T

theleftmouseknop

Lvl 8 humanoid - Defender
H55
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Stab. (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

  • Heal.10.

    Heal an adjacent target.

remixed from Holy Guard
Lvl 8 humanoid - Controller
91
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Ice Lance. cold or piercing damage (range 12).

    On hit: Slowed.

  • Snowblind..

    On hit: Blinded until the end of their next turn.

  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Magic Guard
Lvl 8 humanoid
M73
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Stab (2x). (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Regular Guard
Lvl 6 humanoid - Controller
68
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Ice Lance. cold or piercing damage (range 12).

    On hit: Slowed.

  • Snowblind..

    On hit: Blinded until the end of their next turn.

  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Regular Guard
Lvl 6 humanoid - Defender
H41
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Stab. (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

  • Heal.10.

    Heal an adjacent target.

remixed from Regular Guard
Lvl 3 humanoid
M33
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Stab. (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

remixed from Regular Guard
Lvl 6 humanoid
M54
Guards: skilled ears.

advantage on perception checks that use sound. whenever a language other than common is spoken, roll a d20 to see if they understand it. DC 10 for common languages, DC 15 for uncommon ones.

Choose one.
  • Stab (2x). (or throw, range 8)
  • Handcuff.

    Contested STR check or Grappled. if successful, the targets hands are bound behind their back.

Lvl 4 humanoid - Striker
34
Choose one.
  • stab. (or shoot, range 8).

    on crit: deal +13 damage if the enemy is distracted.

Lvl 4 human
49
Choose one.
  • Blustery Gale. bludgeoning..

    (range 12) advantage against flying, Small, or Tiny targets. On hit: Move a Med target 2 spaces away; Small/Tiny twice as far; Large half as far (round down). For each die you would roll due to forced movement from this spell, deal +5 damage instead.

  • Razor Wind. slashing.

    (range 12) Vicious. Also damages up to 1 adjacent target.

  • Breath of Life.

    (range 6) Restore 1 HP to a Dying creature.

Swarm: Swarm.

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat.

Choose one.
  • Mind Flood (x2). + 5 psychic.

    (reach 0, ignores armor)

  • Command: Approach. psychic or half on a DC 12 WIL save.

    (range 12, cannot be Defended or Interposed against) on fail: the target must immediately move as close to the swarm as possible. then: Mind Flood.

  • Command: Halt. psychic or half on a DC 12 WIL save.

    (range 12, 1 use, cannot be Defended or Interposed against) on fail: the target is restrained.