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.

    2d8+12 (or throw, range 8)

  • • Handcuff.

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

  • • Heal.
    1. 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.

    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.

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).

    2d8+5 (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.

    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.

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.

    2d8+9 (or throw, range 8)

  • • Handcuff.

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

  • • Heal.
    1. 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.

    1d8+4 (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).

    1d8+7 (or throw, range 8)

  • • Handcuff.

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

Lvl 4 humanoid - Controller
41
Bandits: Parry.

Treat attacks against you that roll 2 as a miss.

Choose one.
  • Swing.

    2d4+10. on crit: Prone.

Lvl 4 human
49
Choose one.
  • • 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.

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).

    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.