C

can opener

Old armor.

Heavy armor against all attacks with disadvantage.

  • Stab (2x)..

    On damage: poisoned (healing ends).

Sandstone Golem
Lvl 4 stone construct
H320
Regenerative Core.

Can only be killed by a critical hit (remains at 1HP otherwise).

Choose one.
  • Slam.

    1d10+4 to all adjacent creatures

Lvl 7 large chimera - Ambusher
880
Choose one.
  • Swipe.
  • Water Breath.

    (1 use) 2d8+15 to everyone in it's tunnel.

  • Tail Swipe.

    Collapses the tunnel behind itself. Heroes in it are burrowed.

Lvl 1 human rat hybrid
25
The greatest chef.

If the heroes don't kill him, will cook them a meal that can heal 2 hit die worth of HP when consumed.

  • Cleaver slice..

    OR:

  • Healing sandwich (1 use).

    Revive an ally back to 10HP

  • Cheer.

    The most entertaining person last round adds an extra die to their next attack. Then:

  • Boo.

    (at someone that dealt no damage last turn) They must spend all their actions attacking

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.