Generally you purchase a kobold companion or wolf pet and also you need it to stick with you ceaselessly and ever. Different instances, you meet a worthy adversary and you understand you’ll meet them once more—and once you do, they’ll be extra highly effective than ever.
Simply as a monster may be an elite monster or a horde monster, it may be—or turn into—a heroic monster. A heroic monster has the aptitude for development.
With the heroic monster system, monsters acquire capabilities that allow them proceed to take part meaningfully within the sport because the occasion positive aspects ranges, performing as allies, pets, enemies, druidic wild shapes—or full characters.
When a monster improves, it positive aspects monster ranges. A monster with ranges known as a heroic monster.
- Pets and companions which keep related as a personality positive aspects ranges.
- Recurring foes and villains which stage up because the occasion does.
- Allies and NPCs who proceed to supply worthwhile help all through the marketing campaign.
- Merely leveling up present monsters as one-time foes.
- Rising the efficiency of a favourite wildshape or polymorph type.
How Do Heroic Monsters Work?
Every monster stage added to a creature will increase its hit factors, and hit cube. Each 2 ranges its Problem Ranking will increase, and it positive aspects a 1d6 First Blood die. And at each 4 ranges, the monster’s proficiency bonus and armor class enhance, and it positive aspects a heroic characteristic.
Heroic monsters even have a minimal of two saving throw proficiencies.
First Blood Cube
First Blood cube, which enhance by 1d6 each 2 ranges (to a most of 10d6 at twentieth stage) enable a creature to do further injury as soon as per flip.
Heroic Options
Heroic Options, gained each 4 ranges, embody issues like AC bonuses, quicker motion, particular senses, fight maneuvers and spells, and extra.
In addition to guidelines for creating and leveling-up heroic monsters, Monstrous Menagerie II accommodates stat blocks for practically 20 instance heroic monsters prepared to be used in your sport, from canines and wolves to champion warhorses, allied fighters clerics, and wizards, and even a skeleton lieutenant and its nightmare steed.
Bear Companion Base Problem 1
Heroic Massive beast
AC 11 (pure armor)
HP 34 (4d10 + 12) plus 10 per stage; bloodied half
Pace 30 ft., climb 30 ft.
Initiative Dex +0 (10), Perception +1 (11), Notion +1 plus PB
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 6 (–2) 12 (+1) 10 (+0)
Proficiency +2 plus ¼ monster stage; Maneuver DC 12 plus PB
Saving Throws Str +4 plus PB, Con +3 plus PB
Abilities Notion +1 plus PB
Senses passive Notion 11 plus PB
Languages —
Eager Odor. The bear has benefit on Notion checks that depend on odor.
HEROIC FEATURES
Degree 1: First Blood. The primary time the bear offers injury with an assault on a flip, it offers an additional 3 (1d6) injury per two monster ranges (rounded down).
Degree 4: Rage (1/Day). As a bonus motion, the bear can go right into a rage for 1 minute. The trend ends early if the bear is incapacitated. Whereas in a rage, the bear has benefit on saving throws.
Degree 8: Thick Conceal. Whereas in a rage, the bear has resistance in opposition to nonmagical bludgeoning, piercing, and slashing injury. Moreover, the bear positive aspects a second use of Rage every day.
Degree 10: Dire Rage. Whereas in a rage, the bear is Big, and it might make a claws assault as a bonus motion. Moreover, the bear positive aspects a 3rd use of Rage every day.
ACTIONS
Chunk. Melee Weapon Assault: +4 plus PB to hit, attain 5 ft., one goal. Hit: 11 (2d6 + 4) piercing injury.
Claws. Melee Weapon Assault: +4 plus PB to hit, attain 5 ft., one goal. Hit: 9 (2d4 + 4) slashing injury. If the goal is a Medium or smaller creature, it’s grappled (escape DC 12 plus PB). Till this grapple ends, the bear can’t assault a unique goal with its claws.