Rival Heroes or Squadmates

Lvl 4 adventurer
M40
Unstable Isotopes.

When crit, the Artificer must make a DC 12 INT save to avoid rolling on the chaos table.

  • Manabolt Cannon..

    Range 8. OR:

  • Tether.

    Range 4. Pull one medium or smaller creature beside you and Restrain them (Escape DC 12).

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.

Knight
Lvl 3 rival hero - Defender
M541
Shield Bearer.

Once per round, you may Interpose.

  • Coordinated Strike..

    On damage: an ally within 6 spaces immediately uses an action or moves 4 spaces.

Paper Forge: #26 Knight
Lvl 5 humanoid - brute - Melee
50
Drunkard: 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.

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 4 brute
65
Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Protect the Client!

1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.

Choose one.
  • Halberd Swipe.

    Cone 2, 1d10+2 slashing. Can't miss.

  • Impaler.

    2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.

Lvl 4 adventurer
H30
Aura of Protection.

Once per round, when an ally within 4 spaces is about to take damage, you may move into their space, pushing them into an adjacent space, and take the damage instead.

  • Lay on Hands (1 use).

    Target creature regains up to 15 HP. OR:

  • Condemning Strike..

    On crit: Deal an additional 5 Radiant damage. OR:

  • Shield Bash..

    On hit: Target is pushed back 2 spaces.

Lvl 4 humanoid - ranged - Summoner
50
Actor: Overly Dramatic.

Melee hits against you knockback 4 spaces.

Choose one.
  • Balloon Animals.

    (If you don't have minions) Summon 4 Balloon Minions (they act after you).

  • Cake Toss.

    (Range 6) 1d4+10. On crit: Blinded (spending 1 action to remove it ends).

Made by SanityWithIn for Monster Monday Week 41: Celebration.

Level 4 Solo "Friendly" Pickpocket Rogue
54
DEX+
Friendly Legends: Friend! Not foe!

You aid the heroes! Subtract your level from the level total when calculating encounter balance.

Disarming Strikes.

Your attacks have On Hit: Target makes a DC 12 Strength Saving Throw. On a fail, they drop what they are carrying.

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

    Move 2, then attack for 1d8+1 (Range: 8).

  • Swarm of Shortswords.

    1d6+2, then 1d6+2 with disadvantage.

  • Dagger.

    Move 6, then 1d4+2.

BLOODIED:

Robin Hood is bloodied! He can move 6 before he Potshots.

LAST STAND:

Mother Smith is at 0 HP! He immediately takes a Potshot with advantage and falls unconscious. He may die if the heroes do not aid him!

remixed from Mother Smith
Choose two.
  • Vicious mockery.

    Range 6. On enemy: DC 14 WIL save or suffer 2 disadvantage on attacks until the scoundrel's next turn. On ally: Advantage on attacks on their next turn

  • Slippery.

    Swap places with an ally in range 6.

They really know how to push your buttons

Human Thief
Lvl 3 rival hero - Ambusher
34
Vicious Opportunist.

When you hit a Distracted target with a melee attack, deal +2d8 damage.

Choose one.
  • Bump in the Night..

    On crit: ‘teleport’ 4 spaces away.

  • Hide.

    Perform the Hide action. You succeed automatically.

Paper Forge: #13 Human Thief
Monk
Lvl 3 rival hero - Skirmisher
M8833
Swift Feet.

At the start of combat, go first (before the heroes).

Choose three times.
  • Swift Fists.
Paper Forge: #23 Monk