Commoner

Medium humanoid, any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Senses passive Perception 10
  • Challenge 0 (25 XP)

Attacks

Pitchfork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage

Stone. Ranged Weapon Attack: +2 to hit, range 20/60, one target. Hit: 2 (1d4) bludgeoning damage

Torch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) fire damage.



Mob of Commoners

Swarm of medium humanoids, any alignment


  • Armor Class 10
  • Hit Points 72 (16d8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Damage Resistances all damage from attacks
  • Senses passive Perception 10
  • Challenge 3 (700 XP) if it begins gargantuan
  •       2 (450 XP) if it begins huge
  •       1 (200 XP) if it begins large

Swarm. The mob is a gargantuan group of medium commoners. If the mob falls to 36 hit points or less, becomes huge. At 18 hit points, it becomes large, and at 4 hit points, it becomes a commoner.

Regardless of its size, the mob can move through any opening large enough for a single commoner.

The mob is immune to non-damaging effects that target individual creatures (such grapples, shoves, Charm Person and Cause Fear)

Actions

Pitchforks. Melee Weapon Attack: +2 to hit, reach 5 ft., any targets in reach. Hit: 18 (4d8) piercing damage, if the mob is gargantuan, 13 (3d8) if the mob is huge, and 9 (2d8) if the mob is large

Stones. The mob throws stones at targets of their choice within a square the size of the mob and within 60 feet. Each target must make a DC 10 Dexterity saving throw.

On a failure, a target takes 10 (4d4) bludgeoning damage if the mob is gargantuan, 7 (3d4) if the mob is huge, and 5 (2d4) if the mob is large. On a success, a target takes half as much damage.

Torches. Melee Weapon Attack: +2 to hit, reach 5 ft., any targets in reach. Hit: 10 (4d4) fire damage, if the mob is gargantuan, 7 (3d4) if the mob is huge, and 5 (2d4) if the mob is large


Pikeman

Medium humanoid, any alignment


  • Armor Class 15 (chainmail)
  • Hit Points 5 (1d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 11 ( 0) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Skills Athletics +4, Intimidation +2
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Brace. The pikeman enters a ready stance. Until the start of his next turn, the pikeman can make any number of melee weapon attacks: each against a different target that enters his reach. On hit, his attacks deal half damage.

Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage.



Pike Square

Swarm of medium humanoids, any alignment


  • Armor Class 15 (chainmail)
  • Hit Points 88 (16d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 11 ( 0) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Damage Resistances all damage from attacks
  • Skills Athletics +4, Intimidation +2
  • Senses passive Perception 10
  • Challenge 6 (2300 XP) if it begins gargantuan
  •       3 (450 XP) if it begins huge
  •       2 (200 XP) if it begins large

Swarm. The square is a gargantuan group of pikemen. If the square falls to 44 hit points or less, becomes huge. At 22 hit points, it becomes large, and at 5 hit points, it becomes a pikeman.

Regardless of its size, the square can move through any opening fit for a single pikeman.

The square is immune to non-damaging effects that target individual creatures (such grapples, shoves, Charm Person and Cause Fear)

Actions

Brace. The square enters a ready stance. Until the start of its next turn, the square can make any number of melee weapon attacks: each against a different target that enters his reach. On hit, its attacks deal half damage.

Pikes. Melee Weapon Attack: +4 to hit, reach 10 ft., any targets in reach. Hit: 24 (4d10 + 2) piercing damage, if the square is gargantuan, 18 (3d10 + 2) if the square is huge, and 13 (2d10 + 2) if the square is large


Archer

Medium humanoid, any alignment


  • Armor Class 13 (leather)
  • Hit Points 5 (1d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
11 ( 0) 14 (+2) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Skills Perception +4
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Take Aim. The archer aims a ranged weapon at a target he can see. He must concentrate on aiming, and his concentration breaks if he loses sight of his target. If his concentration isn't broken by the start of his next turn, the archer makes an attack that automatically hits and counts as a critical hit.

Longbow. Ranged Weapon Attack: +4 to hit, range 200/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage.



Mass of Archers

Swarm of medium humanoids, any alignment


  • Armor Class 13 (leather)
  • Hit Points 88 (16d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
11 ( 0) 14 (+2) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Damage Resistances all damage from attacks
  • Skills Perception +4
  • Senses passive Perception 10
  • Challenge 6 (2300 XP) if it begins gargantuan
  •       3 (450 XP) if it begins huge
  •       2 (200 XP) if it begins large

Swarm. The mass is a gargantuan group of medium archers. If the mass falls to 44 hit points or less, becomes huge. At 22 hit points, it becomes large, and at 5 hit points, it becomes an archer.

Regardless of its size, the mass can move through any opening fit for a single archer.

The mass is immune to non-damaging effects that target individual creatures (such grapples, shoves, Charm Person and Cause Fear)

Actions

Hail of Missiles. The mass chooses an area of its size within 600 ft and rains arrows over that area until the start of its next turn. Any target that enters the area for the first time on its turn, or who starts its turn in the area and doesn't immediately leave takes damage as if it were hit by the mass's longbows.

Longbows. The mass fires longbows at targets of their choice within a square the size of the mass and within 600 feet. Each target must make a DC 12 Dexterity saving throw.

On a failure, a target takes 20 (4d8 + 2) piercing damage if the mass is gargantuan, 15 (3d8 + 2) if the mass is huge, and 11 (2d8 + 2) if it is large. On a success, a target takes half as much damage.


Bodyguard

Medium humanoid, any alignment


  • Armor Class 17 (chainmail and shield)
  • Hit Points 5 (1d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 11 ( 0) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Skills Athletics +4, Perception +2
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Bodyguard. When an attack or Magic Missile targets a target within the bodyguard's reach, he can force it to target him instead. When he grant a target partial cover, he can grant full cover instead.

Lunge. The bodyguard can move up to his speed at any moment—whether it is his turn or not. He can use this feature to intercept an event or escape area effects, but not to escape effects that target him

The bodyguard can't move on his next turn after using this feature, except by taking the Dash action.

Actions

Club. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.

Shield Bash. One target within 5 feet must succeed on a DC 12 Strength saving throw or be pushed 5 feet, knocked prone, or both.



Company of Guards

Swarm of medium humanoids, any alignment


  • Armor Class 17 (chainmail and shield)
  • Hit Points 88 (16d10)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 11 ( 0) 11 ( 0) 10 ( 0) 10 ( 0) 10 ( 0)

  • Damage Resistances all damage from attacks
  • Skills Athletics +4, Perception +2
  • Senses passive Perception 10
  • Challenge 6 (2300 XP) if it begins gargantuan
  •       3 (450 XP) if it begins huge
  •       2 (200 XP) if it begins large

Bodyguard. When an attack or Magic Missile targets a target within the company's reach, it can force it to target it instead. When it grants a target partial cover, it can grant full cover instead.

Lunge. The company can move up to its speed at any moment—whether it is its turn or not. It can use this feature to intercept an event or escape area effects, but not to escape effects that target it.

The company can't move on its next turn after using this feature, except by taking the Dash action.

Swarm. The company is a gargantuan group of body -guards. If the company falls to 44 hit points or less, becomes huge. At 22 hit points, it becomes large, and at 5 hit points, it becomes a bodyguard.

Regardless of its size, the company can move through any opening fit for a single bodyguard.

The company is immune to non-damaging effects that target individual creatures (such grapples, shoves, Charm Person and Cause Fear)

Actions

Clubs. Melee Weapon Attack: +4 to hit, reach 5 ft., any targets in reach. Hit: 12 (4d4 + 2) piercing damage, if the company is gargantuan, 9 (3d4 + 2) if the company is huge, and 7 (2d4 + 2) if the company is large.

Shield Bashes. Any number of targets within 5 feet must succeed on DC 12 Strength saving throws or be pushed 5 feet, knocked prone, or both.


Hedge Witch

Medium humanoid, any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 ( 0) 10 ( 0) 10 ( 0) 14 (+2) 11 ( 0) 11 ( 0)

  • Skills Arcana +4, Religion +4
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Magic Initiate. The witch is a 0th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 12, +4 to spell attacks). The witch knows the following spells:

  • Cantrips (at will): Prestidigitation, Create Bonfire
  • 1st level (1 slot): Ceremony, Cure Wounds, Find Familiar

Ritual Caster. The witch can cast spells as rituals.

Attacks

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage



Coven of Witches

Swarm of medium humanoids, any alignment


  • Armor Class 10
  • Hit Points 72 (16d8)
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 ( 0) 10 ( 0) 10 ( 0) 14 (+2) 11 ( 0) 11 ( 0)

  • Damage Resistances all damage from attacks
  • Skills Arcana +4, Religion +4
  • Senses passive Perception 10
  • Challenge 6 (2300 XP) if it begins gargantuan
  •       3 (450 XP) if it begins huge
  •       2 (200 XP) if it begins large

Magic Initiates. The coven is made up of 0th level spellcasters. Its spellcasting ability is Intelligence (spell save DC 12, +4 to spell attacks), and they know the following spells:

  • Cantrips (at will): Prestidigitation, Create Bonfire
  • 1st level (16 slots): Ceremony, Cure Wounds, Find Familiar

Ritual Casters. The coven can cast spells as rituals.

Coven Spells. The coven can spend two 1st level spell slots to cast a 2nd level spell, three 1st level spell slots to cast a 3rd level spell, etc. A spell cast this way has a minimum casting time of 1 round.

The coven can cast the following spells this way:

  • 2nd level: Hold Person, Levitate,
  • 3rd level: Bestow Curse, Remove Curse
  • 4th level: Dimension Door, Polymorph

Swarm. The coven is a gargantuan group of medium witches. If the coven falls to 32 hit points or less, becomes huge. At 16 hit points, it becomes large, and at 4 hit points, it becomes a hedge witch.

Regardless of its size, the coven can move through any opening large enough for a single witch.

The coven is immune to non-damaging effects that target individual creatures (such grapples, shoves, Charm Person and Cause Fear)

Actions

Staves. Melee Weapon Attack: +2 to hit, reach 5 ft., any targets in reach. Hit: 18 (4d8) bludgeoning damage, if the coven is gargantuan, 13 (3d8) if the coven is huge, and 9 (2d8) if the coven is large

Create Bonfires. When a gargantuan coven casts Create Bonfire, it can produce 16 bonfires rather than 1. A huge coven can create 8 bonfires, and a large coven can create 4.