Humanoids/NPCs
Lvl 3 humanoid - soldier/leader
- •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
Teleport 8 after being hit.
Attacks deal 3 extra fire damage.
- •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
DrunkardsFalls Prone when missing with an attack.
- Improvised Weapon.1d6+3.
On crit: The weapon breaks.
Made by SanityWithIn for Monster Monday Week 17: City.
Lvl 1/4 humanoid - minion
DrunkardsFalls Prone when missing with an attack.
- Punch.1d4
(follows minion rules).
Made by SanityWithIn for Monster Monday Week 17: City.
Lvl 5 humanoid - brute
DrunkardsFalls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •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
DrunkardsFalls Prone when missing with an attack.
- •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
Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.
- •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
Flour Clouds explode for 5 fire damage when ignited.
- •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
When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).
- •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
Shadowstep 6.
Enemies suffering from a condition roll their saves with disadvantage against you.
- •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.
When damaged: Summon 1 shadow minion (size 1d12, on damage: Dazed); they only act when commanded.
- •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.
At 100 HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.
Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.
Attacks have: On Crit: Dazed.
- Cutlass (2x).1d6+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 4 humanoid - leader
PiratesAttacks have: On Crit: Dazed.
Treat attacks against you that roll 2 as a miss.
- •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
PiratesAttacks have: On Crit: Dazed.
Treat attacks against you that roll 2 as a miss.
- •Cutlass (2x).1d6+4.
- •Taunt.
(Reach: 6) Target is taunted.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 3 humanoid - controller
PiratesAttacks have: On Crit: Dazed.
Heavy armor against ranged attacks.
- •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
PiratesAttacks have: On Crit: Dazed.
Climb 6.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •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.
At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.
Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage.
Attacks have: On Crit: Dazed.
- Cutlass.1d6+3.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 1/4 humanoid - minion
PiratesAttacks have: On Crit: Dazed.
- Cutlass.1d6 (does not explode on crit).
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 10 humanoid - skirmisher
Add +1 to primary die rolls.
Attacks become Reach: Line 6.
- •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
Has Flying in avian form and Medium Armor in lupine form.
- •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.
At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.
Force a creature to repeat its last action for free. You may choose new targets.
- •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.
- •Reprise.
Recharge one of your limited use abilities.
At 75 HP summon two 1d4 rat minions for every hero.
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
Can teleport to a metal object within 6 spaces instead of moving.
Animated Objcts within 3 spaces can Interpose attacks against you this turn.
(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).
- Shocking Bolt (2x).(Range: 8) 4d4
Lightning. On crit: Dazed.
Made by SanityWithIn for Monster Monday Week 21: Constructs.