Humanoids/NPCs

Drunken Townsman
Lvl 1/4 humanoid - minion
Drunkards: Drunk.

Falls Prone when missing with an attack.

  • Punch.

    1d4 (follows minion rules).

Made by SanityWithIn for Monster Monday Week 17: City.

Sailor
Lvl 1/4 pirate
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

  • Cutlass.

    1d6 (does not explode on crit).

Made by SanityWithIn for Monster Monday Week 26: Island.

Sailor
Lvl 1/3 pirate - brute - Melee
15
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

  • Cutlass..

Made by SanityWithIn for Monster Monday Week 26: Island.

Drunken Townsman
Lvl 1/2 humanoid - brute - Melee
18
Drunkards: Drunk.

Falls Prone when missing with an attack.

  • Improvised Weapon...

    On crit: The weapon breaks.

Made by SanityWithIn for Monster Monday Week 17: City.

Pirate Crew Member
Lvl 1 pirate - brute - Melee
26
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

  • Dagger (2x)..

Made by SanityWithIn for Monster Monday Week 26: Island.

Pirate Crew Member
Lvl 2 pirate - Ranged
626
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Choose one.
  • Crossbow.

    (Range: 8) 4d4+2.

  • Dagger (2x)..

Made by SanityWithIn for Monster Monday Week 26: Island.

Town Guard
Lvl 2 humanoid - Melee
30
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

  • Slash (2x).
Dwarf Cleric
Lvl 3 humanoid - Defender
M20
Choose twice.
  • Mace to the face..

    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.

Cultist Wing
Lvl 3 small - Ambusher
40
Wyrdling: Chaotic Surge.

On Death: Roll 1d20

Even: The nearest enemy is polymorphed into a cute squirrel.

Odd: The nearest ally is polymorphed into a cute squirrel.

How'd you get here?! (1/round).

Teleport adjacent to a distracted enemy

Choose one.
  • Sneak Attack.

    (against a distracted target) 18 damage.

  • Stab..
Lvl 3 Defender
M40
Celestial: Highborn.

(1 Use) Reroll a failed save.

Interpose (1/round).

(Reach 2) You may interpose for allies within reach.

Choose one.
  • Radiant Strike.

    (against you last attacker) 3d6+2 radiant.

  • Mace (2x)..
Threndl Scout
Lvl 3 Ranged
36
Wyrdling: Chaotic Surge.

On Death: Roll 1d20

Even: The nearest enemy is polymorphed into a cute squirrel.

Odd: The nearest ally is polymorphed into a cute squirrel.

Chaos Lash (1 Use).

When an enemy moves adjacent. They are pushed back 2 spaces and knocked prone.

  • Zap (2x).

    (Range: 12) 2d8. On miss: Damage self instead.

Guard
Lvl 3 humanoid - Defender
M30
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Choose one:
  • Aimed Shot (1 Use).

    (Range: 8) 4d8+10.

  • Reload.

    Recharge Aimed Shot.

remixed from Pikemen
Novice Wizard
Lvl 3 humanoid - Controller
33
Drunkards: Drunk.

Falls Prone when missing with an attack.

Choose one.
  • Razorwind..

    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.

Townswoman
Lvl 3 humanoid - Controller
30
Flour Explosion.

Flour Clouds explode for 5 fire damage when ignited.

Choose one.
  • 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.

Cleric
Lvl 3 Support
36
Gnomes: Optimistic.

Advantage on the first attack in the encounter.

Guiding Light (1/round).

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.

Bandit
Lvl 3 Ranged
34
Halfling: Lucky.

(1 Use) Reroll a miss.

Snare Trap (1 Use).

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.

Halfling Monk
Lvl 3 Skirmisher
840
Halfling: Lucky.

(1 Use) Reroll a miss.

Windstep.

Ignore difficult terrain. Immune to opportunity attacks.

  • Flurry of Blows (3x)..

    On 3 hits: Prone.

Lvl 3 small - Controller
36
Kobolds: Nooo!

When an ally within 2 spaces dies, attack once for free

Shadow Warp (1/round).

When a creature takes necrotic damage you may swap places with it.

  • Shadow Blast.

    (Range: 8) 1d12+6 necrotic.

Kobold Sorceror
Lvl 3 small - Support
34
Kobolds: Nooo!

When an ally within 2 spaces dies, attack once for free

Inspiration (1/round).

Allow an ally to reroll a single primary die or save.

  • Crossbow.

    (Range: 8) 4d4.

Guard
Lvl 3 humanoid - Defender
M30
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

  • Poke!

    (Reach 2) 2d8+3.

remixed from Village Patrol
Monk
Level 3 Solo Drunken Fist (and also a Dragon)
M100
DEX+
Drunkards: Drunk.

Falls Prone when missing with an attack.

Drunken Master.

Ignores disadvantage on all attacks and has Heavy Armor while prone.

After each hero's turn, move 6 and choose one.
  • 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.

BLOODIED:

At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.

LAST STAND:

Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage (1d4a+12).

Pirate Crew Member
Lvl 3 pirate - Defender
40
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Parry.

Treat attacks against you that roll 2 as a miss.

Choose one.
  • Cutlass (2x)..
  • Taunt.

    (Reach: 6) Target is taunted.

Made by SanityWithIn for Monster Monday Week 26: Island.

Pirate Crew Member
Lvl 3 pirate - Controller
30
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Wind Barrier.

Heavy armor against ranged attacks.

Choose one.
  • 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.

Lizardfolk Warrior
Lvl 3 Defender
M46
Snakemen: Coiling Strike.

On melee crit: Grappled (escape DC 10).

Face Me!

Designate 1 enemy. They are taunted by you.

  • Shield Bash..
Werebear Humanoid
Lvl 3 brute - Melee
H34
Earthwalker.

Gain Heavy Armor (degrades 1 step when damaged). Can't be knocked prone.

  • Gore..
Pirate Captain
Lvl 4 pirate - Summoner
40
Crew of the Saltfox: Dirty Fighting.

Attacks daze on crit.

Parry.

Treat attacks against you that roll 2 as a miss.

Choose one.
  • Cutlass (2x)..
  • 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.

Guard
Lvl 4 humanoid - Melee
50
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Choose one:
  • Tendon Slash (2x).

    1d8+5. On hit: Slowed.

  • Detain.

    Grapple a hampered target (escape DC 14).

remixed from Village Patrol
Lvl 4 small brute - Melee
34
Stoatling: Ferocious.

Attacks against and from larger creatures deal 3 extra damage per size category difference.

That all you got?

Heavy Armor while bloodied.

Choose one.
  • Whirlwind.

    (at least 2 adjacent enemies) 1d8+6 to adjacent enemies.

  • Cleaver..
Lvl 5 small - Skirmisher
50
Bunbun: Bunny Hopping.

(1 Use) Move up to your speed after taking damage.

Thunderous Steps (1/turn).

Deal 3 damage to adjacent enemies after moving.

  • Battleaxe..
Town Guard Captain
Lvl 5 humanoid - Summoner
M34
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Reinforcements!

At the end of each round: Summon 2 Milita Minions (size: d8).

  • Commander's Strike.

    2d8. On hit: +1 damage for each adjacent ally.

remixed from Pikemen
Centaur
Lvl 5 large fey - Skirmisher
560
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Choose one.
  • 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.

Monk
Lvl 5 humanoid - brute - Melee
50
Drunkards: Drunk.

Falls Prone when missing with an attack.

Drunken Master.

Ignores disadvantage on all attacks and has Heavy Armor while prone.

Choose one.
  • Swift Fists (2x).
  • Backflip...

    On hit: No longer prone. (Can only be used while prone)

Made by SanityWithIn for Monster Monday Week 17: City.

Spectral Agent
Lvl 5 small humanoid (gnome) - Controller
45
Fata Morgana (1/round).

When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).

Choose one.
  • 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.

Goblin Spearman
Lvl 5 Skirmisher
840
Goblins: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Decoy (1/round).

When you would be hit you may instead teleport 4 spaces (where you really were all along!)

  • Short Spear (2x)..
Threndl Keeper
Lvl 6 brute - Defender
60
Dryads: Danger Pollen.

On death: Daze adjacent enemies.

Warding Bond.

Designate a ward. Redirect half of their damage to you.

Choose one.
  • Greatmaul (2x).
  • Condemning Strike (1 Use).

    1d12+10 radiant (ignores armor).

Dwarf Barbarian
Lvl 6 humanoid (dwarf) - brute - Melee
580
Intensifying Fury.

Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.

Choose one.
  • 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.

Monk
Lvl 6 humanoid - Controller
60
Flow like Water.

Melee attacks against you have disadvantage.

When missed: Knock the attacker prone.

Choose Twice:
  • 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.

Pale Outlaw
Level 6 Solo Human
M150
DEX+ WIL++
Summon Rats.

At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.

Encore (1 Use).

Force a creature to repeat its last action for free. You may choose new targets.

After each hero's turn, move 4 then choose one.
  • 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.

BLOODIED:

At 75 HP summon two 1d4 rat minions for every hero.

LAST STAND:

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.

Lvl 6 humanoid - Controller
60
Sparkstep.

Can teleport to a metal object within 6 spaces instead of moving.

Protect Me (1/round).

Animated Objcts within 3 spaces can Interpose attacks against you this turn.

Electrickery (1 Use).

(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) .

    Lightning. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 21: Constructs.

Druid
Lvl 7 large fey - Support
560
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Bramble Ward.

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.

remixed from Centaur Warrior
Centaur
Lvl 7 large fey - Summoner
580
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Soul Link.

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.

remixed from Centaur Druid
Centaur
Lvl 7 large fey - Skirmisher
M554
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Trample.

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.

Dragonborn Ranger
Lvl 7 Ambusher
M60
Grease Trap (1 Use).

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.

Wing Sorceror
Lvl 7 ranged - Aoe
M60
Precise Casting.

Allies automatically save and take no damage from your spells.

Choose one.
  • 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.

Werewolf Humanoid
Lvl 7 Skirmisher
870
Keen Senses.

Unaffacted by blinded.

Choose twice.
  • Snowblind.

    1d4+6 cold. Blinded until the end of their next turn.

  • Thunderfang.

    1d4+6 lightning. On crit: Thunderfang gains a cumulative +2 damage.

Goblin Boss
Lvl 7 Skirmisher
858
Goblins: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Slipstream (1/round).

The first attack against you misses.

  • Bo Staff (2x).

    (Reach: 2) 2d6+5.

Barbarian (Sword)
Lvl 7 large brute - Melee
80
Half Giants: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Opportunistic (1/round).

Make an opportunity attack without disadvantage.

  • Greataxe..
Barbarian
Lvl 7 large - Support
M60
Half Giants: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Coordinated Strike (1/round).

Designate a target. The next 2 attacks against that target roll with advantage.

Choose one.
  • Bow.

    (Range: 8) 2d6+10.

  • Heavy Strike..

    On Hit: Knockback Primary die spaces.

Shadow Sorcerer
Level 7 Solo Reaver
M225
ALL+
Darkness my old friend.

When damaged: Summon 1 shadow minion (size 1d12, on damage: Dazed); they only act when commanded.

After each hero's turn, choose one.
  • 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.

BLOODIED:

At 100 HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.

LAST STAND:

Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.

Shadow Sorcerer
Lvl 7 humanoid - Controller
68
Shadow Trap (1 use).

When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).

Choose one.
  • 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.

Bard
Lvl 7 Controller
60
Actors: Overly Dramatic.

Melee hits against you knockback 4 spaces.

Wind Barrier.

Heavy Armor against ranged attacks.

  • Sweeping Winds.

    (2x2 area in Range: 12) DC 14 STR save or prone.

Cult Assassin
Lvl 7 Ambusher
70
Changeling: Familiar Face.

Choose a target, that target has disadvantage on attacks against you.

Sunder Armor (1 Use).

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.

Druid
Lvl 8 humanoid - Controller
H50
Oath of Nature.

When hit: Restrain the attacker, unless you challenged them (escape DC 14 or any fire).

Choose Twice:
  • 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.

Lvl 8 Defender
M80
Crystalborn: Reflective Aura.

(1/round) Attacker takes 3 damage.

Interpose (1/round).

(Reach 4) You may interpose for allies within reach.

Choose one.
  • Radiant Strike.

    (against you last attacker) 3d8+6 radiant.

  • Longsword (2x).
Knight
Lvl 8 humanoid - Melee
H50
Oath of Embers.

When hit: Smolder the attacker, unless you challenged them.

Phoenix Stance.

When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.

Choose Twice:
  • 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.

remixed from Autumn Knight
Halfling Assassin
Lvl 8 small humanoid (gnome) - ranged - Aoe
60
Alternative Movement.

Shadowstep 6.

Tormentor.

Enemies suffering from a condition roll their saves with disadvantage against you.

Choose one.
  • 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.

Priestess
Lvl 8 humanoid - Controller
80
Choose one:
  • 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).

Knight
Lvl 8 humanoid - Defender
M80
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Royal Guard: Hail to the King!

Can interpose.

  • Knockdown (2x).

    (Reach 2) 1d8+5. On hit: Prone

remixed from Pikemen
Centaur
Lvl 9 large fey - Ranged
580
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Focused Shots.

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.

remixed from Centaur Warrior
Barbarian (Axe)
Lvl 9 large - Controller
90
Half Giants: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Choose one.
  • 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).

Lvl 9 small brute - Defender
100
Stoatling: Ferocious.

Attacks against and from larger creatures deal 3 extra damage per size category difference.

Warding Bond.

Designate a ward. Redirect half of their damage to you.

Choose one.
  • Glaive.

    (Reach 2) 2d10+20

  • Condemn.

    (Enemy that crit you or your ward) 30 radiant (ignores armor).

Centaur
Lvl 10 large fey - Support
H570
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Choose one.
  • 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.

remixed from Centaur Warrior
Pirate Captain
Level 10 Solo Cursed Pirate
M260
DEX++
Accursed Corsair.

Immune to attacks made outside of Reach 3. Radiant damage supresses Accursed Corsair for 1 turn.

After each hero's turn, choose one.
  • 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.

BLOODIED:

At 130 HP, Curse of the Ancient Mariner recharges.

LAST STAND:

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.

Samurai
Lvl 10 humanoid - Skirmisher
875
Shadow Stance.

Teleport 8 after being hit.

Pheonix Stance.

Attacks deal 3 extra fire damage.

Choose twice.
  • 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.

Novice Fighter
Lvl 10 humanoid - Skirmisher
875
Mind Stance.

Add +1 to primary die rolls.

Wind Stance.

Attacks become Reach: Line 6.

Choose twice.
  • Enter Stance (2 Uses).

    Enter Mind or Wind Stance (concentration: Up to 1 min).

  • Perfect Strike..

    Can't be defended against.

  • Comet Strike..

    On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 24: Magic.

Wolf
Lvl 10 humanoid - Skirmisher
80
Beastshift.

Has Flying in avian form and Medium Armor in lupine form.

Choose one.
  • 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.