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 6 snake
At the end of their turns heroes must roll 1d4 to decide the number of actions they have in the next round.
- •Tail Whip.1d8+5
On hit: target is vulnerable to the next attack.
- •Bite.2d8+10
Level 10 Solo monster from the stars
Dies in 10 turns.
Upon losing HP, deal that much less dmg next turn.
- Skewer.
(Hero that attacked it last) 40+number of turns dmg.
Prevent the first time you would lose HP in combat.
Seemingly indestructible, you wonder what kind of creature this belonged to.
If you spend your entire turn without damaging any enemy, deal KEY damage to every enemy in Range 3.
Unnaturaly sharp and sentient floating knife.
When eaten raises your max HP by half of your hit die (rounded up).
Tasty and delicious!
On pickup gain the following abilities until your next safe rest, during which the mark permanently dissapears.
- I am Awake: Advantage on all rolls, all spells are cast as if you spent 1 additional mana on them and all attacks get +KEY damage.
- The Mark Healing is now impossible by any means (this includes temp HP).
If your HP is at or below 50% at the end of combat heal LVL HP.
The meat keeps replenishing, never seeming to fully run out.
Whenever you safe rest gain KEY d4 temp HP
Now you can finally get a proper night's rest
Whenever your attack would deal 4 or less damage, increase it to 5.
Sweep their legs while they're distacred with your attack.
Whenever you would receive 5 or less damage reduce it to 1.
Holding the small Torii, you feel a sense of calm and safety drift through your mind.
When you drink a potion heal 5 HP
This little toy is the perfect companion for the lone adventurer!