Adversary Traits: Enemies with Teeth
This supplement is designed to provide "Traits" that a Dungeon Master can grant to monsters to provide more variety and challenge to encounters. Adversary Traits are optional feats, abilities, and maneuvers designed to convert standard D&D 5th Edition monsters into more challenging foes. Generally, one Adversary Trait is enough to mix things up while two or even three can greatly empower an enemy into a boss encounter.
Camouflaged
A creature that possess this trait blends into their environment, whether naturally or by disguise.
- The Camouflaged creature gains a +2 bonus to Stealth checks and gains Advantage on the Hide action.
- When a creature uses the Search action to attempt to find the Camouflaged creature, it is made with Disadvantage.
- Once a Camouflaged creature has been seen by a hostile creature, future Search attempts are made without disadvantage.
Cleaver
Cooldown: Recharges after three turns.
A creature using a two-handed weapon makes a melee attack at a creature within range. If the attack hits, the creature may spend its Reaction to make an additional melee attack on a hostile creature within five feet of the originally targeted creature and itself.
Combat Runner
A creature possessing this trait may use its Reaction to pose Disadvantage on an attack of opportunity made against it by a melee attack while it is using its movement or taking the Dash action.
Conniving
Creatures possessing this trait gain a +2 DC bonus to abilities that impose intelligence and wisdom saving throws.
Elementarist
A creature that possesses this trait chooses one of the following damage types: Acid, Fire, Cold, Lightning or Thunder. Spells cast by this creature ignore resistances to that type of damage and receive a +2 bonus to damage of that elemental type. This trait may be taken again to select a different elemental damage type.
Enduring
The creature's Hit Points are increased by one additional Hit Die plus its Constitution modifier.
Fighting Adept
A creature that possesses this trait has adopted a particular method of combat and may choose one of the following fighting styles from the Fighter Class: Archery, Defense, Dueling, Great Weapon Fighting, Protection, or Two-Weapon Fighting fight styles. This Adversary Trait may be selected again to add an additional fighting style.
Firing Line
When a minimum of three creatures possessing this trait are within five feet of each other, they can make a ranged attack as a group with advantage.
- Every creature in the Firing Line uses an attack action, but only one attack roll is made.
- The Firing Line's ranged attack has advantage and gains a +2 bonus to damage.
- The ranged attack's roll and damage is made by whichever creature in the Firing Line has the highest Dexterity modifier or Strength modifier (if using a thrown weapon like the Javelin).
Fist-Fighter
A creature that possess this trait can make unarmed melee attacks with damage equal to 1d4 plus its Strength or Dexterity modifier.
Fleet Footed
A creature that possess this trait gains an extra 10 feet of movement per turn. This trait may be selected again one additional time.
Forceful
Creatures possessing this trait gain a +2 DC bonus to abilities that impose strength and constitution saving throws.
Hardened Defense
The creature's Armor Class equals 10 + its Constitution modifier instead of its Dexterity modifier. The creature may wear armor and use a shield, and still gain this benefit.
Phalanx
When a minimum of three shield-equipped creatures that possess this trait are within five feet of each other in a straight line, each creature may expend their reaction to impose disadvantage on melee attacks made against them.
Sly
Creatures possessing this trait gain a +2 DC bonus to abilities that impose dexterity or charisma saves.
Spotter
A creature that possesses this trait may spend an action marking a hostile creature it can see for their allies.
- Any ranged attacks made against the marked creature within 30 feet ignore Half-Cover bonuses.
- The marked creature suffers Disadvantage on the Hide action so long as it is within 60 feet of the creature that spotted it.
- The creature possessing this trait gains advantage on its next attack against the marked creature.
Reinforcing Command
Cooldown: Recharges after a Short or Long Rest.
While a hostile creature is within 10 feet of a creature possessing this trait, the creature may spend its Reaction to issue an immediate command towards one friendly creature. The friendly creature may move up to 30 feet freely in the direction of the creature issuing the command.
Resolute Command
Cooldown: Recharges after a Short or Long Rest.
As a reaction, a creature can shout a special command to its allies to stand firm in battle. When the creature does so, choose up to six friendly creatures (which can include itself) within 30 feet of it who can see or hear it and who can understand it. Each creature gains temporary Hit Points equal to 1d6 + the Charisma modifier of the creature issuing the command. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Tactical Readiness
A creature possessing this trait gains a permanent +3 bonus to Initiative rolls. Additionally, a creature possessing this trait cannot be surprised while conscious.
Unorthodox Distraction
The creature performs something incredibly unorthodox on the battlefield that has no logical strategic or tactical basis. A hostile creature within 10 feet of the creature that can see it performing this unorthodox feat must make a DC 10 Intelligence Save.
- A successful save leaves the hostile creature unfazed by this performance.
- A failed save results in the hostile creature becoming utterly bewildered by the unorthodox performance, which reduces its movement speed to zero until its next turn.