Rival Heroes or Squadmates
- •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.

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.
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.
(1 Use) Reroll a miss.
Ignore difficult terrain. Immune to opportunity attacks.
- Flurry of Blows (3x).1d4+2.
On 3 hits: Prone.
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.
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.
Melee hits against you knockback 4 spaces.
- •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.
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!
- •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

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.

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