Humanoids/NPCs

Lvl 3 humanoid - soldier/leader

M20
ACTIONS: Choose twice.
  • Mace to the face.1d8+2. On crit: Dazed.
  • Shield of Faith.(Reach: 6) Target gains Heavy Armor (concentration: Up to 1 min).

Made by SanityWithIn for Monster Monday Week 29: Support.

Lvl 10 humanoid - skirmisher

875
Shadow Stance.Teleport 8 after being hit.
Pheonix Stance.Attacks deal 3 extra fire damage.
ACTIONS: Choose twice.
  • Enter Stance (2 Uses).Enter Shadow or Phoenix Stance (concentration: Up to 1 min).
  • Viper Strike.2d6+2 slashing. On damage: Poisoned (DC 15 STR save ends).
  • Searing Blade.2d6+7 fire.

Made by SanityWithIn for Monster Monday Week 24: Magic.

Lvl 1/2 humanoid - brute

Drunkards
18
Drunk.Falls prone when missing with an attack.
ACTIONS:
  • Improvised Weapon.1d6+3. On crit: The weapon breaks.

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 1/4 humanoid - minion

Drunkards
1
Drunk.Falls prone when missing with an attack.
ACTIONS:
  • Punch.1d4 (follows minion rules).

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 5 humanoid - brute

Drunkards
50
Drunk.Falls prone when missing with an attack.
Drunken Master.Ignores disadvantage on all attacks and has Heavy Armor while prone.
ACTIONS: Choose one.
  • Swift Fists (2x).1d8+5
  • Backflip.2d8+12. On hit: No longer prone. (Can only be used while prone)

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 3 humanoid - controller

Drunkards
33
Drunk.Falls prone when missing with an attack.
ACTIONS: Choose one.
  • Razorwind.1d4+2 slashing (Vicious) Also damages up to 1 adjacent target.
  • Grease.(2x2 area in Range: 6) DC 10 DEX save or prone.

Made by SanityWithIn for Monster Monday Week 17: City.

Lvl 6 humanoid (dwarf) - brute

580
Intensifying Fury.Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.
ACTIONS: Choose one.
  • Adamant Rage (3 Uses).Gain Heavy Armor for 1 round.
  • Axe Swing.1d12+4 slashing.
  • Side Axe (2 Uses).(Range: 2-4) 1d6+4 slashing.

Made by SanityWithIn for Monster Monday Week 3: Humanoids/NPCs.

Lvl 3 humanoid - controller

30
Flour Explosion.Flour Clouds explode for 5 fire damage when ignited.
ACTIONS: Choose one.
  • Flour Cloud.(2x2 area in Range: 8) creatures within a flour cloud are blinded.
  • Flame Dart (2x).(Range: 8) 1d10+2 fire.

Made by SanityWithIn for Monster Monday Week 32: Laboratory.

Lvl 5 small humanoid (gnome) - controller

45
Fata Morgana (1/round).When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).
ACTIONS: Choose one.
  • Colorful Ray (2x).(Range: 8) DC 13 INT save or Blinded 1 turn.
  • Dreadful Vision.(Others in reach: 4) DC 13 INT save or Frightened 1 turn.

Made by SanityWithIn for Monster Monday Week 16: Illusion.

Lvl 8 small humanoid (gnome) - artillery

60
Alternative Movement.Shadowstep 6.
Tormentor.Enemies suffering from a condition roll their saves with disadvantage against you.
ACTIONS: Choose one.
  • Ignite?(Range: 8) 4d10 psychic or half on a DC 14 INT save.
  • Fireball? (2 Uses).(3x3 area in range: 8) d44 psychic or half on DC 14 INT save.

Made by SanityWithIn for Monster Monday Week 16: Illusion.

Level 7 Solo Reaver
M225
ALL+
Darkness my old friend.When damaged: Summon 1 shadow minion (size 1d12, on damage:Dazed); they only act when commanded.
ACTIONS: After each hero's turn, choose one.
  • Summon Bonescythe.Move 6, then deal 5 damage to yourself. Gain 1 use of Reap.
  • Reap (0 Uses).(Reach: 2) 2d12+15 necrotic.
  • Hollow like me.Command all your shadow minions to move up to 6 spaces and attack once each.

BLOODIED: At 100HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.

LAST STAND: Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.

Lvl 1 humanoid - brute

Pirates
26
Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass (2x).1d6+2.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 4 humanoid - leader

Pirates
40
Dirty Fighting.Attacks daze on crit.
Parry.Treat attacks against you that roll 2 as a miss.
ACTIONS: Choose one.
  • Cutlass (2x).1d6+4.
  • Flintlock (1 Use).(Reach: 4) 3d6+10 (any die can crit).
  • All hands on deck!Call 2 Sailor Minions to the fight.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 3 humanoid - soldier

Pirates
40
Dirty Fighting.Attacks daze on crit.
Parry.Treat attacks against you that roll 2 as a miss.
ACTIONS: Choose one.
  • Cutlass (2x).1d6+4.
  • Taunt.(Reach: 6) Target is taunted.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 3 humanoid - controller

Pirates
30
Dirty Fighting.Attacks daze on crit.
Wind Barrier.Heavy armor against ranged attacks.
ACTIONS: Choose one.
  • Gale (2x).(Range: 12) 1d4+3 slashing. On damage: Knockback Primary Die spaces.
  • Sweep (1 Use).(2x2 area in Range: 12) DC 11 STR check or prone.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 2 humanoid - artillery

Pirates
26
Dirty Fighting.Attacks daze on crit.
Alternative Movement.Climb 6.
ACTIONS: Choose one.
  • Crossbow.(Range: 8) 4d4+2.
  • Dagger (2x).1d4+2.

Made by SanityWithIn for Monster Monday Week 26: Island.

Level 3 Solo Drunken Fist (and also a Dragon)
M100
DEX+
Drunk.Falls prone when missing with an attack.
Drunken Master.Ignores disadvantage on all attacks and has Heavy Armor while prone.
ACTIONS: After each hero's turn, move 6 and choose one.
  • Dragon Fist.1d4+12 slashing. On crit: Enemies adjaent to the target take 5 fire damage.
  • Belch.Daze an adjacent target. DC 11 STR save or become drunk.
  • Fire Belch (0 uses).(Cone 4) DC 11 DEX save or 3d10+5 fire, half on save.

BLOODIED: At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.

LAST STAND: Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage.

Lvl 1/3 humanoid - brute

Pirates
15
Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass.1d6+3.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 1/4 humanoid - minion

Pirates
1
Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass.1d6 (does not explode on crit).

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 10 humanoid - skirmisher

875
Mind Stance.Add +1 to primary die rolls.
Wind Stance.Attacks become Reach: Line 6.
ACTIONS: Choose twice.
  • Enter Stance (2 Uses).Enter Mind or Wind Stance (concentration: Up to 1 min).
  • Perfect Strike.1d8+6. Can't be defended against.
  • Comet Strike.1d4+12. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 24: Magic.

Lvl 10 humanoid - skirmisher

80
Beastshift.Has Flying in avian form and Medium Armor in lupine form.
ACTIONS: Choose one.
  • Air Cutter (2x).(Range: 12) 2d4+5 slashing.
  • Thunderfang.2d8+10 lightning (ignoring metal armor).
  • Windshift (1 Use).(Reach: 3) Others in reach are knocked back 4 spaces and take d44 slashing or half on a DC 13 DEX save. Shift into avian Form.
  • Lightningshift (1 Use).(3x3 area in Range: 12) Teleport to a space within the area. Others in the area take 4d8+8 lightning. Shift into lupine form.

Made by SanityWithIn for Monster Monday Week 24: Magic.

Level 6 Solo Human
M150
DEX+ WIL++
Summon Rats.At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.
Encore (1 Use).Force a creature to repeat its last action for free. You may choose new targets.
ACTIONS: After each hero's turn, move 4 then choose one.
  • Command.Command your rat minions to move and attack.
  • Vicious Threat (2x).(Range: 12) 2d4+4 psychic. On hit: Frightened for 1 turn.
  • Captivating Melody (1 Use).(Others in Reach: 6) DC 13 INT save or Confused 1 turn (the GM spends your first action).
  • Reprise.Recharge one of your limited use abilities.

BLOODIED: At 75HP summon two 1d4 rat minions for every hero.

LAST STAND: The Pied Piper is dying! 60 more damage and he dies. Until then creatures frightened or confused by him gain the other condition as well.

Made by SanityWithIn for Monster Monday Week 20: Sound.

Lvl 6 humanoid - controller

60
Sparkstep.Can teleport to a metal object within 6 spaces instead of moving.
Protect Me (1/round).Animated Objcts within 3 spaces can Interpose attacks against you this turn.
Electrickery (1 Use).(Range: 8) When an ally is attacked. Choose another creature within Range to swap places with your ally on a failed DC 13 WIL save (they become the new target).
ACTIONS:
  • Shocking Bolt (2x).(Range: 8) 4d4 Lightning. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 21: Constructs.