Dangerous City

Lvl 3 humanoid
40
  • Yoink...

    Steal 2xhero LVL GP if not defended against.

Lvl 4 humanoid
50
  • Net trap...

    Restrains target if not defended against (Escape DC12)

Lvl 8 shapechanger
70
Shapeshifting.

When a creature misses an attack against you, it instead hits it's closest ally.

Mind Reading.

Every turn, everyone's first attack against you has disadvantage.

  • Lure.

    (Reach 6). DC 14 INT save. On fail: target moves 4 spaces in a direction of your choosing. Then:

  • CHOKE...

    Double dmg if target moved adjacent to you this round.

Devious shapeshifters that take on the appearance of other humanoids, luring victims to their doom with mind reading and disguise.

Lvl 3 small goblin
40
Finally silence.

On death: all alies in 30 ft. Immediately attack for free.

  • Pipes of ear hurt.

    All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.

Lvl 1 humanoid
M20
Strength in numbers.

+1d6 dmg for each adjacent guard.

  • Stab.

    (Reach 2) 1d6.

Lvl 4 humanoid
50
ATTACK!

When allies are attacked, they immediately counterattack for free.

  • BAD FORM!

    Give an ally advantage on all attacks for a round. OR:

  • Let me show you how it's done.

    (if there are no alive allies that can be instructed) 2d6+20

Lvl 5 humanoid
H40
Roll Around.

(While prone) When hit, the attacker's next roll will be a 1 and they will have bad luck for 1 day (up to GM what this does)

Choose one.
  • Roar of the Bells.

    (if standing) Fall prone. Every creature in Reach 2 is Taunted

  • Mace..

    On crit: taget's next attack has advantage.

From Slovenian folklore, kurents are creatures that drive away winter and evil, and invite spring and a good harvest. They do this by jumping around (which causes the bells on their waists to ring or ''roar'').

They sometimes drop their bells as loot:

Lvl 4
40
Empty your pockets!

On death: drop all the GP stolen+2d4

Do the following Actions in order:
  • Turn 1: Mug. dmg..

    Steal GP equal to the damage dealt.

  • Turn 2: Lunge. dmg..

    Gain temp HP and steal GP equal to the damage dealt.

  • Turn 3: Smoke bomb and RUN!

    Escape from combat.

GM note: after they lunge, you should telegraph their intention to escape next turn.

Lvl 2 excrement
35
Filthy.

Dealing damage to a bloodied or wounded creatures makes them Sick until they make camp or safe rest.

  • Throw shit.

    (Range 8). 2d6+5. On hit: taunt the target, AND on crit: blind the target until they spend an action cleaning up.

Found in sewers of big cities, they are usually animated by leftover magic or a fucked up wizard and a nightmare for heroes to fight.

Lvl 2 humanoid
30
The art of distraction.

All attacks on him have disadvantage and cannot have advantage.

  • Mind reading.

    Give an ally advantage. Then:

  • Sword swallow.

    1d8. On hit: swallow a weapon until end of combat.

Lvl 1 humanoid
25
Pickpocket.

Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.

FLEE.

First time you fall below 10HP, immediately move 6.

  • Stab.

    2d8. On damage: move 4.

Lvl 5 humanoid
60
  • Twist the knife...

    Deals double damage if not defended against

Rare wondrous item

While wearing this on your waist:

  • When you fall prone, all enemies adjacent to you become Taunted
  • If you roll on the ground in front of a farm while wearing this, the farm will have a bad harvest (this is negated if they give you a sausage)

The Roar of the bells drives away evil. Dropped by