Humanoids/NPCs
- •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) Move up to your speed after taking damage.
Deal 3 damage to adjacent enemies after moving.
- Battleaxe.1d10+10.
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.
(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.
(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
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.
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.
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.

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

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.

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.
(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).
(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
Allo an ally to reroll a single primary die or save.
- Crossbow.
(Range: 8) 4d4.
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.
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.
- Cutlass.1d6+3.
Made by SanityWithIn for Monster Monday Week 26: Island.
Attacks daze on crit.
- Cutlass.
1d6 (does not explode on crit).
Made by SanityWithIn for Monster Monday Week 26: Island.
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.
Attacks daze on crit.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
Attacks daze on crit.
- Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
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.
On melee crit: Grapple (escape DC 10).
Designate 1 enemy. They are taunted by you.
- Shield Bash.2d8+2.
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.
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.
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).
Gain Heavy Armor (degrades 1 step when damaged). Can't be knocked prone.
- Gore.2d6+8.
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.
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.
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.