Dangerous City
- Net trap.2d8+6..
Restrains target if not defended against (Escape DC12)
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.
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.
+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
(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:
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.
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.
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.
- Twist the knife.2d8+4..
Deals double damage if not defended against
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