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 3 small animal - skirmisher

630
Agile.Immune to Opportunity Attacks.
Mimicry (1/round).If a cheeky parrot hears a tier 1 or lower spell being cast, it learns the spell (It starts combat knowing Vicious Mockery).
ACTIONS: Choose one.
  • Rah! bracadabra.Cast a spell learned via Mimicry.
  • Peck.1d6+3.

Made by SanityWithIn for Monster Monday Week 26: Island.

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 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 10 large humanoid (giant) - artillery/brute

Ettin
M90
Two heads are better than one.Ettins ignore blindness and mind affecting conditions that last 1 turn or less.
ACTIONS: Choose one for each head.
  • (H1) Battle Mace.1d10+5 bludgeoning.
  • (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
  • (H1) Taunt.(Reach: 8) taunt a hero in reach.
  • ....................................................................
  • (H2) Flaming Fist.2d6+3 fire.
  • (H2) Flame Dart.(Range: 2-8) 1d10+5 fire.
  • (H2) Pyroclasm (1 Use).(Reach: 3) Other creatures within reach take 6d10 fire or half on a DC 15 DEX save.

Made by SanityWithIn for Monster Monday Week 11: Duality.

Lvl 10 large humanoid (giant) - artillery/brute

Ettin
M80
Two heads are better than one.Ettins ignore blindness and mind affecting conditions that last 1 turn or less.
ACTIONS: Choose one for each head.
  • (H1) Battle Mace.1d10+5 bludgeoning.
  • (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
  • (H1) Taunt.(Reach: 8) taunt a hero in reach.
  • ....................................................................
  • (H2) Zap.(Range: 2-12) 2d8+8 lightning. On miss. Deals the damage to itself.
  • (H2) Heal.(Reach: 4) heal 2d6+5.
  • (H2) Mass Heal (1 Use).(Reach: 3) Allies within reach heal 4d6 and 1 negative condition.

Made by SanityWithIn for Monster Monday Week 11: Duality.

Lvl 5 humanoid

38
Spirit Guardians.(Reach: 3) At the end of your turn deal 10 necrotic to enemies within reach.
ACTIONS:
  • Inflict Wounds.2d10 necrotic.

Lvl 5 humanoid - leader

60
ACTIONS: Choose one.
  • Create.(Reach: 6) Summon 2 Skeleton Minions (size: d4) within reach.
  • Improve.(Reach: 6) Turn target Skeleton Minion into a lvl 1/2 Zombie.
  • Perfect.(Reach: 6) Turn target Zombie into a Ghoul (It gains +5hp and Sickening Claw)

(Sickening Claw. 1d4+8. On damage: Dazed.) Made by SanityWithIn for Monster Monday Week 29: Support.

Lvl 15 huge giant - controller

8160
Damage Interactions.Cold (I), Fire (V)
ACTIONS: Choose one.
  • Freezing Ray (2x).(Range: 12) DC 18 STR save or 3d6+12 cold and restrained 1 turn.
  • Snowblind.(Reach: 2) 6d6+12. On hit: Blinded 1 turn.
  • Glacier Strike (2 Uses).(2x2 area in range: 12) d66 bludgeoning to creatures in that area. Creatures adjacent to that area take half a smuch. The entire area permanently becomes difficult terrain.

Made by SanityWithIn for Monster Monday Week 15: Arctic.

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.

Lvl 5 humanoid (goblinoid) - artillery

25
Resistances.Fire.
Army Arcana.Allies automaticall save and take no damage from your spells.
ACTIONS: Choose one.
  • Quarterstaff.1d6+1 bludgeoning.
  • Devastating Bolt.(Range: 2-12) 2d4+2 force. On crit: Target is knocked prone.
  • Fireball (2 Uses).(3x3 area within range: 12) 8d6 fire. DC 11 Dex save for half.

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 15 outsider - controller

160
Shapeshifter.Rakshasa can change their shape to any humanoid at will. The Illusion can only be pierced with True Sight.
Lesser Magic Immunity.Unaffected by Cantrips.
Major Illusion (1/round).When you would be hit you may instead teleport 6 spaces (where you really were all long!).
ACTIONS: Choose one.
  • Claw (2x).3d6+10 On Crit: Confused 1 turn (the GM spends your first action).
  • Horrific Visions.(3x3 area in Reach: 6) DC 17 INT save or frightened and d66 psychic, half on save.
  • Dominate.DC 17 WIL save or you spend 3 actions, 2 actions on save. (Cannot spend resources, they regain spent actions afterwards.)

Made by SanityWithIn for Monster Monday Week 25: Pride.

Lvl 10 large elemental - controller

Salamander
690
Heated Body.Fire (I), Cold (V). Grappled and Riding creatures take 5 fire damage every turn.
ACTIONS: Choose one.
  • Tail.(Reach: 2) 2d6+3. On hit: Grappled.
  • Lavalash.(Line: 8) 6d6 fire or half on DC 15 DEX save. Leaves cracked ground.
  • Eruption.d66 fire to creatures on cracked ground, or half on DC 17 DEX save. Removes cracked ground.

Made by SanityWithIn for Monster Monday Week 23: Volcano.

Lvl 3 fey - controller

30
Magic Resistance.Heavy Armor against magical attacks and advantage on saves against spells.
ACTIONS: Choose one.
  • Frightening Strain.1d4 psychic. On crit: Frightened 1 turn.
  • Gentle Lullaby.DC 13 WIL save or Dazed 2.
  • Ram.2d4+1 piercing.

Made by SanityWithIn for Monster Monday Week 12: Fey.

Lvl 7 humanoid - controller

68
Shadow Trap (1 use).When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).
ACTIONS: Choose one.
  • Summon Shadows.(When there are no Shadows) Summon 4 Shadow minions.
  • Command.Command your shadows to move 6 then attack (Reach 1, 1d12 each).

Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.

Lvl 10 abberation - artillery

1242
Damage Interactions.Lightning (R)
Abberrant Mind.Advantage on INT and WIL saves.
ACTIONS: Choose one.
  • Arc Lightning.(Range: 12) 3d8 lightning. Also strike the next closest magnetized target. If this attack misses Star Lord takes the damage instead.
  • Magnetic Discharge.(Range: 6) 2d8+8 lightning to a hero and all other creatures within 2 spaces. Can only be cast on a magnetized target, ending the condition.
  • Magnetokinesis (1 Use).(Reach: 12) forcefully move a magnetized target 6 spaces.

Made by SanityWithIn for Monster Monday Week 6: Gravity.

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.