Building Monsters 1: Elite Orcs and Flamethrower Goblins

Just some practice building monsters using some of the guidelines in the 5e DMG. The Elite Orcs (still need a better name) wound up shockingly boring. Sometimes that happens though, part of my design philosophy is to keep single monsters relatively simple. They do one thing well. It is the group of monsters that is multifaceted and adaptable. If every monster has the same abilities as a hero, that takes something away from the players (and, more importantly, adds an ass ton of work for the DM). In the game, the heroes are supposed to be dynamic and 3 dimensional, along with the world itself, not Orc #345582A29. 

The goblin flamethrowers turned out nice. A low enough CR and high enough damage and AC to give players the willies. Plus, a goblin with a flame thrower touches on the right part of their idiom, right? The CR rating assumes that the goblin is only going to hit 2 players per turn, which seems reasonable once the players figure out what is going on. You could probably up the hit points a tad (to, say, 35) without messing up the CR if necessary.


Elite Orcs

Elite Orcs are a sad lot, likely powerful enough to be a war chief, this Orc has sacrificed its membership to the tribe (and a short life) and found itself in the service of a more powerful being. They spend most of their time glorified guard duty, or, if they are lucky, serving as the vanguard of a vast army. When serving together, those with shields form the first line while those with pole-arms serve on the second rank.

 

 

 

Elite Orc (Battleaxe and Shield) CR 9 (5,000XP)
Medium Humanoid (orc)
Armor Class: 20 (Plate and Shield)
Hit Points: 120 (16d8+48)
Speed: 25 ft
Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 9 (-1), Wis 12 (+2), Cha 10 (+0)
Skills: Intimidation +9
Senses: Darkvision 60ft
Languages: Common, Orc

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see
Gruumsh's Fury: The orc deals an extra 4 (1d8) damage when it hits with a weapon attack

Actions
Multiattack: The Orc makes two battleaxe attacks or two javelin attacks
Battleaxe: +8 to hit, reach 5ft, one target, Hit: 14 (2d8 +5)
Javelin: +8 to hit, range 30/120, one target, Hit: 13 (1d6 + 5 + 1d8)

 

Elite Orc (Glaive) CR 8 (3,900XP)
Medium Humanoid (orc)
Armor Class: 18 (Plate)
Hit Points: 120 (16d8+48)
Speed: 25 ft
Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 9 (-1), Wis 12 (+2), Cha 10 (+0)
Skills: Intimidation +9
Senses: Darkvision 60ft
Languages: Common, Orc

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see
Gruumsh's Fury: The orc deals an extra 4 (1d8) dmg when it hits with a weapon attack

Actions
Multiattack: The Orc makes two glaive attacks or two javelin attacks
Glaive: +8 to hit, reach 10ft, one target, Hit: 15 (1d10 +5 + 1d8)
Javelin: +8 to hit, range 30/120, one target, Hit: 13 (1d6 + 5 + 1d8)


Goblin Flamethrower

Sometimes goblins are truly crafty individuals. Using an unknown form of alchemy, this goblin has developed a flame retardant suit that can also spray fire. Useful for cleaning out spiders and the occasional adventurer, these goblins serve on the forefront of many goblin parties. Survivors that have encountered such a creature report hearing hideous cackling laughter as everything around them burned.

Goblin Flamethrower CR 4 (1,100 XP)
Small Humanoid (goblinoid)
AC 18 (Plate [Flame Suit])
Hit Points = 21 (6d6)
Speed: 25 ft
Str 15 (+2), Dex 12 (+1), Con 10 (+0), Int 12 (+1), Wis 8 (-1), Cha 10 (+0)
Skills: Tool Proficiency-Flame Suit
Damage Immunities: Fire
Senses: Darkvision, 60ft
Languages: Common, Goblin

Impressive Explosion: When the goblin drops to 0 hit points, roll a d6. On a 6, the Goblin Flamethrower explodes, doing 10 (3d6) fire damage to every creature in a 15 ft radius.

Actions:
Flamethrower: The flame thrower attack operates like a Burning Hands Spell (PHB 220) with a DC of 13.

Skull Lord (5e Stats)

DM Guide: Review