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Monster Fighting Styles Lurker

The best way to design exciting and fun combats to challenge Lurkers possess abilities that allow them to avoid attacks.
your players is by combining monsters of different fighting Creatures that turn invisible, those who can hide as a bonus
styles. The fighting style gives each monster in the Fifth Edition action, or those that can phase through walls between attacks
manual for monsters an archetype that dictates the are usually lurkers.
fundamental way to run the monster during combat. These Add lurkers to encounters where they can pop in and out of
fighting styles consider the monster’s defensive and offensive combat, dealing damage with well-timed attacks.
capabilities, unique features and attacks, and statistics. This
book features ten fighting styles. Examples: invisible stalkers, specters, xorn

Artillerist Minion
Artillerist monsters possess traits and abilities that lend A minion is a monster with relatively low hit points and
offensive capabilities compared to everyone else participating
themselves to fighting at a distance. An artillerist may rely on a
in the combat. These creatures rely on strength in numbers and
sling or crossbow or have ranged spell attacks.
attack in huge waves.
Usually, artillerists have relatively low defensive capabilities;
therefore, they must keep plenty of distance between At early levels, these are creatures with CR 0 or 1/8 and
themselves and their foes. Sometimes, artillerists hide behind rarely act more than a temporary distraction or way to slow
down the monsters’ enemies. At higher levels, many creatures
brutes and tanks who distract and take the full brunt of the
qualify as minions so long as a well-placed area-of-effect spell
enemy’s attack.
or a few swipes of a sword can remove them from combat.
Examples: drows, hobgoblins, wights
Examples: guards, kobolds, zombies

Brute Skirmisher
Brute monsters are melee damage dealers. Usually, a brute has
Skirmishers are mobile creatures that constantly move
relatively low defensives but high hit points. A brute serves as a
distraction or a tank for their allies, particularly artillerists, between attacks, keeping their foes on their toes.
lurkers, and skirmishers. Skirmishers don’t only serve as damage dealers but also act
as a way to draw party members away from the skirmisher’s
Examples: bulettes, hill giants, ogres allies.

Controller Examples: centaurs, goblins, will-o’-wisps

Controllers use their features and traits to manipulate their


foes on the battlefield to their advantage. Creatures that affect
Tank
movement or impose conditions upon their enemies are Tanks serve the other monsters as defenders, drawing the
controllers. Controllers stand a little closer to the enemy than enemies' attacks. Usually, a tank monster has high defenses but
artillerists but just behind brutes and tanks. Often, controller average hit points. Their attacks are typical for monsters of
tactics are a bit more complex and require more thinking on their challenge rating.
your part, so limit controllers to only one or two per encounter. Tanks work best with monsters capable of dealing high
damage, such as artillerists, brutes, and skirmishers.
Examples: druids, gibbering mouthers, harpies
Examples: duergar, hobgoblins, knights

Elite Solo Monsters


Elite monsters are “upgraded” versions of similar monsters,
Solo monsters are elite monsters designed to appear as single
often serving as “mini-bosses.” They usually have higher
opponents against a well-equipped party. They come with solid
defensive capabilities than standard monsters of the same type, offensive and defensive capabilities. Additionally, these
such as increased hit points, saving throw proficiencies,
creatures possess abilities that allow them to attack outside
Legendary Actions, and Legendary Resistances. They usually
their normal turn, such as Legendary Actions. Plus, they usually
come with better damage-dealing capabilities, with improved
have features that ensure they go first in combat, too, such as
multiattack and bonus special attacks.
Lair Actions which often occur on initiative count 20.
Elites are formidable opponents but do not have enough
A solo encounter is usually worth 50% to 100% of the party’s
features to qualify as solo creatures. They work alongside other total adventuring day XP.
monsters, filling in for whatever role the group is missing.
Examples: ancient dragons, solars, tarrasques
Examples: adult dragons, bandit captains, liches

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Support
Support creatures come with features that allow them to aid
other monsters under their command or those working
alongside them. Their aid might act as a feature that improves
the damage capabilities of the rest of their group or allows
them to heal those near them.
Pair support creatures with monsters that would benefit the
most from the benefits they bestow on others.

Examples: acolytes, couatls, mummy lords

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