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.



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.

