Jacob Vardy
Explorer
I was populating the random encounter table for my current campaign, when i had the idle though "what if i used the squad template for some for some of these?" A pack of hyenas could keep a low level party on their toes. A flock of axe beaks could be a nasty surprise. A lion pride could challenge mid tier parties. Same with a herd of rhinos. A herd of elephants can challenge most parties. And i am oh so tempted by a flock of rocs... (even though the later two ignore the "CR 3 or less" advice.
Anyway, i couldn't see anyone else mentioning this with a quick search. So i thought i'd share.
LARGE GROUP OF MEDIUM BEASTS 450 XP
AC 11 HP 20 (5d8; bloodied 10) Speed 50 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 2 (–4) 12 (+1) 4 (–3)
Proficiency +2; Manoeuvre DC 11
Skills Perception +3
Senses darkvision 30 ft., passive Perception 13
Languages —
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, half if bloodied. If this damage reduces the target to 0 hit points, the pack can use its bonus action to move half its Speed and make a second bite attack.
HUGE GROUP OF LARGE BEASTS 700 XP
AC 11 HP 80 (15d10; bloodied 40) Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 10 (+0) 2 (–4) 10 (+0) 4 (–3)
Proficiency +2; Manoeuvre DC 12
Senses passive Perception 10
Languages —
Area Vulnerability. The flock takes double damage from any effect that targets an area.
Flock Dispersal. When the flock is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Flock. The flock is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The flock can move through any opening large enough for one base creature without squeezing.
ACTIONS
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 3) slashing damage, half if bloodied.
HUGE GROUP OF LARGE BEASTS 2,300 XP
AC 12 HP 140 (20d10 + 40; bloodied 70) Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 3 (–4) 12 (+1) 4 (–3)
Proficiency +3; Manoeuvre DC 13
Skills Perception +4, Stealth +7
Senses passive Perception 14
Languages —
Area Vulnerability. The pride takes double damage from any effect that targets an area.
Pride Dispersal. When the pride is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The pride is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The pride can move through any opening large enough for one base creature without squeezing.
Keen Smell. The pride has advantage on Perception checks that rely on smell.
Long Jump. The pride can long jump up to 25 feet.
Pride Tactics. The pride has advantage on attack rolls against a creature if at least one of the lion’s allies is within 5 feet of the creature and not incapacitated.
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, half if bloodied. If the lion moves at least 20 feet straight towards the target before the attack, the target makes a DC 13 Strength saving throw, falling prone on a failure.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, half if bloodied.
BONUS ACTIONS
Opportune Bite. The pride makes a bite attack against a prone creature.
HUGE GROUP OF LARGE BEASTS 450 XP
AC 12 (natural armour) HP 225 (30d10 + 60; bloodied 22) Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 14 (+2) 2 (–4) 12 (+1) 4 (–3)
Proficiency +4; Manoeuvre DC 15
Senses passive Perception 14
Languages —
Area Vulnerability. The herd takes double damage from any effect that targets an area.
Herd Dispersal. When the herd is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The herd is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The herd can move through any opening large enough for one base creature without squeezing.
ACTIONS
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 70 (10d8 + 5) bludgeoning damage, half if bloodied. If the rhinoceros moves at least 20 feet straight towards the target before the attack, the attack deals an extra 20 (5d8) bludgeoning damage, half if bloodied, and the target makes a DC 17 Strength saving throw, falling prone on a failure.
GIGANTIC GROUP OF HUGE BEASTS 20,000 XP
AC 12 (natural armour) HP 460 (40d12 + 40; bloodied 230) Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 8 (–1) 20 (+5) 4 (–3) 10 (+0) 6 (–2)
Proficiency +6; Manoeuvre DC 16
Senses passive Perception 10
Languages —
Area Vulnerability. The herd takes double damage from any effect that targets an area.
Herd Dispersal. When the herd is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The herd is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The herd can move through any opening large enough for one base creature without squeezing.
ACTIONS
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 71 (15d8 + 6) piercing damage, half if bloodied. If the herd moves at least 20 feet straight towards the target before the attack, the target makes a DC 20 Strength saving throw, falling prone on a failure.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 86 (15d10 + 6) bludgeoning damage, half if bloodied.
BONUS ACTIONS
Trample Underfoot. The herd makes a stomp attack against a prone creature.
Anyway, i couldn't see anyone else mentioning this with a quick search. So i thought i'd share.
HYENA PACK
CHALLENGE 2LARGE GROUP OF MEDIUM BEASTS 450 XP
AC 11 HP 20 (5d8; bloodied 10) Speed 50 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 2 (–4) 12 (+1) 4 (–3)
Proficiency +2; Manoeuvre DC 11
Skills Perception +3
Senses darkvision 30 ft., passive Perception 13
Languages —
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, half if bloodied. If this damage reduces the target to 0 hit points, the pack can use its bonus action to move half its Speed and make a second bite attack.
AXE BEAK FLOCK
CHALLENGE 3HUGE GROUP OF LARGE BEASTS 700 XP
AC 11 HP 80 (15d10; bloodied 40) Speed 50 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 10 (+0) 2 (–4) 10 (+0) 4 (–3)
Proficiency +2; Manoeuvre DC 12
Senses passive Perception 10
Languages —
Area Vulnerability. The flock takes double damage from any effect that targets an area.
Flock Dispersal. When the flock is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Flock. The flock is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The flock can move through any opening large enough for one base creature without squeezing.
ACTIONS
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (5d6 + 3) slashing damage, half if bloodied.
LION PRIDE
CHALLENGE 6HUGE GROUP OF LARGE BEASTS 2,300 XP
AC 12 HP 140 (20d10 + 40; bloodied 70) Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 3 (–4) 12 (+1) 4 (–3)
Proficiency +3; Manoeuvre DC 13
Skills Perception +4, Stealth +7
Senses passive Perception 14
Languages —
Area Vulnerability. The pride takes double damage from any effect that targets an area.
Pride Dispersal. When the pride is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The pride is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The pride can move through any opening large enough for one base creature without squeezing.
Keen Smell. The pride has advantage on Perception checks that rely on smell.
Long Jump. The pride can long jump up to 25 feet.
Pride Tactics. The pride has advantage on attack rolls against a creature if at least one of the lion’s allies is within 5 feet of the creature and not incapacitated.
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, half if bloodied. If the lion moves at least 20 feet straight towards the target before the attack, the target makes a DC 13 Strength saving throw, falling prone on a failure.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, half if bloodied.
BONUS ACTIONS
Opportune Bite. The pride makes a bite attack against a prone creature.
RHINOCEROS CRASH
CHALLENGE 10HUGE GROUP OF LARGE BEASTS 450 XP
AC 12 (natural armour) HP 225 (30d10 + 60; bloodied 22) Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 14 (+2) 2 (–4) 12 (+1) 4 (–3)
Proficiency +4; Manoeuvre DC 15
Senses passive Perception 14
Languages —
Area Vulnerability. The herd takes double damage from any effect that targets an area.
Herd Dispersal. When the herd is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The herd is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The herd can move through any opening large enough for one base creature without squeezing.
ACTIONS
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 70 (10d8 + 5) bludgeoning damage, half if bloodied. If the rhinoceros moves at least 20 feet straight towards the target before the attack, the attack deals an extra 20 (5d8) bludgeoning damage, half if bloodied, and the target makes a DC 17 Strength saving throw, falling prone on a failure.
ELEPHANT PARADE
CHALLENGE 18GIGANTIC GROUP OF HUGE BEASTS 20,000 XP
AC 12 (natural armour) HP 460 (40d12 + 40; bloodied 230) Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 8 (–1) 20 (+5) 4 (–3) 10 (+0) 6 (–2)
Proficiency +6; Manoeuvre DC 16
Senses passive Perception 10
Languages —
Area Vulnerability. The herd takes double damage from any effect that targets an area.
Herd Dispersal. When the herd is reduced to 0 hit points, it turns into 2 (1d4) base creatures, each of which are bloodied.
Herd. The herd is composed of 5 or more creatures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The herd can move through any opening large enough for one base creature without squeezing.
ACTIONS
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 71 (15d8 + 6) piercing damage, half if bloodied. If the herd moves at least 20 feet straight towards the target before the attack, the target makes a DC 20 Strength saving throw, falling prone on a failure.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 86 (15d10 + 6) bludgeoning damage, half if bloodied.
BONUS ACTIONS
Trample Underfoot. The herd makes a stomp attack against a prone creature.