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SanityWithIn

Orc Swordsman
Lvl 12 humanoid - Striker
120
Duelling Chains.

You and target enemy are bound by chains of fire. You deal double damage to each other.

Choose one:
  • Dancing Blade (2x).

    (Reach: 4) 2d8+5.

  • Pyroclasm.

    (Reach: 4, while bloodied) Others within reach take 2d20+10 fire damage (ignoring armor) or half on a DC 15 DEX save.

Novice Wizard
Lvl 2 humanoid - Ranged
25
Shield (1/round).

When hit by a single target spell: Redirect it to the nearest creature.

Choose one.
  • (3x) Magic Missile.

    1d6 (can't miss, can't crit).

Shadow Sorcerer
Lvl 6 Striker
60
Blood Sacrifice (1/round).

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.

Choose one:
  • Spray of Blood.

    (Reach: 4) 2d8+10. On hit: target is considered bloodied (spending 1 action to wash off ends).

  • Boiling Blood.

    (a bloodied target) 2d8+10 Fire damage (ignores Armor).

Lvl 8 humanoid - Ambusher
70
The Crows: Cunning Steps.

Moving does not trigger opportunity attacks.

Shadow Blend.

Invisible in Darkness.

Choose one:
  • Theft.

    Steal d88 Gold (or any unattended object).

  • Sucker Punch.

    1d20 (auto crits on attacks with advantage). On Crit: Dazed.

Lvl 5 humanoid - Skirmisher
8860
The Crows: Cunning Steps.

Moving does not trigger opportunity attacks.

Kinetic Leap.

Gain a Fly speed, you need to end movement on solid ground.

Choose Twice:
  • Legerdemain.

    (Reach: 6) Steal 2d8 Gold (or any unattended object).

  • Shove.

    (Range: 6) 1d4+5. On damage: Move the target primary die spaces.

Giant Rat
Lvl 4 large swarm of tiny beasts - brute - Aoe
H15
Sewer Monster: Filthy.

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

Swarm: Swarming.

A swarm can occupy another creature's space and vice versa.

On death.

Transforms into a .

  • Gnawing.

    2d4+4 against all enemies in this creatures space.

Giant Rat
Lvl 1 swarm of tiny beasts - Melee
H15
Sewer Monster: Filthy.

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

Swarm: Swarming.

A swarm can occupy another creature's space and vice versa.

  • Gnawing.

    1d4+2 against all enemies in this creatures space.

Monk
Lvl 6 humanoid - Controller
60
Flow like Water.

Melee attacks against you have disadvantage.

When missed: Knock the attacker prone.

Choose Twice:
  • Water Whip.

    (Reach: 4) 1d4+5 On hit: Move them adjacent to you.

  • Uppercut.

    1d4+5. On crit: Dazed and prone.

Level 4 Solo Water Spirit
M120
STR+ WIL-
Conduit.

Vulnerable to lightning. After taking lightning damage, your next attack deals +10 lightning damage.

After each hero's turn, choose one:
  • Slam.

    2d10. Deals +10 damage against hampered targets.

  • Water Slide.

    Move 8, enemies you passed through are restrained by junk (escape DC 12).

BLOODIED:

At 60HP, her Water Slide speed and DC increases by 2.

LAST STAND:

Ravine is dying! 40 more damage and she dies. Until then creatures within reach 4 are dazed by noxious fumes.

Flesh Golem
Lvl 10 construct - Melee
120
Conductor.

When hit by lightning damage: Become charged for 1 round instead. While Charged your attacks also damage the next closest enemy to your target.

Choose one:
  • Slam (2x).

    2d8+5.

  • Overload.

    (while charged) 2d8+10 to others within Reach 2 (ignoring metal armor).

Knight
Lvl 8 humanoid - Melee
H50
Oath of Embers.

When hit: Smolder the attacker, unless you challenged them.

Phoenix Stance.

When bloodied: Remove Smoldering from all enemies and gain that many uses of Searing Blade.

Choose Twice:
  • Challenge.

    Target creature and you are taunted by each other.

  • Scorching Blade.

    2d4+10. On Crit: Smoldering.

  • Searing Blade (0 Uses).

    2d20+10.

remixed from Autumn Knight
Druid
Lvl 8 humanoid - Controller
H50
Oath of Nature.

When hit: Restrain the attacker, unless you challenged them (escape DC 14 or any fire).

Choose Twice:
  • Challenge.

    Target creature and you are taunted by each other.

  • Verdant Blade.

    2d4+10. On Crit: Blinded (magical healing ends).