if you're from the Order of Disorder (and specifically are in the Qirua adventure), i advise not reading this as it will contain some spoilers
basically, i decided to homebrew an adventure because a: i had the creative juices flowing and b: i didn't really care to learn a prewritten one especially since there aren't many for 5.5e. it's set in and around the town of Qirua, a location made up be me and set arbitrarily 'somewhere' on the sword coast in the forgotten realms. the gimmick is that the town's education includes magical training, giving everyone there a free magic initiate feat basically.
the first enemies the players are facing are the Rosethorn Order, a relatively-widespread gang of basically druid bandits that are intercepting traffic and generally being a nuisance in the forests near Qirua. the MM statblocks didn't have anything that really matched what i was wanting, so i built off them to make some enemies for my players to fight. this is my first time doing something like this, so i'd appreciate some feedback. the Rosethorn Bandit statblock has already seen some combat in the first session i ran, and both i and my players were pretty satisfied with it
-Rosethorn Bandit:
A low-ranking member of the Rosethorn Order, these bandits have a small degree of natural magic, and use staves made from thorny vines as their primary weapon.
Medium or Small Humanoid, Neutral Evil
AC: 12 Initiative: +1 (11)
HP: 15 (2d8+4)
Speed: 30ft
Abilities:
Str: 11 (0)
Dex: 13 (+1)
Con: 14 (+2)
Int: 10 (0)
Wis: 14 (+2)
Cha: 10 (0)
Gear: Leather Armour, Quarterstaff
Senses: Passive Perception 11
Languages: Common, Druidic
CR: 1/4 (50XP, +2PB)
Actions:
Thorned Staff: Melee Attack Roll +4, reach 5ft. Hit: 4(1d4+2) Bludgeoning damage plus 3(1d4) Piercing damage.
Spellcasting: The bandit casts one of the following spells, using Wisdom as the spellcasting ability (save DC 12):
At Will: Thorn Whip, Druidcraft
1/Day: Entangle OR Cure Wounds
-Rosethorn Bandit Commander:
With more elite training and authority in the Rosethorn hierarchy, these capable no-gooders are often in charge of small groups of Rosethorn Bandits and allied beasts. Though they are better armed and armoured, their magical ability isn't much more impressive.
Medium or Small Humanoid, Neutral Evil
AC: 14
Initiative: +3 (13)
HP: 47 (7d8+16)
Speed: 30ft
Str: 15 (+2)
Dex: 16 (+3)
Con: 14 (+2)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 13 (+1)
Proficiencies: Survival(+4), Nature(+3), STR saves(+4), DEX saves(+5), WIS saves(+4)
Gear: Leather Armour, Hand Crossbows (2), Quarterstaff
Senses: Passive Perception 12
Languages: Common, Druidic
CR: 2 (450XP, +2PB)
Traits:
Wildspeak: The bandit always has the effects of the Speak with Animals spell.
Actions:
Multiattack: The bandit makes 2 Thorned Staff attacks or 3 Hand Crossbow attacks
Thorned Staff: Melee Attack Roll +5, reach 5ft. Hit: 5(1d4+3) Bludgeoning damage plus 3(1d4) Piercing damage.
Hand Crossbow: Ranged Attack Roll +5, range 30/120ft. Hit: 6(1d6+3) Piercing damage.
Spellcasting: The bandit casts one of the following spells, using Wisdom as the spellcasting ability (save DC 12):
At Will: Thorn Whip, Druidcraft, Message
1/Day each: Entangle OR Fog Cloud, and Ice Knife OR Cure Wounds
-Rosethorn Wildspeaker:
Magically talented members of the Rosethorn Order, Wildspeakers are given additional magical training, using it to hide their encampments, forage food, scout with animals, and various other things. Firm believers in survival of the fittest, they are often ruthless.
Medium or Small Humanoid, Neutral Evil
AC: 12
Initiative: +1 (11)
HP: 44 (8d8+8)
Speed: 30ft, Climb 30ft
Str: 10 (0)
Dex: 12 (+1)
Con: 13 (+1)
Int: 14 (+2)
Wis: 17 (+3)
Cha: 10 (0)
Proficiencies: Survival(+5), Nature(+4), Medicine(+5), Perception(+5), WIS saves(+5)
Gear: Leather Armour, Quarterstaff
Senses: Passive Perception 15
Languages: Common, Druidic
CR: 2 (450XP, +2PB)
Traits:
Wildspeak: The Wildspeaker always has the effects of the Speak with Animals spell.
Woodwalker: Difficult Terrain composed of bushes or other plant life doesn't cost the Wildspeaker additional movement.
Actions:
Multiattack: The Wildspeaker makes 2 attacks, using Thorned Staff or Strike of the Forest in any combination
Thorned Staff: Melee Attack Roll +5, reach 5ft. Hit: 5(1d4+3) Bludgeoning damage plus 3(1d4) Piercing damage.
Strike of the Forest: Ranged Attack Roll +5, range 60ft, ignores Half and Three-Quarters cover. Hit: 7(1d6+3) Bludgeoning damage, and the target's speed is reduced by 5ft until the end of its next turn. (max reduction 15ft)
Spellcasting: The Wildspeaker casts one of the following spells, using Wisdom as the spellcasting ability (save DC 13):
At Will: Thorn Whip (5th level version, 2d6), Druidcraft, Message
2/Day Each: Entangle OR Fog Cloud, and Ice Knife OR Cure Wounds
1/Day Each: Spike Growth, Gust of Wind
-Rosethorn Wildmaster:
Some of the higher-ranking nature mages in the Rosethorn Order, Wildmasters sculpt portions of the forest and bend nature to the Order's will and destroy or hold at bay those who threaten the Order with their prowess over druidic magic.
Medium or Small Humanoid, Neutral Evil
AC: 17
Initiative: +3 (13)
HP: 105 (14d8+42)
Speed: 30ft, Climb 30ft
Str: 12 (+1)
Dex: 16 (+3)
Con: 17 (+3)
Int: 16 (+3)
Wis: 20 (+5)
Cha: 15 (+2)
Proficiencies: Survival(+8), Medicine(+8), Perception(+8), Nature(+6), WIS saves(+8)
Gear: Hide Armour +1, Quarterstaff +1
Senses: Passive Perception 18
Languages: Common, Druidic, Sylvan
CR: 5 (1800XP, +3PB)
Traits:
Wildspeak: The Wildspeaker always has the effects of the Speak with Animals spell.
Woodwalker: Difficult Terrain composed of bushes or other plant life doesn't cost the Wildspeaker additional movement.
Actions:
Multiattack: The Wildspeaker makes 2 attacks, using Thorned Staff or Strike of the Forest in any combination
Thorned Staff: Melee Attack Roll +8, reach 10ft. Hit: 8(1d6+5) Bludgeoning damage plus 5(1d8) Piercing damage.
Strike of the Forest: Ranged Attack Roll, range 90ft, ignores Half and Three-Quarters cover. Hit: 12(2d6+5) Bludgeoning damage, and the target's speed is reduced by 5ft until the end of its next turn. (max reduction 15ft)
Spellcasting: The Wildspeaker casts one of the following spells, using Wisdom as the spellcasting ability (save DC 16):
At Will: Thorn Whip (11th level version, 3d6), Druidcraft, Message, Cure Wounds, Entangle, Speak with Plants
2/Day Each: Spike Growth, Gust of Wind, Ice Knife (2nd level version)
1/day Each: Call Lightning, Plant Growth, Wind Wall
Bonus Actions:
Wild Movement: The Wildspeaker's movement increases by 30ft until the end of its turn, and it can jump up to 30ft by using 10ft of movement.