Today we have minotaurs, dryders, and ice drakes. The first two have entries in the Monster Manual, but their Guild Wars incarnations have significant differences.
Large monstrosity, unaligned
Armor Class: 13
Hit Points: 76 (9d10+27)
Speed: 40 ft.
Skills: Perception +6, Survival +6
Senses: Darkvision 60 ft., passive Perception 16
Challenge: 3 (700 XP)
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.
Improved Critical. The minotaur scores a critical hit on a roll of a 19 or 20.
Endure Pain (Recharges on 6). The minotaur makes a DC 15 Constitution save. If it succeeds, it gains temporary hit points equal to its hit point maximum. At the beginning of each of its rounds, it must make another DC 15 Constitution save. If it fails, it takes damage equal to its hit point maximum.
Wary Stance. All attacks against the minotaur are at disadvantage until the start of its next turn. The minotaur may make one free attack with its claws against anyone who tries and fails to make a melee attack against it while Wary Stance is active.
Multiattack. The minotaur attacks three times, twice with its claws and once with its horns.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Horns. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Bull’s Strike. When an enemy provokes an attack of opportunity from the minotaur, the minotaur may make one attack with its claws. If this attack hits, it deals an extra d8 of damage.
Huge beast, unaligned
Armor Class: 17 (natural armor)
Hit Points: 133 (14d12+42)
Speed: 50 ft.
Skills: Athletics +10, Perception +4, Survival +4
Senses: Passive Perception 14
Challenge: 7 (2900 XP)
Multiattack. The drake makes three attacks, one with his bite and two with his claws.
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) piercing damage.
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.
Lightning Breath (Recharges 5-6). The drake exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Medium outsider, Chaotic Evil
Armor Class: 16 (natural armor)
Hit Points: 45 (10d8)
Speed: 30 ft., climb 30 ft.
Skills: Acrobatics +7, Perception +4, Stealth +7
Senses: Blindsight 30 ft., darkvision 60 ft., Passive Perception 14
Challenge: 1 (200 XP)
Spider Climb. The dryder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Defile Flesh. Hex spell. The dryder sacrifices 5 health and hexes one creature within 30 ft. that she can see with an infusion of necrotic energy that rejects most healing. The damage healed by all healing affects on the afflicted creature is reduced by half for one minute, unless the healing is triggered by dealing necrotic damage.
Faintheartedness (Recharges 4-6). Hex spell. The dryder conjures necrotic poison in the veins of one creature within 30 ft. that she can see. The target creature must make a DC 12 Constitution save, taking 14 (3d8+1) necrotic damage and being weakened on failure, or half that without being weakened on success.
Multiattack. The dryder makes three attacks, two with her claws and one with her bite.
Claw. Melee weapon attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage.
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8+1) piercing damage.
Shadow Strike (Recharges 5-6). Hex spell. The dryder coats a claw in necrotic energy. The next claw attack that connects will deal an additional 6 (1d10+1) necrotic damage. If the target was undamaged, the dryder gains all damage from the attack (including the claw’s slashing damage) as healing.
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