Dangerous City
+1d6 dmg for each adjacent guard.
- Stab.
(Reach 2) 1d6.
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
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.
Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
First time you fall below 10HP, immediately move 6.
- Stab.
2d8. On damage: move 4.
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.
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.
When a creature misses an attack against you, it instead hits it's closest ally.
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.2d10+5..
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.
- Twist the knife.2d8+4..
Deals double damage if not defended against
- Net trap.2d8+6..
Restrains target if not defended against (Escape DC12)
On death: drop all the GP stolen+2d4
- •Turn 1: Mug.3d6+6 dmg..
Steal GP equal to the damage dealt.
- •Turn 2: Lunge.2d6+6 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.
(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)
- •Roar of the Bells.
(if standing) Fall prone. Every creature in Reach 2 is Taunted
- •Mace.3d6+5.
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:
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