NPC Workshop
NPC Monsters with flavorful and simplified variants of nimble ancestry and class features. Made with my NPC Workshop supplement.
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.
(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
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.
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.
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.
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.