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).

The Sphinx can not be assessed.
The Sphinx is immune against all damage that does not answer the current riddle.
When the Sphinx is hit by a damage type it is immune to, increase its damage dice by one size (d4->d6->d8->d10->d12->d20).
- •Riddle (1/round).
The Sphinx tells a riddle which answer corresponds to a damage type.
- •Identify.
Move up to 8 and assess a hero. The sphinx identifies one of their visible magic items.
- •Extract Knowledge.
(Reach: 6) 2d4+7 psychic. On hit: The Sphinx learns one Secret about the target.
- •Impatient Swipe (2x).
Move up to 4 ,then attack for 2d4+7 slashing.
At 75 HP the Sphinx uses Extract Knowledge against all heroes (ignoring the range limit).
The Sphinx deems the heroes worthy! It recovers all HP, stops being hostile and rewards the heroes with secret informations about one topic of their choice.
Made by SanityWithIn for Monster Monday Week 7: Desert.
Instead of attacking, a creature can trigger this. Single use; Load 2 Actions.
- Piercing Shot.
(Range 8) d44 (ignores armor).
When crit: attackers stomach is filled with nails (10 piercing damage at the end of their turns until they spend 2 Actions to vomit).
- •(2x) Claws.1d8+10.
(Reach 2) On hit: Grappled (Escape DC 15).
- •Jaws.1d8+30.
(Grappled target) On damage: Wounded.

At the start of their turns, heroes must make DC 15 STR saves or be Dazed for 1 minute (Dazed 3 times=Petrified)
- •Snake Hair.2d6+8.
On crit: Poisoned(healing ends)
- •Bow.1d6+8.
(Range 10)
A Blinded creature doesn't have to save against petrifying gaze.
You always know if you hear a lie. Advantage on attacks against wicked creatures.
At the end of your turns, enemies within 4 are Frightened.
A creature riding you is immune to damage. Only creatures you designate can ride you.
- Judgement Fire.d66.
(Range 12) all enemies that have attacked any angel on their last turn. 30+ damage: Burning (Burning: You take 5 damage at the end of your turns until you spend an action and make a DEX save to end it. You can drop prone to automatically succeed)
At 70 HP, lose your Armor but now targets within 4 take 5 fire damage at the start and end of their turns.
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.