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Dnd 5 monster manual
Dnd 5 monster manual










dnd 5 monster manual dnd 5 monster manual

They'd carry dwarf weapons like the mace, battle axe, warhammer, doing 1d8 +3 instead of 1d6 + 2 damage. I'd maybe do dwarf skeletons with 16 CON and 12 STR, that wear more complete armor (AC 14 or 15). Just be careful not to imbalance things or pose a quandry the party isn't capable of solving or surviving.

dnd 5 monster manual

It's always good to give your monsters some twists that players won't know from reading the MM. (Assuming a homebrew campaign) You are the DM.












Dnd 5 monster manual