Other Humanoids

Humanoids #

Lizardmen #

All Lizardmen have the following abilities:

Snap: Make an Opportunity Attack on an engaged enemy when Staggered for the first time.

Spend 1 Threat: For the rest of the encounter, Frenzy gains 1 advantage when the Lizardman is staggered.


Lizardman Savage #

2nd Level Wrecker, Fast Initiative
Reckless, Targets most recent

AC 16
PD 16
MD 14
HP 34

Bite (Melee, +7 vs AC)

Hit: 6 damage. May make a Frenzy attack against this target next turn.

Frenzy (Melee, +7 vs AC, 3 attacks)

Hit: 3 damage.

Special: Can only be used when directed by special abilities.


Snap


Lizardman Bloodcaller #

3rd Level Leader, Medium Initiative
Volatile, Targets most recent

AC 17
PD 16
MD 16
HP 40

Toothed Staff (Melee, +7 vs AC)

Hit: 6 damage.

Frenzy (Melee, +8 vs AC, 3 attacks)

Hit: 4 damage.

Special: Can only be used when directed by special abilities.

Mark for Death (Spell, Provokes, +8 vs MD)

Hit: 6 psychic damage. Any Lizardman may use Frenzy against this target on their next turn.

Special: If Mark for Death crits or two Lizardman Bloodcallers hit the same target with Mark for Death in a turn, every Lizardman gains the escalation die as an attack bonus against that target on their next turn.


Snap

Troglodyte #

All Troglodytes have the following:

Trog Stench: Any enemy engaged with a Troglodyte is Softened.

Spend 2 Threat: Until the end of the encounter, enemies with especially sharp senses are Softened while any Troglodyte is nearby, and Weakened if engaged with one.


Trog #

2nd Level Spoiler, Fast Initiative
Brave, Targets least threatening

AC 17
PD 15
MD 14
HP 34

Club (Melee, +7 vs AC)

Hit: 6 damage.

Miss: 2 damage if the target is Softened, 3 if Weakened or Stunned.


Trog Stench


Trog Chanter #

3rd Level Leader, Medium Initiative
Brave, Targets least threatening

AC 18
PD 15
MD 16
HP 40

Spear (Melee, +8 vs AC)

Hit: 8 damage.

Miss: 3 damage if the target is Softened, 4 if Weakened or Stunned.

Hissing Curse (Spell, Provokes, +8 vs MD)

Hit: 8 psychic damage. The enemy is affected by Trog Stench until the end of the Trog Chanter’s next turn. If they’re already affected, upgrade from Softened to Weakened to Stunned.


Trog Stench

Gnolls #

All gnolls have the following:

Pack Ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that missed that target deals half damage.

Spend 2 Threat: Pack Ferocity now applies to nearby ranged attacks as well, or when either the target or gnoll is staggered. This applies to all Gnolls in an encounter.


Gnoll Ranger #

3rd Level Wrecker, Fast Initiative
Cautious, Targets most threatening

AC 18
PD 16
MD 15
HP 42

Hand Axes (Melee, +8 vs AC, 2 attacks)

Hit: 3 damage.

Longbow (Ranged, Provokes, +8 vs AC, 2 attacks, nearby/far)

Hit: 5 damage.


Quick Shot: A Gnoll Ranger may make a 11+ save as an interrupt when it’s unengaged and an enemy moves to engage it. On a success, the Gnoll Ranger makes a longbow attack against the enemy.

Pack Ferocity


Gnoll Savage #

3rd Level Troop, Fast Initiative
Brave, Targets least threatening

AC 18
PD 16
MD 15
HP 44

Spear (Melee, +8 vs AC)

Hit: 8 damage.

Thrown Spear (Ranged, Provokes, +8 vs AC)

Hit: 6 damage.


Pack Ferocity


Gnoll War Leader #

4th Level Leader, Medium Initiative
Brave, Targets least threatening

AC 19
PD 16
MD 17
HP 56

Flail (Melee, +9 vs AC)

Hit: 10 damage.

Natural Even Hit or Miss: The target counts as Softened to gnolls until the end of the encounter.

Pack Ferocity

Minotaurs #

All Minotaurs have the following:

Labyrinth-Tested: The Minotaur may attempt to save as an interrupt action against any ability that inflicts Dazed, Shaken, Weakened, or Confused. (If the ability has no save normally, it gets an 11+ save to have it end immediately.)


Minotaur Mazedweller #

4th Level Troop, Medium Initiative
Double-Strength
Brave, Targets most recent

AC 19
PD 16
MD 17
HP 112

Horns (Melee, +9 vs AC)

Hit: 18 damage, and an ally can pop free.

Special: 2d6 extra damage on a hit if the Minotaur didn’t start its turn engaged with the target.


Labyrinth-Tested


Minotaur Herdhead #

5th Level Leader, Slow Initiative
Double-Strength
Brave, Targets least threatening

AC 20
PD 17
MD 18
HP 144

Horns (Melee, +10 vs AC)

Hit: 24 damage, and you or an ally can pop free. Special: 2d6 extra damage on a hit if the Minotaur didn’t start its turn engaged with the target.

Angry Bellow (Ranged, +10 vs MD)

Hit: 12 psychic damage, and until the end of the encounter, double any extra damage dealt to the target that’s triggered by not having started the turn engaged with the target.

Special: This gains 1 Disadvantage when used while engaged.

Spend 2 Threat: Use Angry Bellow as a Quick action this turn instead of Standard.


Labyrinth-Tested

Sahuagin #

All non-mook Sahuagin have the following:

Blood Frenzy: On the turn when the Sahuagin is staggered, it gains the current Escalation to attacks and adds ongoing weapon damage equal to Escalation to its melee attacks for the rest of the encounter.

Spend 2 Threat: Roll 1d6 on the Demon trait chart. Every non-mook Sahuagin in the encounter has that ability.


Sahuagin Pup #

5th Level Mook, Fast Initiative
Reckless, Targets most recent

AC 20
PD 18
MD 17
HP 18 (mook)
4 Mooks

Bite (Melee, +10 vs AC)

Hit: 5 damage.

Special: This attack gains 1 Advantage when used against a target who’s staggered or taking ongoing weapon damage.


Sahuagin Raider #

5th Level Wrecker, Fast Initiative
Brave, Targets least threatening

AC 20
PD 18
MD 17
HP 66

Trident and Bite (Melee, +10 vs AC, 2 attacks)

Hit: 7 damage.

Crit: Increase escalation by 1. The target is hampered until the end of its next turn.

Barbed Crossbow (Melee, +10 vs AC)

Hit: 8 damage and 4 ongoing weapon damage.

Crit: Increase escalation by 1. The target is hampered until the end of its next turn.


Sahuagin Occultist #

6th Level Leader, Medium Initiative
Cautious, Targets least threatening

AC 21
PD 18
MD 19
HP 90

Staff (Melee, +10 vs AC)

Hit: 14 damage.

Painbolt (Melee, +10 vs PD)

Hit: 5 damage and 5 ongoing damage.

Call for Frenzy (Spell, Provokes)

Until the start of the Sahuagin Occultist’s next turn, all Sahuagin gain 1 Advantage to attack any enemy who’s staggered or taking ongoing weapon damage.

Demon-Touched: Roll 1d6 on the Demon trait chart (or roll 1d8 instead of 1d6 if the Threat ability is being used). The Sahuagin Occulstist gains that ability.

Driders #


Drider Spawn #

6th Level Mook, Medium Initiative
Reckless, Targets most recent

AC 21
PD 18
MD 19
HP 23 (mook)
4 Mooks

Envenomed Bite (Melee, +11 vs AC)

Hit: 3 damage and 3 ongoing necrotic damage.


Drider Warrior #

6th Level Blocker, Slow Initiative
Cautious, Targets most threatening

AC 21
PD 18
MD 19
HP 90

Spear (Melee, +11 vs AC)

Hit: 18 damage.

Web Attack (Ranged, Quick, +11 vs PD, 1 nearby target)

Hit: The target is Stuck until the end of their next turn unless they decide to be Softened instead (they can’t do this if they’re already Softened).

Special: This may only be used on odd escalation.


Large 9+


Drider Sorcerer #

6th Level Spoiler, Medium Initiative
Double-Strength
Brave, Targets least threatening

AC 21
PD 18
MD 19
HP 168

Envenomed Spear (Melee, +11 vs AC)

Hit: 18 damage.

Natural 13+ Hit: As a Hit plus 10 ongoing necrotic damage.

Lightning Bolt (Spell, Provokes, +11 vs PD)

Hit: 20 damage and the target is Dazed until the end of the Drider’s next turn.

Natural Even Hit: As a Hit, and the Drider may make another Lightning Bolt attack against a target it hasn’t attacked this round.

Web Attack (Ranged, Quick, +11 vs PD, 1d3 nearby targets)

Hit: The target is Hampered (11+ save ends).

Special: This may only be used on even escalation.


Large 9+


Drider Cleric #

7th Level Leader, Slow Initiative
Double-Strength
Brave, Targets most threatening

AC 22
PD 19
MD 20
HP 228

Eight-Legged Staff (Melee, +12 vs AC)

Hit: 28 damage.

Legs of the Spider God (Spell, Provokes, +12 vs PD)

Hit: 28 necrotic damage, and until the start of your next turn, every ally engaged with that enemy counts as 2 allies for the purpose of Disengage checks. If those engaged allies have the Large property, this increases it by 2.

Armaments of the Spider God (Spell, Provokes)

Until the end of the encounter, one ally gains 1 Advantage and adds 1 target to attacks with Web in the name. This may only be used once per ally


Large 9+

Medusa #

All Medusa have Caught by a Glance.

Caught by a Glance X-: If a nearby enemy attacks a Medusa and rolls a Natural X- on their attack, the Medusa may make a Petrifying Gaze attack against them as an Interrupt.

Spend 2 Threat: Increase the Caught by a Glance value for a particular Medusa by 3 until the end of the encounter.


Medusa Outlaw #

6th Level Wrecker, Fast Initiative
Double-Strength
Brave, Targets most threatening

AC 21
PD 18
MD 19
HP 168

Snakes and Daggers (Melee, +11 vs AC, 2 attacks)

Hit: 8 damage and 6 ongoing necrotic damage.

Natural 15+ Hit: The Medusa may make one Petrifying Gaze attack this turn.

Poisoned Arrow (Ranged, Provokes, +11 vs PD, 1 nearby/far target)

Hit: 20 damage and 12 ongoing necrotic damage.

Natural 17+ Hit: The Medusa may make one Petrifying Gaze attack this turn.

Petrifying Gaze (Ranged, Quick, +11 vs MD)

Hit: The target takes 16 psychic damage and starts making Last Gasp saves.

Special: This can only be used when triggered from other abilities.


Escalating Threat: Roll 1d6 at the start of each of the Medusa Outlaw’s turns. If it’s less than or equal to escalation, the Medusa Outlaw may make one (or one more) Petrifying Gaze attack this turn.

Caught by a Glance 5-


Medusa Noble #

11th Level Wrecker, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 26
PD 23
MD 24
HP 560

Serpentine Assault (Melee, +16 vs AC, 3 attacks)

Hit: 20 damage and 10 ongoing necrotic damage.

Natural 15+ Hit: The Medusa may make one Petrifying Gaze attack this turn.

Lightning Fork (Spell, Provokes, +16 vs PD, 1 nearby/far target)

Hit: 70 lightning damage.

Natural Odd Hit or Miss: As Hit/Miss and all enemies nearby to the target take 5d8 lightning damage.

Natural Even Hit or Miss: As Hit/Miss and the Medusa Noble may make another Lightning Fork attack against a different target as a free action.

Special: The Medusa Noble can change this to deal fire or thunder damage instead of lightning. If she does, the attack(s) gain 1 disadvantage and the Natural Odd Hit/Miss effect uses d6’s.

Petrifying Gaze (Ranged, Quick, +16 vs MD)

Hit: The target takes 50 psychic damage and starts making Last Gasp saves.


Serpent Wards: Three times per encounter, as an Interrupt, the Medusa Noble may give an attack vs MD or PD 2 disadvantage.

Caught by a Glance 8-

Lycanthropes #

All Lycanthropes have Lycanthropic Regeneration:

Lycanthropic Regeneration X: At the start of its turn, if the Lycanthrope is staggered, it heals X damage. This is disabled for the round if the Lycanthrope was hit since its last turn by an attack from a silver weapon, an attack that dealt radiant damage, or an attack from a character specifically blessed or enchanted against lycanthropes.

Spend 2 Threat: If an enemy is staggered and takes necrotic damage from this Lycanthrope, the enemy is infected with their brand of Lycanthropy. This should be established at the beginning of the encounter and made clear to all parties, but refund the 2 Threat if the Lycanthrope dies before this comes into effect.


Werewolf #

6th Level Troop, Fast Initiative
Reckless, Targets most recent

AC 23
PD 21
MD 20
HP 140

Jagged Claws (Melee, +13 vs AC, 2 attacks)

Hit: 15 damage.

Special: If both attacks hit, the target also takes 5 ongoing weapon damage.

Infected Bite (Melee, +13 vs AC)

Hit: 30 damage.

Natural 13+ Hit: As Hit, and 10 ongoing necrotic damage.


Lycanthropic Regeneration 2d6

Spend 1 Threat: Make an Opportunity Attack against an enemy who rolled a Natural 8- Miss in melee against the Werewolf.


Werebear #

8th Level Troop, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 23
PD 20
MD 21
HP 280

Claws (Melee, +13 vs AC, 2 attacks)

Hit: 32 damage.

Natural Even Hit: After both attacks, if the Werebear isn’t grabbing a target, the target is Grabbed.

Spend 1 Threat: A target hit by both claw attacks also takes 10 ongoing damage.

Infected Bite (Melee, +13 vs AC)

Hit: 64 damage.

Natural 13+ Hit: As Hit, and 10 ongoing necrotic damage.

Special: This attack gains 1 further Advantage while the target is Grabbed.


Large 9+, Lycanthropic Regeneration 4d6


Werewolf Alpha #

10th Level Leader, Fast Initiative
Double-Strength
Reckless, Targets most recent

AC 25
PD 23
MD 22
HP 220

Jagged Claws (Melee, +15 vs AC, 2 attacks)

Hit: 25 damage.

Special: If both attacks hit, the target also takes 5 ongoing weapon damage.

Infected Bite (Melee, +15 vs AC)

Hit: 50 damage.

Natural 13+ Hit: As Hit, and 10 ongoing necrotic damage.

Resonating Howl (Melee, +15 vs MD, all nearby enemies)

Hit: 12 psychic damage. Any targets taking ongoing weapon or necrotic damage are Shaken and Softened to the Werewolf Alpha’s pack.

Spend 2 Threat: Use Resonating Howl this turn as a Quick Action.


Lycanthropic Regeneration 2d10


Silverhide Werebear #

10th Level Blocker, Slow Initiative
Double-Strength
Volatile, Targets most recent

AC 25
PD 22
MD 23
HP 440

Claws (Melee, +15 vs AC, 2 attacks)

Hit: 52 damage and until the end of the target’s next turn, they gain 1 Disadvantage to disengage checks.

Natural Even Hit: After both attacks, if the Werebear isn’t grabbing a target, the target is Grabbed.

Spend 2 Threat: A target hit by both claw attacks is Stuck instead of Grabbed (13+ save ends).

Infected Bite (Melee, +15 vs AC)

Hit: 100 damage.

Natural 13+ Hit: As Hit, and 20 ongoing necrotic damage.

Special: This attack gains 1 Advantage while the target is Stuck or Grabbed.

Savage Frenzy (Free)

This is used at the start of the Silverhide Werebear’s first turn after being staggered and can be used at the start of any turn afterwards. It ignores Lycanthropic Regeneration this turn, but a hit with any attack Dazes the target until the start of the Silverhide Werebear’s next turn. It also takes half damage from Opportunity Attacks this turn.


Large 11+, Lycanthropic Regeneration 4d10

Various Monstrous Humanoids #


Harpy #

4th Level Spoiler, Fast Initiative
Cautious, Targets least threatening

AC 19
PD 19
MD 17
HP 44

Talons (Melee, +9 vs AC)

Hit: 8 damage.

Special: This attack gains 2 advantage against a Hampered, Weakened, or Confused target.

Fiendish Song (Ranged, +9 vs MD, 1d3 nearby enemies)

Hit: 4 thunder damage.

Natural 13-14 Hit: Hampered (9+ save ends).

Natural 15-16 Hit: Weakened (9+ save ends).

Natural 17+ Hit: Confused (9+ save ends).

Crit: 11+ save instead of 9+ save.


Flight

Spend 1 Threat: Fiendish Song affects all nearby targets this turn. You may use this after rolling the number of targets.



Rakshasa #

8th Level Wrecker, Fast Initiative
Double-Strength
Cautious, Targets least threatening

AC 23
PD 20
MD 21
HP 280

Tiger Claws (Melee, +13 vs AC, 2 attacks)

Hit: 22 damage.

Natural Even Hit: As Hit, and the Rakshasa may use Rend Mind this turn.

Striped Lightning (Spell, Provokes, +13 vs PD, 1d3 nearby targets)

Hit: 25 lightning damage.

Natural Even Hit: As Hit, and the Rakshasa may use Rend Mind this turn.

Special: This attack does double damage against staggered enemies

Rend Mind (Ranged, Quick, +13 vs MD, 1 nearby target, 1/turn)

Hit: 12 psychic damage and the target is Confused until the end of the Rakshasa’s next turn.

Special: This may only be used if triggered from Tiger Claws and Striped Lightning.