TEXT: (Not So) Legendary Actions
  1
  All the text from this ebook is released under OGL 1.0
  written by Igor Moreno
  Illustration by Dan Ramos
  (Not So)
  Legendary
  Actions
  
  (Not So) Legendary Actions
  2
  Legendary Actions are one of the best-re-
  garded mechanics of the 5th Edition of 
  Dungeons & Dragons, providing DMs the 
  tools to accurately portray the deadliness of 
  higher-level creatures. You know you are in 
  trouble when the dragon simply retaliates 
  your sword slash with a tail sweep without 
  even waiting for its own turn.
  This feature along with Legendary Resis-
  tance however is restricted to very powerful 
  monsters, those we call - quite appropriately 
  - legendary. But what if there was a way to 
  incorporate such mecanics to lesser threats, 
  making them more dangerous albeit not as 
  deadly as the ones described in the rules?
  So here it is: four “monster tier” templates 
  to be added to existing creatures to give 
  your players a harder time!
  What is Legendary?
  One of the first things to consider is the fact 
  that not all creatures that receive some Leg-
  endary Actions need to be stuff of legends.
  It is perfectly fine to imagine an immense-
  ly powerful goblin (for goblin standards, that 
  is) who is feared by all goblinkind, justifying 
  the acquisition of such Legendary Actions, 
  but it is also possible that what you need is 
  simply a better specimen who can pose a 
  higher challenge to adventuring groups.
  Therefore four tiers are presented: elite, 
  boss, legendary and epic. These tiers are 
  relative - an epic goblin might still be an 
  easy kill for a group, but an elite troll will 
  probably prove a worthier foe.
  Action Time!
  Modifying a creature to one of the four tiers 
  is rather simple. Each of them becomes ca-
  pable of taking Legendary Actions (or Elite, 
  Boss or Epic Actions if you will) a number 
  of times as shown in the following table. 
  The creature also acquires the Legendary 
  Resistance trait, usable a number of times 
  per day, also expressed in the table.
  New Legendary Action Options
  Modified creatures can perform the fol-
  lowing Legendary Actions after another 
  creature’s turn, provided they can “pay” the 
  action cost for them. For example, an elite 
  creature will not be able to perfom Legend-
  ary Actions that cost 2 actions because they 
  can only take 1 such action per round. The 
  creature regains spent Legendary Actions 
  at the start of its turn. The Legendary Resis-
  tance trait is also reproduced below for ease 
  of access.
  Attack. The creature makes a single melee 
  or ranged attack.
  Move. The creature moves up to its speed 
  without provoking attacks of opportunity.
  Cast a Cantrip. The creature casts a can-
  trip, provided it is able to cast spells.
  Special Ability (Costs 2 Actions). The 
  creature uses one of its special abilities 
  that require an action, provided that it has 
  such an ability.
  Cast a Spell (Costs 2 Actions). The crea-
  ture casts a spell, provided it is able to 
  cast spells.
  Multiattack (Costs 2 Actions). The crea-
  ture uses its multiattack, provided it 
  already has such an action option.
  All-Out (Costs 3 Actions). The creature 
  moves up to its speed without provoking 
  attacks of opportunity and uses its mul-
  tiattack, provided it already has such an 
  action option.
  Legendary Resistance. If the creature fails 
  a saving throw it can choose to succeed 
  instead.
  Tier
  Legendary Actions 
  (per round) and  
  Resistance (per day)
  Hit Points 
  Increase
  Elite
  1
  +20
  Boss
  2
  +30
  Legendary
  3
  +40
  Epic
  4
  +50
  
  (Not So) Legendary Actions
  3
  Goblin Boss (Boss Tier)
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 51 (6d6+30)
  Speed 30 ft.
  Skills Stealth +4
  Senses darkvision 60ft., passive Perception 9
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Legendary Resistance (2/day). If the goblin fails a saving throw it 
  can choose to succeed instead.
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Multiattack. The goblin makes two attacks with its spear.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Reactions
  Redirect Attack. When a creature the goblin can see targets it 
  with an attack, the goblin chooses another goblin within 5 feet 
  of it. The two goblins swap places, and the chosen goblin beco-
  mes the target instead.
  Legendary Actions (2/round)
  Attack. The goblin makes a spear attack.
  Move. The goblin moves up to its speed without 
  provoking attacks of opportunity..
  Multiattack (Costs 2 Actions). 
  The goblin uses its multiattack.
  STR
  10 (+0)
  14 (+2)
  10 (+0)
  10 (+0)
  8 (-1)
  10 (+0)
  DEX
  CON
  INT
  WIS
  CHA
  Increasing Hit Points
  A creature with the tier templates may 
  still run low on hit points to make a stand 
  against prepared adventurers, so its hit 
  point maximum increases by a number 
  expressed in the table. As an example, an 
  elite goblin would have an average of 27 
  (7+20) hit points.
  Challenge Rating
  It may be important to estimate a creature’s 
  challenge rating while applying the tier 
  templates, but that’s easy: increase the CR 
  by the number of Legendary Actions the 
  creature can take per round. Consider any 
  creature of CR 1/2 or lower as having a 
  CR of 0 for the purpose of this calculation. 
  Therefore an elite kobold becomes a CR 1 
  opponent, while a legendary kobold turns 
  into a CR 3 challenge.
  
  (Not So) Legendary Actions
  4
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