Dangerous City
Lvl 4 humanoid
- Net trap.2d8+6.
Restrains target if not defended against (Escape DC12)
Lvl 8 shapechanger
When a creature misses an attack against you, it instead hits it's closest ally.
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
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
+1d6 dmg for each adjacent guard.
- Stab.
(Reach 2) 1d6.
Lvl 4 humanoid
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 4
On death: drop all the GP stolen+2d4
- •Turn 1: Mug.3d6+6 dmg.
Steal GP equal to the damage dealt.
- •Turn 2: Lunge.2d6+6 dmg.
Gain temp HP and steal GP equal to the damage dealt.
- •Turn 3: Smoke bomb and RUN!
Escape from combat.
GM note: after they lunge, you should telegraph their intention to escape next turn.
Lvl 2 excrement
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
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
Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
First time you fall below 10HP, immediately move 6.
- Stab.
2d8. On damage: move 4.
Lvl 5 humanoid
- Twist the knife.2d8+4.
Deals double damage if not defended against