theleftmouseknop
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.
- •Stab.2d8+12 (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.
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.
- •Ice Lance.1d6+6 cold or piercing damage (range 12).
On hit: Slowed.
- •Snowblind.1d6+6.
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.
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.
- •Stab (2x).2d8+5 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
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.
- •Ice Lance.1d6+3 cold or piercing damage (range 12).
On hit: Slowed.
- •Snowblind.1d6+3.
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.
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.
- •Stab.2d8+9 (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.
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.
- •Stab.1d8+4 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
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.
- •Stab (2x).1d8+7 (or throw, range 8)
- •Handcuff.
Contested STR check or Grappled. if successful, the targets hands are bound behind their back.
- stab.1d4+4 (or shoot, range 8).
on crit: deal +13 damage if the enemy is distracted.
- •Blustery Gale.3d4 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.1d4 slashing.
(range 12) Vicious. Also damages up to 1 adjacent target.
- •Breath of Life.
(range 6) Restore 1 HP to a Dying creature.
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.
- •Mind Flood (x2). 1d8 + 5 psychic.
(reach 0, ignores armor)
- •Command: Approach.1d4 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.1d4 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.