Humanoids of Kyrandia

This collection is for humanoids in my homebrew world

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.

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.

Lvl 2 humanoid - inquisitor - Melee
34
Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Pack Tactics.

Advantage on attacks when an ally is adjacent to the target.

Choose one.
  • Strike 2x.
  • Shoot..

    Range 12

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

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

  • Slash (2x).
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).

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.

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
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
Lvl 4 humanoid - inquisitor - Support
M39
Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Standard Bearer.

As long as the Priest is praying all allies within range have armor increased with one step

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
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.

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
Lvl 6 humanoid - inquisitor - Melee
H41
Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Righteous Mark.

Whenever a Knight hit a creature the creature is taunted by the knight, attacking any other creature impose a disadvantage on attack rolls

Choose one.
  • Righteous Strike 2x..

    On Crit. Vicious

  • Javelin.
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
Lvl 11 humanoid - inquisitor - Defender
H90
Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Disintegrating Armor.

Starts with Heavy Armor, on crit degrades to Medium, then to none.

Choose one.
  • Righteous Blow..

    On Crit. Knocked back 4 spaces

Lvl 15 humanoid - inquisitor - Melee
Inquisitor: Arcane Training.

1/Encounter. They can choose to succeed a saving throw, doing so will leave them vulnerable to the next attack

Aura of Clarity.

While within 2 spaces of the judge, all allies cannot be frightened, nor blinded

Brand Heretic.

1/Encounter. Brand a creature as heretic, whenever the judge attacks the heretic he will crit on a 7 or 8 against the heretic

Choose one.
  • Righteous Strike 2x..

    Brutal Smite. All weapon dice can crit