Misc Ideas & Inspirations
Mostly unsorted various stuff to collect, review, and possibly move or edit later.
When adjacent to an ally, attacks against you have disadvantage.
- Strike.
1d6+1.

Dazed after taking psychic damage.
Creatured Dazed by the gorgon remain so for 10 minutes or until the gorgon is Dazed. Dazed 3 times = Petrified.
- •Slash.
Move 6, then 1d6+9.
- •Coiling Strike.
4d6+10. On damage: Grappled.
- •Stone Gaze.
Daze a grappled target.
Reaction at 50% HP. She turns the surrounding snakemen statues back to flesh. Summon 2 Snakemen Minion/hero (size:1d6).
Zithis is dying! 50 more damage and she dies. Until then she can't be dazed and has advantage against dazed targets.
Loot:
Trigger Summon Shadows every round.
- Summon Shadows.
Summon 4 Shadow Minions (1d12).
Spellweaving:
Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.
Necrotic spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Summon Shadows.
Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).
Action: 2d6+STR Bludgeoning.
Properties: 2-handed, Reach 2 (Req. 2 STR), Ruinous, Viscious against unarmored and cavalry.
This fearsome war club, up to 2-meters long, is carved from dense wood and reinforced with iron spikes. It is designed to shatter armor, crush bones, and dismount cavalry.