Rival Heroes or Squadmates

When you hit a Distracted target with a melee attack, deal +2d8 damage.
- • Bump in the Night.
1d8+4. On crit: ‘teleport’ 4 spaces away.
- • Hide.
Perform the Hide action. You succeed automatically.

(1 Use) Reroll a miss.
Ignore difficult terrain. Immune to opportunity attacks.
- Flurry of Blows (3x).
1d4+2. On 3 hits: Prone.

At the start of combat, go first (before the heroes).
- Swift Fists.
1d4+2

Once per round, you may Interpose.
- Coordinated Strike.
2d8+2. On damage: an ally within 6 spaces immediately uses an action or moves 4 spaces.

- • Mace to the face.
1d8+2. 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.

Melee hits against you knockback 4 spaces.
- • Balloon Animals.
(If you don't have minions) Summon 4 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.
You aid the heroes! Subtract your level from the level total when calculating encounter balance.
Your attacks have On Hit: Target makes a DC 12 Strength Saving Throw. On a fail, they drop what they are carrying.
- • 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.
Robin Hood is bloodied! He can move 6 before he Potshots.
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!
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.
2d8+9. On crit: Deal an additional 5 Radiant damage. OR:
- • Shield Bash.
1d8+5. On hit: Target is pushed back 2 spaces.
When an attack misses you, your next attack is a crit.
1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.
- • Halberd Swipe.
Cone 2, 1d10+2 slashing. Can't miss.
- • Impaler.
2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.

Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- • Swift Fists (2x).
1d8+5
- • Backflip.
2d8+12. On hit: No longer prone. (Can only be used while prone)
Made by SanityWithIn for Monster Monday Week 17: City.
- • 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