can opener
(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)
- •Roar of the Bells.
(if standing) Fall prone. Every creature in Reach 2 is Taunted
- •Mace.3d6+5.
On crit: taget's next attack has advantage.
The first time this dies, reset to 1 HP instead.
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.
At the end of their turns heroes must roll 1d4 to decide the number of actions they have in the next round.
- •Tail Whip.1d8+5.
On hit: target is vulnerable to the next attack.
- •Bite.2d8+10
Dies in 10 turns.
Upon losing HP, deal that much less dmg next turn.
- Skewer.
(Hero that attacked it last) 40+number of turns dmg.
On death: drop all the GP stolen+2d4
- •Turn 1: Mug.3d6+6 dmg..
Steal GP equal to the damage dealt.
- •Turn 2: Lunge.2d6+6 dmg..
Gain temp HP and steal GP equal to the damage dealt.
- •Turn 3: Smoke bomb and RUN!
Escape from combat.
- Net trap.2d8+6..
Restrains target if not defended against (Escape DC12)
- Twist the knife.2d8+4..
Deals double damage if not defended against
When a creature misses an attack against you, it instead hits it's closest ally.
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.2d10+5..
Double dmg if target moved adjacent to you this round.
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.
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.
Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
First time you fall below 10HP, immediately move 6.
- Stab.
2d8. On damage: move 4.