Vecinos de Emily
Zap! damage done to targets wearing or made of metal has an increased crit range (5-6).
- •Zap!1d6+6. (Range 8).
On crit: Zap! the nearest target up to 4 spaces away that has not been zapped this turn.
- •Give Me Your Metal!(Range 4).
(Metallic mail or plate only) DC 12 STR save or Restrained until the end of their next turn, or Incapacitated if already Restrained.
Metalmongers sometimes end up zapping their Defenders. Oops.
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Gain Advantage on all attacks while being adjacent to an ally.
- •Cleave.1d8+6.
OR:
- •Javelin.1d8+4 (Range 8).
Fire.
Allies automaticall save and take no damage from your spells.
- •Quarterstaff.
1d6+1 bludgeoning.
- •Devastating Bolt.
(Range: 2-12) 2d4+2 force. On crit: Target is knocked prone.
- •Fireball (2 Uses).
(3x3 area within range: 12) 8d6 fire. DC 11 Dex save for half.
Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.
Gain Advantage on all attacks while being adjacent to an ally.
Goblins and Bugbears within Reach 4 have their attack die increase 1 size.
- •Cleave.1d8+6.
Then:
- •Attack!
Command a bugbear or up to 2 goblins to make an attack.

As a reaction you may attack a hero damaged by an ally (1/round).
- •Shield Bash.1d6+3 bludgeoning..
On damage: Prone.
- •Longsword.1d8+3 slashing.
- •Shield Charge (1 Use).
Move up to 6 in a line. Then forcefully move an adjacent creature by the same distance. DC 13 STR save for half distance.
When in the dark, attacks against you have advantage and attacks you make have advantage.
When in the light, attacks against you have disadvantage and attacks you make have disadvantage.
You have Heavy armor in the light. You have vulnerability to damage in the dark.
- •Goo Mace (x3).1d6.
On hit: Inflicts one stack of Oozefected
- •Action Surge (once).
Lose 10 HP. Use Goo Mace again.
Can teleport to a metal object within 6 spaces instead of moving.
Animated Objcts within 3 spaces can Interpose attacks against you this turn.
(Range: 8) When an ally is attacked. Choose another creature within Range to swap places with your ally on a failed DC 13 WIL save (they become the new target).
- Shocking Bolt (2x).(Range: 8) 4d4.
Lightning. On crit: Dazed.
Made by SanityWithIn for Monster Monday Week 21: Constructs.