C

can opener

Lvl 3 hazard
  • Swap Fate.

    (1/round) Reverse the number on any rolled dice (e.g. an 18 on a d20 becomes a 3, and a 1 on a d6 becomes a 6)

Lvl 4 small stoatling
50
Stoatling: Ferocious.

Attacks against and from larger creatures deal 5 extra dmg per size category difference.

Strength in numbers.

For each adjacent ally gain an advantage on all attacks. Disadvantage if no adjacent allies.

  • Stab.

    2d6, Vicious. On crit: poisoned (healing ends)

remixed from Stoatling warrior
Lvl 2 small stoatling
30
Stoatling: Ferocious.

Attacks against and from larger creatures deal 5 extra dmg per size category difference.

Choose one.
  • Shortbow.

    (Range 8) 2d6

  • Web shot.

    (If surrounded by at least 3 allies) 2d6 On hit: restrained (escape DC 11)

Lvl 2 small stoatling
35
Stoatling: Ferocious.

Attacks against and from larger creatures deal 5 extra dmg per size category difference.

Strength in numbers.

For each adjacent ally gain an advantage on all attacks. Disadvantage if no adjacent allies.

  • Stab.

    1d6, Vicious.

Lvl 1/3 hazard
  • When you go through this door roll a DC15 DEX save. On fail you trip and fall prone, using up all of your remaining movement.

Lvl 4 wizard
40
Flame/Frost Shield.

Attackers against you take 2 dmg. When crit, the shield breaks for the rest of combat.

  • Flame Bolt.

    (2x) (Flambard only) Range 8. 1d8+2 On crit: attacks against you have advantage until your next turn.

  • Ice Lance.

    (Barrold only) Range 12. 2d8+5 On hit: Slowed

Lvl 2 furniture
H20
Inanimate object.

Go first in combat, but only do 1 thing (move OR attack)

  • SLAM.
Lvl 2 hazard

While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)

  • FAIL.

    If you accidentally speak a word with multiple syllables, immediately take 20 dmg.

  • Anti-magic.

    At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.

    1 Fire

    2 Ice

    3 Lightning

    4 Wind

    5 Radiant

    6 Necrotic

    7 Earth

    8 No effect

Lvl 2 hazard
1
Inanimate Object.

Reduce all damage taken by 10 (except fire dmg)

  • BOOM!

    When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.

Lvl 2 hazard
1
  • Interfere.

    (Reach 3). Take 1d8 dmg when you cast a spell.

  • Dispel.

    (Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.

Old armor.

Heavy armor against all attacks with disadvantage.

  • Stab (2x)..

    On damage: poisoned (healing ends).