_byteslicer
Lvl 2 catfolk
Automatically Crit and deal +1d6 to a Distracted target.
- •Claw or Dagger.2d8+4
- •Clowder.
Taunt a target until the end of your next turn, or it is damaged.
- •Smoke Bomb.
Fill a 6x6 area with smoke for 5 rounds, granting Cover. DC 10 WIL save or enemies Dazed. Then, move 8. 1/encounter.
Lvl 3 construct
Cannot be Blinded, Charmed, Frightened, Petrified, or Poisoned.
Indistinguishable from normal armor when motionless.
- Slam (2x).1d8+4
Lvl 1 beast
- Fist (2x).1d6+2
(or Rock, Range 6)
Lvl 1/2 large beast
- Beak.1d8+2
An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
Lvl 3
GoblinsWhenever an attack misses you, deal 1 psychic damage in return.
- •Cleave.2d8+6
- •Shoot.1d8+3
Given weapons and armor enchanted by the Forge of Spells, these are not your average Bugbear.
Lvl 10 large aberration
Can breathe air and water. Immune to poison.
- •Pincer (2×).2d10+5
On hit: Grappled (escape DC 14)
- •Tentacles.
(up to 2 Grappled creatures) DC 14 STR save or Dazed (1 turn) and disadvantage on next attempt to break grapple.
Lvl 2 large
Attacks the enemy with the most magical items.
- Pincers.2d10+2
On crit: Grappled
Lvl 6
- •Slam.(2x) 2d8+2
- •Shapeshift.
Change shape into any Medium or Small humanoid. Equipment is not transformed.
- •True Form.
Transform back into its true form. Creatures within 6 spaces make a DC 13 WIL save or are Frightened for 3 rounds.
Lvl 1/3 small
Fire ElementalsImmune to Fire damage. Takes double Ice damage.
- Flame Touch.1d8
Immune to Fire damage. Takes double Ice damage.
Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
- •Slam (2x).2d8
- •Inferno.
(Reach: 2). DC 12 DEX save, 6d8 damage, half on save.
Lvl 15 huge giant
Immune to fire damage.
- •Fire Sword.4d12+12
- •Boulder Throw.2d12+12
(Reach 10) DC 17 DEX save or Dazed
Fire giants stand over 18ft tall and weigh in excess of 7000 lbs. Heavily armored with a fire enchanted great sword, they'll never run from a fight.
Lvl 1/2 small
Fire ElementalsImmune to Fire damage. Takes double Ice damage.
Move for free after being hit with an attack.
- Fire Bolt.1d8
(Range 6)
Immune to Fire damage. Takes double Ice damage.
Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
- Bite.2d8+4
Lvl 4 small
Sheds a bright light (Reach 3). Advantage on saving throws against any spell. Cannot be Blinded, Charmed, Dazed, Frightened, Poisoned, Slowed, or Taunted.
Explode into a fireball on death, dealing 2d6 damage (Reach 2).
- Fire Blast (2x).1d8+5
Lvl 1/3 small beast
Does not require sight to see. Can see through invisibility. (Reach 6)
- Bite.1d6
On hit: Poisoned for 1 round.
Lvl 1/4 small beast
Can see in the dark (Reach 12). Advantage on attacks when any ally is adjacent to target.
- Bite.1d6-1
Lvl 4 huge
SlimesThe slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- •Smash.4d6+6
- •Engulf.
Absorb the target, Restraining them. Unerringly deal 4d6 damage at beginning of target's turn. DC 12 STR save to escape.
Lvl 5 aberration
The area around the Mouther is Difficult Terrain (Reach 2)
Any creature that can hear the Mouther (Reach 4) at the start of their turn makes a DC 12 WIL save. On failure, roll 1d4. 3: use all movement in a random direction. 4: make a melee attack against a random creature if possible.
- •Bite.2d8+8
On crit: Prone
- •Spit (2 uses).
DC 13 DEX save or Blinded for 1 round. (Range 2; 3×3 area)
Lvl 4 aberration
Can climb without a movement penalty
Advantage on Stealth checks in rock terrain
- •Tentacles.2d10
on hit: make Beak attack
- •Beak.1d10
Lvl 1
Advantage on attacks if an ally is within 1 space of the creature
- Slash.2d8+2
(or Shoot, Range 8)
As a Reaction whenever an enemy enters the space directly behind you, make a 1d6 attack. On crit: Dazed.
- •Grandpap's Pitchfork.
Move 6, attack for 2d6+2 (Reach 2)
- •Chomp.
Rip an enemy's weapon from their hands and make two attacks against them with it! DC 12 Might check to retrieve weapon.
When Horn Head Boss Beard is reduced to 37 HP, he bleats loudly for nearby Goatlins to join the fight. They do not.
Horn Head Boss Beard is dying! 20 more damage and he dies.
King Grol can move without penalty while grappling a medium or smaller creature.
- •Grab.
Move 8. 1d12. On hit: grappled.
- •Smash.
3d12
- •Get in Here!
Summon a Goblin (d6) minion
When King Grol is reduced to 62, he is enraged and gains advantage on all attacks.
King Grol is dying! 30 more damage and he dies. Until then, he can summon a Goblin (d6) minion after every turn.
- Slash.
1d6 (follows minion rules)
Lvl 2 large
SlimesThe slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Smack.2d6+6
Lvl 5 large
Invisible when submerged in water. Dies if it leaves the water.
- •Slam (2x).1d6+8
- •Whelm.2d6+4
On hit: grappled.
On grapple, attempts to drown creature.
Immune to Fire damage. Takes double Ice damage.
Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
- •Bite.2d8+4
- •Fire Breath.
(Reach: Cone 3). DC 11 DEX save, 4d8 damage, half on save.
Lvl 1/2
SlimesThe slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Slap.1d6+2
Lvl 4 large
OozesContact with an ooze inflicts the Digested condition: they deal an additional {X} damage for each time the target has been Digested this encounter.
When crit or dealt any slashing damage: summon {X} ooze minions (size: d6); their attacks inflict Digested.
- Acidic Touch (2x).1d6+{3}
Lvl 3 orc
OrcsHeroes have disadvantage on Initiative against a band composed mostly of Orcs.
Medium armor, except against magic damage
When crit: deal 5 damage to an adjacent enemy.
When Crit: knocked off mount. Orc & Worg distribute remaining HP evenly. DC 12 WIL save or Worg flees.
- Battleaxe.1d10+4
Ride a Worg, an Axe Beak, a Giant Spider, or a Wyvren! (Adjust move/fly speed as appropriate)
Lvl 7
Fire ElementalsImmune to Fire damage. Takes double Ice damage.
Any creature not Made of Flame that starts its turn within 1 space takes 1d4 damage.
- •Talons.4d8+6
- •Inferno.
(Reach: 2). DC 13 DEX save, 8d8 damage, half on save.
Lvl 1/4 small
SlimesThe slime can squeeze through spaces as small as 1 inch. Attacks with bladed weapons split the slime into two smaller slimes (HP divided). A slime can spend its action to merge with an adjacent slime of the same size to form one size larger (HP added).
Any damage caused by the slime inflicts +1 Corroded.
- Tap.1d6
Attacks against stirges are made with disadvantage.
You move where your target moves until either dies. Your attacks can’t miss or be Defended/Interposed against. Attacks that miss you damage your target instead.
- Latch On.1d4+2
On hit: Latched On.
The Black Spider ignores movement restrictions caused by webbing.
- •Web.
Cover a Reach 3 circle on the floor in webbing, creating Difficult Terrain. Creatures within: DC 13 DEX save or Restrained until the end of their next turn.
- •Shadow Shroud.
(1 use) Gain 20 Temp HP and advantage on Stealth checks until it is depleted.
- •Shadow Strike.
Move 8 and 1d8+6 damage (Range 6) On crit: Dazed.
- •Spellweaver Staff (Forge Enhanced).
3d8+10 damage. If target is Restrained, crit on 7 or 8.
At 75 HP, immediately cast Web and spawn 1 Giant Spider/hero within the webbing.
The Black Spider is dying! Out of desperation she crushes the Spellweaver Staff to transform into her Drider form with 40 HP. In this form, she gains heavy armor and can walk along walls and ceilings at normal speed. Her Spellweaver Staff attack becomes Venomous Bite, with the same description.
Lvl 1 fey
- Bite.2d8+1