NPC Workshop
NPC Monsters with flavorful and simplified variants of nimble ancestry and class features. Made with my NPC Workshop supplement.
Link: https://docs.google.com/document/d/1C59ja4gIZTASRc0InsRv06sIrkPAYWWgUg-XZEG-KVQ

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 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.

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.

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

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.

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.

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

(1 Use) Reroll a miss.
Ignore difficult terrain. Immune to opportunity attacks.
- Flurry of Blows (3x).1d4+2.
On 3 hits: 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.
(1 Use) Move up to your speed after taking damage.
Deal 3 damage to adjacent enemies after moving.
- Battleaxe.1d10+10.

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.

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

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 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.

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.

(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.

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.

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.

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.
(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

(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).