Humanoids/NPCs

Falls Prone when missing with an attack.
- Punch.
1d4 (follows minion rules).
Made by SanityWithIn for Monster Monday Week 17: City.

Attacks daze on crit.
- Cutlass.
1d6 (does not explode on crit).
Made by SanityWithIn for Monster Monday Week 26: Island.

Attacks daze on crit.
- Cutlass.1d6+3.
Made by SanityWithIn for Monster Monday Week 26: Island.

Falls Prone when missing with an attack.
- Improvised Weapon.1d6+3..
On crit: The weapon breaks.
Made by SanityWithIn for Monster Monday Week 17: City.

Attacks daze on crit.
- Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.

Attacks daze on crit.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
- Slash (2x).1d8+2

- •Mace to the face.1d8+2.
On crit: Dazed.
- •Shield of Faith.
(Reach: 6) Target gains Heavy Armor (concentration: Up to 1 min).
Made by SanityWithIn for Monster Monday Week 29: Support.

On Death: Roll 1d20
Even: The nearest enemy is polymorphed into a cute squirrel.
Odd: The nearest ally is polymorphed into a cute squirrel.
Teleport adjacent to a distracted enemy
- •Sneak Attack.
(against a distracted target) 18 damage.
- •Stab.2d6+6.
(1 Use) Reroll a failed save.
(Reach 2) You may interpose for allies within reach.
- •Radiant Strike.
(against you last attacker) 3d6+2 radiant.
- •Mace (2x).1d6.

On Death: Roll 1d20
Even: The nearest enemy is polymorphed into a cute squirrel.
Odd: The nearest ally is polymorphed into a cute squirrel.
When an enemy moves adjacent. They are pushed back 2 spaces and knocked prone.
- Zap (2x).
(Range: 12) 2d8. On miss: Damage self instead.

Falls Prone when missing with an attack.
- •Razorwind.1d4+2.
slashing (Vicious) Also damages up to 1 adjacent target.
- •Grease.
(2x2 area in Range: 6) DC 10 DEX save or prone.
Made by SanityWithIn for Monster Monday Week 17: City.

Flour Clouds explode for 5 fire damage when ignited.
- •Flour Cloud.
(2x2 area in Range: 8) creatures within a flour cloud are blinded.
- •Flame Dart (2x).
(Range: 8) 1d10+2 fire.
Made by SanityWithIn for Monster Monday Week 32: Laboratory.

Advantage on the first attack in the encounter.
On Damage: the next attack against that enemy has advantage.
- Rebuke.
(Reach: 4) 1d6+2 (can't miss, ignoring armor). 2x damage against undead or cowardly.

(1 Use) Reroll a miss.
When an enemy moves adjacent. Move them 1 space back. They are restrained and can't use reactions (escape DC 11).
- Shortbow (x2).
(Range: 12) 1d6+5.

(1 Use) Reroll a miss.
Ignore difficult terrain. Immune to opportunity attacks.
- Flurry of Blows (3x).1d4+2.
On 3 hits: Prone.
When an ally within 2 spaces dies, attack once for free
When a creature takes necrotic damage you may swap places with it.
- Shadow Blast.
(Range: 8) 1d12+6 necrotic.

When an ally within 2 spaces dies, attack once for free
Allow an ally to reroll a single primary die or save.
- Crossbow.
(Range: 8) 4d4.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
- Poke!
(Reach 2) 2d8+3.

Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •Dragon Fist.
1d4+12 slashing. On crit: Enemies adjaent to the target take 5 fire damage.
- •Belch.
Daze an adjacent target. DC 11 STR save or become drunk.
- •Fire Belch (0 uses).
(Cone 4) DC 11 DEX save or 3d10+5 fire, half on save.
At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.
Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage (1d4a+12).

Attacks daze on crit.
Treat attacks against you that roll 2 as a miss.
- •Cutlass (2x).1d6+4.
- •Taunt.
(Reach: 6) Target is taunted.
Made by SanityWithIn for Monster Monday Week 26: Island.

Attacks daze on crit.
Heavy armor against ranged attacks.
- •Gale (2x).
(Range: 12) 1d4+3 slashing. On damage: Knockback Primary Die spaces.
- •Sweep (1 Use).
(2x2 area in Range: 12) DC 11 STR check or prone.
Made by SanityWithIn for Monster Monday Week 26: Island.

On melee crit: Grappled (escape DC 10).
Designate 1 enemy. They are taunted by you.
- Shield Bash.2d8+2.

Gain Heavy Armor (degrades 1 step when damaged). Can't be knocked prone.
- Gore.2d6+8.

Attacks daze on crit.
Treat attacks against you that roll 2 as a miss.
- •Cutlass (2x).1d8+3.
- •Flintlock (1 Use).
(Reach: 4) 4d8 (any die can crit).
- •All hands on deck!
Call 2 Sailor Minions (size: d6) to the fight.
Made by SanityWithIn for Monster Monday Week 26: Island.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
- •Tendon Slash (2x).
1d8+5. On hit: Slowed.
- •Detain.
Grapple a hampered target (escape DC 14).
Attacks against and from larger creatures deal 3 extra damage per size category difference.
Heavy Armor while bloodied.
- •Whirlwind.
(at least 2 adjacent enemies) 1d8+6 to adjacent enemies.
- •Cleaver.2d8+6.
(1 Use) Move up to your speed after taking damage.
Deal 3 damage to adjacent enemies after moving.
- Battleaxe.1d10+10.

Move your speed in a straight line (1/turn).
- •Point Blank Shot.
(Range: 2) 2d6+10.
- •Rain of Arrows (1 Use).
(3x3 area in range: 8) 3d6.
Made by SanityWithIn for Nim+ Vol. 5.

Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •Swift Fists (2x).1d8+5
- •Backflip.2d8+12..
On hit: No longer prone. (Can only be used while prone)
Made by SanityWithIn for Monster Monday Week 17: City.

When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).
- •Colorful Ray (2x).
(Range: 8) DC 13 INT save or Blinded 1 turn.
- •Dreadful Vision.
(Others in reach: 4) DC 13 INT save or Frightened 1 turn.
Made by SanityWithIn for Monster Monday Week 16: Illusion.

Whenever an attack misses you, deal 1 psychic damage in return.
When you would be hit you may instead teleport 4 spaces (where you really were all along!)
- Short Spear (2x).1d6+6.

On death: Daze adjacent enemies.
Designate a ward. Redirect half of their damage to you.
- •Greatmaul (2x).1d12+2
- •Condemning Strike (1 Use).
1d12+10 radiant (ignores armor).

Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.
- •Adamant Rage (3 Uses).
Gain Heavy Armor for 1 round.
- •Axe Swing.
1d12+4 slashing.
- •Side Axe (2 Uses).
(Range: 2-4) 1d6+4 slashing.
Made by SanityWithIn for Monster Monday Week 3: Humanoids/NPCs.

Melee attacks against you have disadvantage.
When missed: Knock the attacker prone.
- •Water Whip.
(Reach: 4) 1d4+5 On hit: Move them adjacent to you.
- •Uppercut.
1d4+5. On crit: Dazed and prone.
Made by SanityWithIn for Monster Monday Week 59: Flow.

At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.
Force a creature to repeat its last action for free. You may choose new targets.
- •Command.
Command your rat minions to move and attack.
- •Vicious Threat (2x).
(Range: 12) 2d4+4 psychic. On hit: Frightened for 1 turn.
- •Captivating Melody (1 Use).
(Others in Reach: 6) DC 13 INT save or Confused 1 turn.
- •Reprise.
Recharge one of your limited use abilities.
At 75 HP summon two 1d4 rat minions for every hero.
The Pied Piper is dying! 60 more damage and he dies. Until then creatures frightened or confused by him gain the other condition as well.
Made by SanityWithIn for Monster Monday Week 20: Sound.
Can teleport to a metal object within 6 spaces instead of moving.
Animated Objcts within 3 spaces can Interpose attacks against you this turn.
(Range: 8) When an ally is attacked. Choose another creature within Range to swap places with your ally on a failed DC 13 WIL save (they become the new target).
- Shocking Bolt (2x).(Range: 8) 4d4.
Lightning. On crit: Dazed.
Made by SanityWithIn for Monster Monday Week 21: Constructs.

Move your speed in a straight line (1/turn).
Designate an ally. That ally gains heavy armor. Restrains melee attackers when crit (escape DC 15 or any fire/slashing) ending Bramble Ward.
- Thorn Whip.
(Reach: 2) 2d6. On hit: Prone.
Made by SanityWithIn for Nim+ Vol. 5.

Move your speed in a straight line (1/turn).
Take 5 damage whenever one of your minions dies. Your minions die when you do.
- Horn of the Ancients.
Summon 6 Ancient Spirit Minions (size:d6). They act immediately.
Loot:
Made by SanityWithIn for Nim+ Vol. 5.

Move your speed in a straight line (1/turn).
You can Gallop through enemies. Creatures you pass through take 20 damage - DEX save. Hampered targets have disadvantage on their save.
- Grass Cutter.
2d6+5. On damage: Prone.
Made by SanityWithIn for Nim+ Vol. 5.

When an enemy moves adjacent to you or an ally within 6 spaces: Prone and vulnerable to the next fire damage it takes.
- Incindiary Shot.
(Range: 8) 3d8+10 fire.

Allies automatically save and take no damage from your spells.
- •Flame Dart (2x).
(Range: 8) 1d10+5 fire.
- •Pyroclasm (1 Use).
(Reach: 3) Others within reach take 2d10+10 fire damage (ignoring armor) or half on a DC 13 DEX save.

Unaffacted by blinded.
- •Snowblind.
1d4+6 cold. Blinded until the end of their next turn.
- •Thunderfang.
1d4+6 lightning. On crit: Thunderfang gains a cumulative +2 damage.

Whenever an attack misses you, deal 1 psychic damage in return.
The first attack against you misses.
- Bo Staff (2x).
(Reach: 2) 2d6+5.

(1 Use) Force an enemy to reroll a crit against you.
Make an opportunity attack without disadvantage.
- Greataxe.2d12+7.

(1 Use) Force an enemy to reroll a crit against you.
Designate a target. The next 2 attacks against that target roll with advantage.
- •Bow.
(Range: 8) 2d6+10.
- •Heavy Strike.2d6.
On Hit: Knockback Primary die spaces.

When damaged: Summon 1 shadow minion (size 1d12, on damage: Dazed); they only act when commanded.
- •Summon Bonescythe.
Move 6, then deal 5 damage to yourself. Gain 1 use of Reap.
- •Reap (0 Uses).
(Reach: 2) 2d12+15 necrotic.
- •Hollow like me.
Command all your shadow minions to move up to 6 spaces and attack once each.
At 100 HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.
Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.

When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).
- •Summon Shadows.
(When there are no Shadows) Summon 4 Shadow minions.
- •Command.
Command your shadows to move 6 then attack (Reach 1, 1d12 each).
Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.

Melee hits against you knockback 4 spaces.
Heavy Armor against ranged attacks.
- Sweeping Winds.
(2x2 area in Range: 12) DC 14 STR save or prone.

Choose a target, that target has disadvantage on attacks against you.
Target adjacent enemy can't defend this round.
- Vicious Stab.
2d8+5 (or twice as much if not defended against).
Made by SanityWithIn for Monster Monday Week 39: Imitation.

When hit: Restrain the attacker, unless you challenged them (escape DC 14 or any fire).
- •Challenge.
Target creature and you are taunted by each other.
- •Verdant Blade.
2d4+10. On Crit: Blinded (magical healing ends).
Made by SanityWithIn for Monstery Monday Week 57: Knight.
(1/round) Attacker takes 3 damage.
(Reach 4) You may interpose for allies within reach.
- •Radiant Strike.
(against you last attacker) 3d8+6 radiant.
- •Longsword (2x).1d8+2

When hit: Smolder the attacker, unless you challenged them.
When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.
- •Challenge.
Target creature and you are taunted by each other.
- •Scorching Blade.
2d4+10. On Crit: Smoldering.
- •Searing Blade (0 Uses).
2d20+10.
Made by SanityWithIn for Monstery Monday Week 57: Knight.

Shadowstep 6.
Enemies suffering from a condition roll their saves with disadvantage against you.
- •Ignite?
(Range: 8) 4d10 psychic or half on a DC 14 INT save.
- •Fireball? (2 Uses).
(3x3 area in range: 8) d44 psychic or half on DC 14 INT save.
Made by SanityWithIn for Monster Monday Week 16: Illusion.

- •Shackles of Light (2x).
(Reach: 4) 2d6+5. On hit: Restrained (escape DC 14).
- •Cryosleep (1 use).
(3x3 area in reach 12) DC 14 STR save or Incapacitated for 2 turns (damage or an adjacent ally spending an action ends).

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)
Can interpose.
- Knockdown (2x).
(Reach 2) 1d8+5. On hit: Prone

Move your speed in a straight line (1/turn).
Next attack deals +10 damage, but can't move and gallop this turn.
- Piercing Shot.
(Range: Line 12) 2d6+5
Made by SanityWithIn for Nim+ Vol. 5.

(1 Use) Force an enemy to reroll a crit against you.
- •Shortbow (2x).
(Range: 12) 2d6+5
- •Heavy Shot.
(Range: 6) 2d6+5. On hit: Knockbak primary die spaces.
- •Pinning Shot (1 Use).
(Range: 6) 3d6+12. On Hit: Restrained (escape DC 14).
Attacks against and from larger creatures deal 3 extra damage per size category difference.
Designate a ward. Redirect half of their damage to you.
- •Glaive.
(Reach 2) 2d10+20
- •Condemn.
(Enemy that crit you or your ward) 30 radiant (ignores armor).

Move your speed in a straight line (1/turn).
- •Rooting Shot (2x).
(Range: 12) 2d6+5. On Damage: Restrained (escape DC 15 or any fire/slashing).
- •Issue Commands.
A lower level ally takes another turn.
Loot: (still infused with a residue of the centaurs magic).
Made by SanityWithIn for Nim+ Vol. 5.

Immune to attacks made outside of Reach 3. Radiant damage supresses Accursed Corsair for 1 turn.
- •Curse of the Ancient Mariner (1 Use).
(Reach: 3) d44 piercing to enemies within reach. You may reposition them to any space within reach.
- •Bloody Culverine.
(Ranged 6) 1d4+30. On Crit: Dazed.
- •Geo Da Ray.
Move up to 6 in a straight line. Deal 1d4+20 damage to an enemy along the way.
At 130 HP, Curse of the Ancient Mariner recharges.
Dread Pressure - Cervantes is dying! 100 more damage and he dies. Until then, enemies are Frightened.
Made by SanityWithIn for Monster Monday Week 43: Cursed - Inspired by Soul Calibur.

Teleport 8 after being hit.
Attacks deal 3 extra fire damage.
- •Enter Stance (2 Uses).
Enter Shadow or Phoenix Stance (concentration: Up to 1 min).
- •Viper Strike.
2d6+2 slashing. On damage: Poisoned (DC 15 STR save ends).
- •Searing Blade.
2d6+7 fire.
Made by SanityWithIn for Monster Monday Week 24: Magic.

Add +1 to primary die rolls.
Attacks become Reach: Line 6.
- •Enter Stance (2 Uses).
Enter Mind or Wind Stance (concentration: Up to 1 min).
- •Perfect Strike.1d8+6.
Can't be defended against.
- •Comet Strike.1d4+12.
On crit: Dazed.
Made by SanityWithIn for Monster Monday Week 24: Magic.

Has Flying in avian form and Medium Armor in lupine form.
- •Air Cutter (2x).
(Range: 12) 2d4+5 slashing.
- •Thunderfang.
2d8+10 lightning (ignoring metal armor).
- •Windshift (1 Use).
(Reach: 3) Others in reach are knocked back 4 spaces and take d44 slashing or half on a DC 13 DEX save. Shift into avian Form.
- •Lightningshift (1 Use).
(3x3 area in Range: 12) Teleport to a space within the area. Others in the area take 4d8+8 lightning. Shift into lupine form.
Made by SanityWithIn for Monster Monday Week 24: Magic.

