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SanityWithIn

Lvl 8 beastfolk - Ranged
690
Goatfolk: Sure-Footed.

Can't be knocked prone or forcefully moved.

Gore Howler Clan: Frenzy.

Advantage on attacks while bloodied.

Choose one.
  • Arc Lightning.

    (Range: 12) 3d8+8. On hit: Also damages the next closest creature to your target. On miss: The lightning strikes you instead.

  • Blessing of the Great Goat.

    A bloodied ally gains Heavy Armor and +1 size category.

remixed from Mountain Goatman
Lvl 4 beastfolk - Melee
650
Goatfolk: Sure-Footed.

Can't be knocked prone or forcefully moved.

Gore Howler Clan: Frenzy.

Advantage on attacks while bloodied.

Choose one.
  • Ram.

    1d6+3. On damage: Knockback Primary Die spaces.

  • Claws (2x).

    1d6+3. On crit: Blinded 1 round.

Lvl 4 animal - Aoe
50
Drunkards: Drunk.

Falls Prone when missing with an attack.

Choose one.
  • Belch.

    2d6 poison damage. On hit: Drunk. Recharge Alefire.

  • Alefire (0 Uses).

    (Cone: 4) 2d6+10, or DC 13 DEX save for half.

Lvl 6 ratfolk - Ambusher
60
Ratfolk: Scurry.

Heavy armor against Opportunity Attacks.

Choose one:
  • Hook.

    2d4+10. On damage: Prone.

  • Kick to the Ribs.

    (prone target) d44.

Goblin Boss
Lvl 4 goblin - Support
M36
Crafty.

Does not provoke Opportunity attacks.

Cowardly Commander.

Force an adjacent ally to interpose for you (1/round).

  • Command.

    Command an ally to move up to 6 and attack. Then:

  • Stab.

    1d6+3 (or shoot, Range 8). On crit: Other goblins are Reckless for 1 round.

Lvl 12 large fiend - Ranged
120
Merciless Hunter.

Increase the die size of your attacks every time a target accepts your offer (up to d20).

Chameleon Skin.

When hit: Turn invisible until you attack.

  • Hellfire Bolt.

    (Ranged: 10) 4d8+10 (can't be interposed). Then:

  • I offer you Respite!

    Offer to attack someone else.

Flying Hammer
Lvl 2 hazard
030
Static Threat.

The first time in a turn a creature enters your reach they are hit by a Flurry of Flails.

  • Flurry of Flails.

    (all adjacent creatures) 2d8.

remixed from Toxic Fumes
Orc Warrior
Lvl 3 orc - Controller
34
Gladiator: Death and Glory.

The first time you die, reset to 1 HP instead. At the end of your next turn die.

  • Heavy Net.

    (Reach 2) 1d6. On hit: Grappled. Then:

  • Trident.

    (Reach 2) 1d6v+2.

Dwarf Cleric
Lvl 7 Melee
H40
Rune of Blasting (1 Use).

The first enemy that attacks you in melee takes 10 Fire damage and is knocked back 6 spaces.

  • Runic Hammer of Giant Impact.

    1d4+20. On Crit: Knockback 6 spaces.

Crimson Path: Blood Sacrifice (1/round).

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

Blood Ritual.

When all your minions have died: Ascend into your Fiendish Form.

Choose one.
  • Noxious Bolt.

    (Ranged: 6) 2d6+10 On Crit: Dazed.

  • Touch of Decay.

    (Only in fiendish form) d66 necrotic.

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).