Dangerous City
Finally silence.On death: all alies in 30 ft. Immediately attack for free.
ACTIONS:
- Pipes of ear hurt.All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.
Strength in numbers.+1d6 dmg for each adjacent guard.
ACTIONS:
- Stab.(Reach 2) 1d6.
ATTACK!When allies are attacked, they immediately counterattack for free.
ACTIONS:
- BAD FORM!Give an ally advantage on all attacks for a round.
Filthy.Dealing damage to a bloodied or wounded creatures makes them sick until they make camp or safe rest. [Sick: Roll HD with disadvantage.]
ACTIONS:
- Throw shit.(Range 8). 2d6+5. On hit: taunt the target, AND on crit: blind the target until they spend an action cleaning up.
Found in sewers of big cities, they are usually animated by leftover magic or a fucked up wizard and a nightmare for heroes to fight.
The art of distraction.All attacks on him have disadvantage and cannot have advantage.
ACTIONS:
- Mind reading.Give an ally advantage.
- Sword swallow.1d8. On hit, swallow a weapon until end of combat.
Pickpocket.Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
FLEE.First time you fall below 10HP, immediately move 6.
ACTIONS:
- Stab.2d8. On damage: move 4.