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<blockquote data-quote="Sacrosanct" data-source="post: 7014655" data-attributes="member: 15700"><p>So I've been skimming through the AiME Loremaster's guide that just came out, and maybe you could take an approach like they did. Rather than create all new statblocks for each monster, what they did (which is similar to what I did with Monstrous Leaders) was have a whole new list of traits. Some good, some weaknesses, etc that you can add to any monster. They also have a section on new bonus actions/reactions that you can assign to monsters as you see fit. For example:</p><p><em></em></p><p><em>Long Arms. This creature’s extended limbs allow it to</em></p><p><em>unexpectedly lash out at unwary opponents. This creature</em></p><p><em>may take a bonus action to effectively add 5 feet to its reach</em></p><p><em>till its next turn. In most cases, this gives the creature a</em></p><p><em>reach of 10 feet with any following melee attacks or attacks</em></p><p><em>of opportunity.</em></p><p><em></em></p><p><em></em></p><p> Then they had a list of monster specific traits you could add.</p><p></p><p>For example, add or replace any orc or goblin trait with one or more from the following:</p><p><em></em></p><p><em>Cruel Lash. An Orc with this ability can take an action to</em></p><p><em>“encourage” all its allies within 10 feet. Whip-encouraged</em></p><p><em>creatures gain +1 damage on their next attack.</em></p><p><em></em></p><p><em>Drums (Recharge after a short or long rest). This Orc</em></p><p><em>can take an action to beat their war drum in order to break</em></p><p><em>their foes’ spirits. Foes hearing the drums must make a</em></p><p><em>Wisdom saving throw at DC 12 or suffer disadvantage</em></p><p><em>on all their attacks against Orcs until they succeed at</em></p><p><em>drawing blood from one, e.g. causing 1 or more hit points</em></p><p><em>of damage. Any given foe can only be affected by Drums</em></p><p><em>once per day.</em></p><p><em></em></p><p><em>Foul Liquor. This Orc carries a flask of disgusting yet</em></p><p><em>invigorating brew. As an action the Orc may take a swig,</em></p><p><em>regaining 1d6 hit points. Typically this flask is broken when</em></p><p><em>the Orc is slain, however if recovered it can be used by</em></p><p><em>Player-heroes, and the flask will contain 1d4 swigs. They</em></p><p><em>gain one Shadow point for each swig taken, but also recover</em></p><p><em>1d6 hit points per dose.</em></p><p><em></em></p><p><em>Grim Banner (Recharge after a short or long rest).</em></p><p><em>A Goblin bearing such a banner may take an action to</em></p><p><em>encourage their allies. This acts as a variation of the Help</em></p><p><em>action for all of the Goblin’s allies within 30 feet who can</em></p><p><em>see the banner, giving all of them advantage on their next</em></p><p><em>attack roll.</em></p><p></p><p>It just might save you a lot of time and space as opposed to creating individual stat blocks. Also might give you more tools, since players can mix and match.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7014655, member: 15700"] So I've been skimming through the AiME Loremaster's guide that just came out, and maybe you could take an approach like they did. Rather than create all new statblocks for each monster, what they did (which is similar to what I did with Monstrous Leaders) was have a whole new list of traits. Some good, some weaknesses, etc that you can add to any monster. They also have a section on new bonus actions/reactions that you can assign to monsters as you see fit. For example: [I] Long Arms. This creature’s extended limbs allow it to unexpectedly lash out at unwary opponents. This creature may take a bonus action to effectively add 5 feet to its reach till its next turn. In most cases, this gives the creature a reach of 10 feet with any following melee attacks or attacks of opportunity. [/I] Then they had a list of monster specific traits you could add. For example, add or replace any orc or goblin trait with one or more from the following: [I] Cruel Lash. An Orc with this ability can take an action to “encourage” all its allies within 10 feet. Whip-encouraged creatures gain +1 damage on their next attack. Drums (Recharge after a short or long rest). This Orc can take an action to beat their war drum in order to break their foes’ spirits. Foes hearing the drums must make a Wisdom saving throw at DC 12 or suffer disadvantage on all their attacks against Orcs until they succeed at drawing blood from one, e.g. causing 1 or more hit points of damage. Any given foe can only be affected by Drums once per day. Foul Liquor. This Orc carries a flask of disgusting yet invigorating brew. As an action the Orc may take a swig, regaining 1d6 hit points. Typically this flask is broken when the Orc is slain, however if recovered it can be used by Player-heroes, and the flask will contain 1d4 swigs. They gain one Shadow point for each swig taken, but also recover 1d6 hit points per dose. Grim Banner (Recharge after a short or long rest). A Goblin bearing such a banner may take an action to encourage their allies. This acts as a variation of the Help action for all of the Goblin’s allies within 30 feet who can see the banner, giving all of them advantage on their next attack roll.[/I] It just might save you a lot of time and space as opposed to creating individual stat blocks. Also might give you more tools, since players can mix and match. [/QUOTE]
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