byteslicer

Any time you have a creature grappled, spend your turn dragging it toward your lair.
- Bite.2d8+1.
On hit: Grappled.

Immune to Poison.
- Dripping Thorns (Range 6).1d6+2.
On hit: Lethargic until healed by Mire Breath Lichen potion.
When you hit a Distracted target, automatically crit and deal +1d6 damage.
- •Poison Dagger (2x).1d4+4.
On hit: Poisoned until healed.
- •Clowder.
Taunt a target until the end of your next turn, or it is damaged.
- •Rift Coat.
"Teleport" 6 within sight, then Poison Dagger with Surprise Attack. (1/encounter)
Attacks the enemy with the most magical items.
- Pincers.2d10+2.
On crit: Grappled
When you hit a Distracted target, automatically crit and deal +1d6 damage.
- •Claw or Dagger (2x).1d4+4
- •Clowder.
Taunt a target until the end of your next turn, or it is damaged.
- •Smoke Bomb.
Fill a 4x4 area with smoke for 4 rounds, granting Cover. DC 10 WIL save or enemies Dazed. Then, move 8. 1/encounter.
As a Reaction whenever an enemy enters the space directly behind you, make a 1d6 attack. On crit: Dazed.
- •Grandpap's Pitchfork.
Move 6, attack for 2d6+2 (Reach 2)
- •Chomp.
Rip an enemy's weapon from their hands and make two attacks against them with it! DC 12 Might check to retrieve weapon.
When Horn Head Boss Beard is reduced to 37 HP, he bleats loudly for nearby Goatlins to join the fight. They do not.
Horn Head Boss Beard is dying! 20 more damage and he dies.
As a Reaction whenever an enemy enters the space directly behind you, make a 1d6 attack. On crit: Dazed.
- •Headbutt.
Move in a straight line up exactly 6 spaces, knocking anyone in the path Prone. THEN:
- •Billy Club (2x).1d6+1
The slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- •Smash.4d6+6
- •Engulf.
Absorb the target, Restraining them. Unerringly deal 4d6 damage at beginning of target's turn. DC 12 STR save to escape.
The slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Smack.2d6+6
The slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Tap.1d6
The slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Slap.1d6+2