AMZGZoidberg
- •Short Hand.1d8+10 piercing
- •Long Hand.1d8 +10 Slashing.
(Reach 2)
- •Hit the Snooze Button.
(Reach 6) DC 15 WILL save or fall asleep to rhythmic ticking sound.
- •Time to Wake Up.4d6 Thunder.
(Reach 6) Bell rings loudly DC 15 STR save for half damage. Sleeping creatures within reach 12 awaken.
Can move through other creatures and objects but must end its turn in an empty space.
Vulnerable while in sunlight.
The shadow’s form is blurred across time. Attack rolls against it from more than 1 space away have disadvantage.
- •Time Dilation.2d6+4.
On Hit. Target slowed and can't take reactions until the end of next turn.
- •Temporal Wave.2d10.
(Range 2) AoE Shadow has heavy armor until next turn.
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
- •Swing Book.
Move 2, attack Reach 2 for 1d8+2. On damage: Grappled
- •Constricting Chain.
At 37HP, Attack a grappled character for 2d8+2.
- •Swing a Hero.
1d8+2, on damage: they are thrown at another hero within 6 spaces. Both make a DC 12 DEX save or take 1d8+2 damage and are knocked Prone, half damage on save.
At 37HP, Chained Library can use Sing a Hero ability. Swing Book gains Reach 6.
Chained Library is dying! 20 more damage and it dies. Until then, it's damage increases to 1d12 + 2
Can clear gaps up of up to 3 squares in a single jump. Always lands on its feet.
- Scratch.
1d4 + 1 Slashing damage
Advantage on saving throws against magical effects.
- Bite.1d4 + 1.
piercing damage.
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
- •Chained Book.1d8+1.
bludgeoning and target is grappled (escape DC 12)
- •Constricting Chain.8.
bludgeoning damage to a grappled creature.
Has Medium Armor for all magic attacks
Fairy Dragons can create any number of minor illusions at will and may become invisible at will.
- •Bite.1d8 + 2
- •Euphoria Breath.
(1/ encounter) Cone 3. DC 12 WIL save on failure target only has one action that must be used to move in a random direction.
Can communicate telepathically with its master.
- Goodnight Bite.1d4.
On crit DC12 strength save or target is unconscious.
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
The Broom doesn't provoke opportunity attacks.
- Clean Sweep.1d6+2.
bludgeoning
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
Rolls 1 die less when bloodied.
- Book Club.2d4 + 2.
Bludgeoning, cannot miss.
Advantage on INT based rolls and saving throws.
- •Lightning Blast.1d6+3 Lightning.
(Range 6)
- •Magic Shield.
(1/ round) Defend 10 points of damage.