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can opener

Lvl 5 humanoid
H40
Roll Around.

(While prone) When hit, the attacker's next roll will be a 1 and they will have bad luck for 1 day (up to GM what this does)

Choose one.
  • Roar of the Bells.

    (if standing) Fall prone. Every creature in Reach 2 is Taunted

  • Mace..

    On crit: taget's next attack has advantage.

Lvl 3 undead
35
Unliving, Undying.

The first time this dies, reset to 1 HP instead.

Dance of death.

On death: all allies move 6, ignoring opportunity attacks.

  • Irresistible Dance.

    All enemies that can see it make a DC 16 WILL save. For every 5 you fail by spend 1 action dancing.

Lvl 6 snake
60
Perplexing Glare.

At the end of their turns heroes must roll 1d4 to decide the number of actions they have in the next round.

Choose one.
  • Tail Whip..

    On hit: target is vulnerable to the next attack.

  • Bite.
Level 10 Solo monster from the stars
999
ALL+
Fading.

Dies in 10 turns.

Shifting.

Upon losing HP, deal that much less dmg next turn.

After each hero's turn:
  • Skewer.

    (Hero that attacked it last) 40+number of turns dmg.

Lvl 4
40
Empty your pockets!

On death: drop all the GP stolen+2d4

Do the following Actions in order:
  • Turn 1: Mug. dmg..

    Steal GP equal to the damage dealt.

  • Turn 2: Lunge. dmg..

    Gain temp HP and steal GP equal to the damage dealt.

  • Turn 3: Smoke bomb and RUN!

    Escape from combat.

Lvl 4 humanoid
50
  • Net trap...

    Restrains target if not defended against (Escape DC12)

Lvl 3 humanoid
40
  • Yoink...

    Steal 2xhero LVL GP if not defended against.

Lvl 5 humanoid
60
  • Twist the knife...

    Deals double damage if not defended against

Lvl 8 shapechanger
70
Shapeshifting.

When a creature misses an attack against you, it instead hits it's closest ally.

Mind Reading.

Every turn, everyone's first attack against you has disadvantage.

  • Lure.

    (Reach 6). DC 14 INT save. On fail: target moves 4 spaces in a direction of your choosing. Then:

  • CHOKE...

    Double dmg if target moved adjacent to you this round.

Lvl 7 magical ooze
840
Regenerative Runes.

Heal to max HP at the end of your turn

  • Absorb and Reflect.

    Everyone in Reach 3 takes dmg equal to the HP you've lost this round.

Lvl 2 excrement
35
Filthy.

Dealing damage to a bloodied or wounded creatures makes them Sick until they make camp or safe rest.

  • Throw shit.

    (Range 8). 2d6+5. On hit: taunt the target, AND on crit: blind the target until they spend an action cleaning up.

Lvl 1 humanoid
25
Pickpocket.

Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.

FLEE.

First time you fall below 10HP, immediately move 6.

  • Stab.

    2d8. On damage: move 4.