FarHope

Typical creatures in Farhope

Lvl 1/4 small bunny folk gangster
9
The Hopping Stompers: Jumping Masters.

If you can reasonably incorporate a jump into an attack roll (you need 2 unused move to jump) you get advantage.

Choose one.
  • Kick.

Basic gangsters, likely not even full blown members of the gang yet.

Lvl 1 human apprentice
25
  • Green Flame.

    (Range 6) 2d10.

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 1 dungeon denizens
28
Oozes: Digestive Touch.

Contact with an ooze inflicts the Digested condition: they deal an additional X damage for each time the target has been Digested this encounter.

Oozes: Goopy.

When crit or dealt any slashing damage: summon X ooze minions (size: d6); their attacks inflict Digested.

Exotic Coating.

Resistant to Bludgeoning. Vulnerable to Slashing.

  • Acidic Touch (2×).
remixed from Gray Ooze by NNimble Co.
Giant Rat
Lvl 1 swarm of tiny beasts
Swarm.

When damaged, decrement the damage die then summon 1 minion. (d6 small » d4 tiny » dead).

  • Gnaw.

    1d8

Lvl 2 lycan
32
Skitter.

When damaged, move 3.

Choose one.
  • Claws.
  • Shadow Blast.

    (Range 8) 1d12+4

  • Bite.

    (Vs a Dying creature) 2d8, On damage: cursed with wererat lycanthropy.

Based on Wererat from "Monsters and More"

Lvl 3 humanoid
40
  • Yoink...

    Steal 2xhero LVL GP if not defended against.

Lvl 4 human mage
50
Choose One:
  • Green Flame.

    (Range 6) 4d10.

  • Be Stone To You!

    (1 use) Enemies in 3: DC 12 STR Save or Ossified.

Drune often command Bramblings (Briarbanes).

Lvl 4 lycan
48
Skitter.

When damaged, move 3.

Choose one.
  • Claws.
  • Bite.

    (Vs a Dying creature) 2d10, On damage: cursed with wererat lycanthropy.

Based on Wererat from "Monsters and More"

remixed from Wererat Cultist
Lvl 10 alchemist mage
84
Studious Spellcasters: I'm trying to concentrate!

If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.

Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Choose one.
  • Sorcery ×4..

    Range: 6. Each attack must target a different foe.

  • Greater Sorcery ×4 (once)..

    Range: 8. Each attack must target a different foe.

  • Greatest Sorcery (once, only while Bloodied).

    Use Greater Sorcery and then Sorcery.