Dangerous City

Lvl 8 shapechanger

70
Shapeshifting.

When a creature misses an attack against you, it instead hits it's closest ally.

Mind Reading.

Every turn, everyone's first attack against you has disadvantage.

  • Lure.

    (Reach 6). DC 14 INT save. On fail: target moves 4 spaces in a direction of your choosing. Then:

  • CHOKE.2d10+5.

    Double dmg if target moved adjacent to you this round.

Devious shapeshifters that take on the appearance of other humanoids, luring victims to their doom with mind reading and disguise.

Lvl 3 small goblin

40
Finally silence.

On death: all alies in 30 ft. Immediately attack for free.

  • Pipes of ear hurt.

    All enemies in 6 spaces DC11 WILL save or must spend action moving away from you.

Lvl 1 humanoid

M20
Strength in numbers.

+1d6 dmg for each adjacent guard.

  • Stab.

    (Reach 2) 1d6.

Lvl 4 humanoid

50
ATTACK!

When allies are attacked, they immediately counterattack for free.

  • BAD FORM!

    Give an ally advantage on all attacks for a round. OR:

  • Let me show you how it's done.

    (if there are no alive allies that can be instructed) 2d6+20

Lvl 2 excrement

35
Filthy.

Dealing damage to a bloodied or wounded creatures makes them Sick until they make camp or safe rest.

  • 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.

Lvl 2 humanoid

30
The art of distraction.

All attacks on him have disadvantage and cannot have advantage.

  • Mind reading.

    Give an ally advantage. Then:

  • Sword swallow.

    1d8. On hit: swallow a weapon until end of combat.

Lvl 1 humanoid

25
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.

  • Stab.

    2d8. On damage: move 4.