Elite
When a creatures becomes an elite warrior, it retains its statistics except as described below. The elite warrior may gain or lose abilities or equipment per the DM's discretion.
- Armor Class. The creature gains up to a +3 bonus to its Armor Class. This could be through gaining new armor or a shield, or their natural armor is stronger than before.
- Hit Points. If the creature has 2 hit dice or less, triple the number of hit dice. If they have between 3 to 6, double the number of hit dice, and if they have 7 hit dice or more, multiply the number by 1.25.
- Ability Scores. The creature gains a +4, +3, and +2 bonus to their physical abilities (Strength, Dexterity, and Constitution), and a +2 and +1 bonus to their mental abilities (Intelligence, Wisdom, and Charisma). A DM determines where each bonus goes, and no ability can receive more than one bonus.
- Saving Throws and Skills. The creature gains either 2 saving throws and 1 skill, or 1 saving throw and 2 skills. If they already have saving throws or skills, this counts against the number they gain.
- Challenge Rating. A creature's Challenge Rating is increased by 2 with a minimum Challenge Rating of 1. If a creature's CR is or increases above 10, increase it by 3.
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Add New Traits. Depending on the creature's new CR, they gain new traits per the Traits chart below.
- Multiattack. If the creature doesn't have multiattack, it now makes two attacks. If it already has multiattack, it makes an additional attack. If it has Spellcasting or Innate Spellcasting, it can use its Spellcasting as one of its attacks.
- CR 1 - 4: No additional traits.
- CR 5+: Add Indomitable (1/Day). The creature rerolls a failed saving throw.
- CR 10+:
- Add Indomitable (2/Day). The creature rerolls a failed saving throw.
- Add Parry (Reaction). The creatures adds their Proficiency Bonus to its AC against one melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon.
- CR 15+:
- Add Indomitable (3/Day). The creature rerolls a failed saving throw.
- Add Legendary Action section with the following text: "Creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn."
- Add Legendary Action Weapon Attack. The creature makes a weapon attack.
- If the creature has Spellcasting or Innate Spellcasting, add Legendary Action Spellcasting. The creature uses its Spellcasting action.
Variant Abilities. Some creatures would be better if their mental stats had a major increase instead of their physical stats. The DM can determine if the bonuses provided in the Ability Scores should be swapped.
Goblin Elite Warrior
Small humanoid (goblinoid), neutral evil
Armor Class 18 (studded leather, shield)
Hit Points 27 (6d6 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
Saving Throws Dex +6
Skills Stealth +8, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 2
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The goblin makes two attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing
Reactions
Parry. The goblin adds 4 to its AC against one melee attack that would hit it. To do so, the goblin must see the attacker and be wielding a melee weapon.
Fire Giant Elite Warrior
Huge giant, lawful evil
Armor Class 19 (+1 plate)
Hit Points 188 (13d12 + 104)
Speed 30 ft.
STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 27 (+8) 10 (+0) 15 (+2) 15 (+2)
Saving Throws Dex +5, Con +12, Cha +6
Skills Athletics +13, Perception +6
Damage Immunities Fire
Senses passive Perception 16
Languages Giant
Challenge 12
Indomitable (2/Day). The fire giant rerolls a failed saving throw.
Giant Armor. The fire giant is wearing +1 plate armor that is sized for a huge creature, it is unable to morph its shape for a Large or smaller creature to wear it.
Actions
Multiattack. The fire giant makes three greatsword attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Reactions
Parry. The fire giant adds 4 to its AC against one melee attack that would hit it. To do so, the fire giant must see the attacker and be wielding a melee weapon.
Wight Elite Warrior
Medium undead, neutral evil
Armor Class 16 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 10 (+0) 15 (+2) 16 (+3)
Saving Throws Wis +5
Skills Perception +5, Stealth +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nomagical attack not made with silvered weapons
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 5
Indomitable (1/Day). The wight rerolls a failed saving throw.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes three longsword attacks or three longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Parry. The wight adds 4 to its AC against one melee attack that would hit it. To do so, the wight must see the attacker and be wielding a melee weapon.