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Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •Swift Fists (2x).1d8+5
- •Backflip.2d8+12..
On hit: No longer prone. (Can only be used while prone)
Made by SanityWithIn for Monster Monday Week 17: City.
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Rooted (1/encounter). (1 Action) While rooted your speed is halved and you can't be forcefully moved.
On Defend: You may end rooted to restrain the attacker (escape DC 10).
Not so fast!
- Take this ring from your finger, peer through the hole of the ring and visualize the place you want to go, speak the name of the place, and you may teleport there instantly.
- The ring stays behind.
- It recharges when it is born on hand by mundane means to the place it last transported someone.
A creature wearing this necklace can take Wounds in exchange powerful abilities. Wounds taken by this can't be prevented or removed except by Safe Rest. A creature that takes six Wounds from this dies, regardless of how many Wounds it can take.
1 Wound. Reroll an attack roll or saving throw
2 Wounds. Reaction: Reduce the damage an ally would take to 0
3 Wounds. Action: Heal an ally for 5 x Lvl HP
4 Wounds. Action: Give an enemy Disadvantage on all attack rolls until the start of your next turn
5 Wounds. Action: All allies Gain 4 x Lvl Temp HP and advantage on attack rolls and saving throws until the end of combat
6 Wounds. Action: Resurrect up to 3 creatures who have died within the last minute
The soul of a creature who dies with any wound taken from this item becomes property of the items creator. The wearer can not be revived unless a deal is struck with the entity that owns the soul.