Building Your Army

Troops

You have 150 troop points.
Stand Cost
Goblin ½
Hobgoblin 1
Orc 1
Bugbear 2
Ogre 4
Minotaur 6
Ettin 8
Troll 10

Goblin (Cost: ½ Troop Points)

Small humanoid (goblinoid), neutral evil


Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hobgoblin (Cost: 1 Troop Point)

Medium humanoid (goblinoid), lawful evil


Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)


Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.


Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Orc (1 Troop Point)

Medium humanoid (orc(, chaotic evil


Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)


Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bugbear (Cost: 2 Troop Points)

Medium humanoid (goblinoid), chaotic evil


Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)


Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.


Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/1 20 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Ogre (Cost: 4 Troop Points)

Large giant, chaotic evil


Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.


STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)


Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Minotaur (Cost: 6 Troop Points)

Large monstrosity, chaotic evil


Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)


Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.


Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Ettin (Cost: 8 Troop Points)

Large giant, chaotic evil


Armor Class 12 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP)


Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.


Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Troll (Cost: 10 Troop Points)

Large giant, chaotic evil


Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Skills Perception +1
Senses darkvision 60ft., passive Perception 11
Languages Giant
Challenge 5 (1,800 XP)


Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.


Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Elite

Elites are more powerful versions of normal troops. They can also act as commanders.

Elite Stand Cost
Orc Eye of Gruumsh 4
Human Veteran 6
Iron Ogre 10

Orc Eye of Grumsh (Cost: 4 Troop Points)

Medium humanoid (orc), chaotic evil


Armor Class 16 (ring mail, shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 12 (+1)

Skills Intimidation +3, Religion +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 2 (450 XP)


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 (included in the attack).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)


Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.

Human Veteran (Cost: 6 Troop Points)

Medium humanoid (human), neutral evil


Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common
Challenge 3 (700 XP)


Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 7 (1d8 + 3) s lashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) pie rcing damage.

Iron Ogre (Cost: 10 Troop Points)

Large giant, chaotic evil


Armor Class 16 (chain mail)
Hit Points 95 (10d10 + 40)
Speed 40 ft.


STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 18 (+4) 11 (+0) 10 (+0) 13 (+1)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 5 (1,800 XP)


Brave. The iron ogre has advantage on saving throws against being frightened.

War Leader. The iron ogre has advantage on an attack roll against a creature if at least one of the iron ogre's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The iron ogre makes two melee attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Spear. Melee or Range Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/day). Each creature of the iron ogre's choice that is within 30 feet of it, which can hear it and is not already affected by the battle cry gains advantage on attack rolls until the start of the iron ogre's next turn . The iron ogre can then make one attack as a bonus action.

Mounts

Mount Cost
Wolf ½
Worg 1
Warhose 1

Wolf (Cost: ½ Troop Points)

Medium beast, unaligned


Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Worg (Cost: 1 Troop Point)

Large monstrosity, neutral evil


Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)


Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Warhorse (Cost: 1 Troop Point)

Large beast, unaligned


Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Senses passive Perception 11
Languages
Challenge 1/2 (100 XP)


Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Commanders

You have 5 commander points. All solos cost 1 commander point — you may select from the monsters listed in this section or from the "Elites" section. If the leader of a unit is of the same race as at least half of the stands that make up that unit, then that unit has advantage on morale saving throws. Mounted commanders do not cost extra.

Solo Cost
Goblin Boss 1
Hobgoblin Captain 1
Orc War Chief 1
Orog War Leader 1
Bugbear Chief 1

Goblin Boss

Small humanoid (goblinoid), neutral evil


Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)


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 with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Hobgoblin Captain

Medium humanoid (goblinoid), lawful evil


Armor Class 17 (half plate)
Hit Points 39 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)


Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is with in 5 feet of an ally of the hobgoblin that isn't incapacitated.


Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Orc War Chief

Medium humanoid (orc), chaotic evil


Armor Class 16 (chain mail)
Hit Points 93 (11d8 + 44)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

Saving Throws Str +6, Con +6, Wis +2
Skills Intimidation +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 4 (1,100 XP)


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 (ld8) damage when it hits with a weapon attack (included in the attacks).


Actions

Multiattack. The orc makes two attacks with its greataxe or its spear.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (1d1 2 + 4 plus 1d8) s lashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn . The war chief can then make one attack as a bonus action.

Orog War Leader

Medium humanoid (orc), chaotic evil


Armor Class 18 (plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)

Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)


Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.


Actions

Multiattack. The orog makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Bugbear Chief

Medium humanoid (goblinoid), chaotic evil


Armor Class 17 (chain shirt, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)

Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 3 (700 XP)


Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.


Actions

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.

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