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.
- 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.
- 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.
Treat attacks against you that roll 2 as a miss.
- Swing.
2d4+10. on crit: Prone.
- • 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.