 3 basic types, using either a ranged weapon such as a bow, a thrown weapon such as a javelin, or a ranged magical attack.
Soldiers are the front line of the NPCs having higher AC and standing before the more vulnerable artillery units. Perhaps the easiest to adjust on the fly, slightly better AC and a 1-handed weapon if needed.
Orc
AC. 13 (Hide Armor, Dexterity Bonus)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc 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.
I also have a template called "the Branded" which I'm using for a specific part of my campaign which turns gnolls into fiery skirmishers that slowly burn up until they die in a burst of flame.
Artillery
Artillery excel at ranged attacks and have 3 basic types, using either a ranged weapon such as a bow, a thrown weapon such as a javelin, or a ranged magical attack.
- Artillery use ranged attacks. They gain a +2 bonus to hit (archery fighting style) and use a bow or other ranged weapon typically dealing 1d8 damage. Either use the creatures Dexterity modifier or assume a dexterity modifier of +2.
- Thrown weapon artillery.
- No +2 bonus to hit.
- Gain a +2 bonus to damage with thrown weapons
- Magical Artillery
- No additional bonus to hit, but their minimum spellcasting ability modifier is +2, increasing to +5 for CR 12 or higher (i.e., +1 at CR 4, 8, and 12).
- No additional attack at higher levels, instead cantrip attack increases in damage.
- Have a ranged cantrip that deals 1d10 elemental damage per tier.
- Add control. Reduce the damage to d8 and add a slow effect (-10 feet) when hit.
- Have a ranged AoE effect useable twice per encounter which deals 2d6 (+ 2d6/tier for CR 1 or higher).
- Brutes are tougher than normal and hit harder than most. They are normally a bit slower than others with poor dexterity (no higher than 10 dexterity) making them easier to hit.
- Brutes gain +3 hit points per hit die.
- Brutes are typically easier to hit, unless wearing armour, AC is equal to 12 + tier (13 to 19), though no higher than the standard creature. If wearing light or medium armour, calculate as if their dexterity is a 10 unless it is normally lower for the creature.
- Brutes deal more damage. Add 3 + tier level to their damage.
- Crushing Blow. On a critical hit, the brute deals 1 [W] extra damage. E.g., a greatsword would deal 4d6 normally on a critical hit, a crushing blow will deal 6d6 damage.
Soldiers are the front line of the NPCs having higher AC and standing before the more vulnerable artillery units. Perhaps the easiest to adjust on the fly, slightly better AC and a 1-handed weapon if needed.
- Soldiers add a shield (+2 AC). Non-humanoids might have toughened scales or plating that increases their AC.
- Use a 1-handed weapon (1d8 damage).
Orc
AC. 13 (Hide Armor, Dexterity Bonus)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc 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.
Orc Artillery (Magical)
AC. 13 (Hide Armor, Dexterity Bonus)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc 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.
Fire bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Fireball. 2/enc., range 150 ft., 10 ft. burst. 2d6 fire damage, Dexterity 12 [half].
AC. 13 (Hide Armor, Dexterity Bonus)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc 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.
Fire bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Fireball. 2/enc., range 150 ft., 10 ft. burst. 2d6 fire damage, Dexterity 12 [half].
Orc Brute
AC. 12 (Hide Armor)
Hit Points. 21 (2d8 + 12)
CR. 1/2
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Crushing Blow. When the Orc Brute scores a critical hit with their great axe, they deal an additional 1d12 damage.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
AC. 12 (Hide Armor)
Hit Points. 21 (2d8 + 12)
CR. 1/2
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Crushing Blow. When the Orc Brute scores a critical hit with their great axe, they deal an additional 1d12 damage.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
Orc Soldier
AC. 15 (Hide Armor, Dexterity Bonus, Shield)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 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.
AC. 15 (Hide Armor, Dexterity Bonus, Shield)
Hit Points. 15 (2d8 + 6)
CR. 1/2
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 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.
I also have a template called "the Branded" which I'm using for a specific part of my campaign which turns gnolls into fiery skirmishers that slowly burn up until they die in a burst of flame.