GM: | Initiative... no one is surprise so everyone gets a roll. Here is a map, lets hope it works 
Monster Stats
[sblock=Black Wolves]Medium monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 21 (3d8 +3)
Speed 50 ft.
STR 13 (+1), DEX 14 (+2), CON 13 (+1), INT 7 (-2), WIS 12 (+1), CHA 8 (-1)
Saves Dex +4, Con +3
Skills Perception +4, Stealth +6
Senses darkvision 60ft., passive Perception 19 (14 if sight only)
Languages Goblin, Worg
Keen Hearing and Smell. Black wolves has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: Whenever a black wolf is adjacent to a foe, any ally in melee with the same foe gains Advantage on their melee attacks that round.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d8+1 piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone.
[/sblock]
[sblock=Goblins]Small humanoid (goblinoid), neutral evil
Armor Class 13 (leather armor), if fighting in melee AC 15 (with shields)
Hit Points 9 (2d6)
Speed 30 ft.
STR 8 (−1), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (−1), CHA 8 (−1)
Saves Dex +4, Con +2
Skills Stealth +6
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 1d6+2 piercing damage.
[/sblock]
[sblock=Ogre]
Large giant, chaotic evil
Armor Class 11 (natural hide)
Hit Points 60 (7d10+21)
Saves Str +7, Con +6
Speed 40 ft.
STR 19 (+4), DEX 8 (-1), CON 16 (+3), INT 8 (-1), WIS 7 (-2), CHA 7 (−2)
Skills Intimidate +7
Senses darkvision 60ft., passive Perception 8
Languages Giant, Goblin
Actions
Great club. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 2d8+4 bludgeoning damage.
Big Rocks. Ranged Weapon Attack: +7 to hit, range 20/80ft., one target. Hit: 1d8+4 bludgeoning damage. Ammo 4.
[/sblock]
Monster's Initiative rolls Initiative for black wolves, goblins, ogre: 1D20+2 = [4]+2 = 6; 1D20+2 = [11]+2 = 13; 1D20-1 = [6]-1 = 5, hmm I have a feeling the heroes are going to go first... | |