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Drunkards: Drunk.

Falls Prone when missing with an attack.

Lvl 4 animal - Aoe
50
Drunkards: Drunk.

Falls Prone when missing with an attack.

Choose one.
  • Belch.

    2d6 poison damage. On hit: Drunk. Recharge Alefire.

  • Alefire (0 Uses).

    (Cone: 4) 2d6+10, or DC 13 DEX save for half.

Made by SanityWithIn for Monster Monday Week 68: Rats.

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This grotesque banner is made from the jagged flesh of an warlord, reinforced with bones and chain links. The hide is marred with scars and faintly pulsating veins, crowned with a rusted iron spike dripping dark ichor.

Warbanner Aura. (1/Safe Rest) Action: Plant the banner or hold it aloft with one hand and choose one aura below. For 1 minute, the aura extends to Reach 6. While planted, only you can move the banner. On later turns, you may plant or pick it up as a Free Action.

-

Aura of Gluttonous Despair. Enemies that enter the aura for the first time on a turn or start their turn there make a DC 15 WIL Save. Failure: 1d6 psychic (ignore armor) and Disadvantage on attacks until the end of their turn.

Aura of Voracious Vitality. Allies that enter the aura for the first time on a turn or start their turn there gain LVL Temp HP. Creatures that benefit from this aura loose the Temp HP when the aura end.

Common
potion

Regain 1d6 mana. For one hour afterwards when you cast a spell roll a d20, creates an arcane anomaly on a 1.

If used more than once before a safe rest, take 1d12 damage per mana regained.

Uncommon
Potion

Action. Consume (or administer to an adjacent creature) to induce a Bloodlust.

  • Bloodlust adds 1 Adv to all melee attacks until the attacker misses.

Rushed Attacking rules remain, but are less severe.

These taboo elixirs are extracted from the hatred and zeal of vicious creatures like Worgs and Redcaps.