Rise of the Runelords

Whenever an attack misses you, deal 1 psychic damage in return.
- •Stab.
1d6 (follows minion rules)
- •Torch.
1d4 fire damage (or Throw, range 6) On hit: Burning. A burning creature takes 1 damage at the start of each of their turns. A burning creature can spend an action to douse the burning and end it.

Whenever an attack misses you, deal 1 psychic damage in return.
The warchanters allies within Reach 6 deal an extra 1damage on attacks.
- Stab.1d6+3.
(or Shoot, Range 8)

When you deal damage to another creature, or if another creature hits you with a melee attack, it must succeed on a DC 10 STR save. It becomes Poisoned for 24 hours on a failure.
- Bite.1d6+3

If you move at least 4 spaces in a straight line, attack with advantage.
- Hooves.1d8+2.
On crit: Prone.
When you attack an Incapacitated hero it must make a DC 10 WIL save or be cursed. If the curse isn't removed within 1 day, the hero's head will rip off and become another vargouille.
- Bite (2x).1d4+5.
On crit: Incapacitated for 1 round.

If you move at least 4 spaces in a straight line, attack with advantage once.
- Gore.2d8+4.
If attack is made with advantage, deal an extra 1d6 damage.

- Savage (2x).1d8+2.
On crit: Incapacitated until the end of their next turn.
- •Dashing Flurry.
Move 8, then punches twice for 1d4+2 damage. On crit: Dazed.
- •Shortbow.
Move 4, 1d6+2 damage (Range 12).
At 32 HP, Tsuto's Dashing Flurry damage increases to 1d6+2.
Tsuto is dying! 18 mote damage and he dies! When Tsuto uses Dashing Flurry or Shortbow, he can throw one more punch or shoot one more arrow at disadvantage.

You have advantage on attacks against any creature that doesn't have all its hit points.
- •Bite.2d8+6.
On hit: Grappled (Escape DC 11).
- •Worry.
(A Grappled creature) DC 11 STR save or 2d8+6 damage and Incapacitated until end of your next turn. Half on save.

Whenever an attack misses you, deal 1 psychic damage in return.
- •Fiery Strike.3d8.
(or Bolt, Range 8).
- •Entangle.
(Range 6) DC 11 DEX or target becomes Restrained.
Wis+ Saves.

Whenever an attack misses you, deal 1 psychic damage in return.
- •Slice (3x).1d6+2
- •Acid Breath.
(1 use) DC 11 DEX save or 3d6 in a 5 space long, 1 space wide line, half on save.
STR+ Save

- •Tentacle (2x).1d8+4.
(Reach 3) On hit: Grappled (Escape DC 11).
- •Sting.2d8+3.
(A Grappled creature) Poisoned (magical healing ends).

You unleash a terrifying howl. Each enemy that starts it's turn within 6 spaces must succeed on a DC 11 WIL save or it becomes Frightened until the end of their next turn.
- Bite.2d8+6.
If the target is Frightened, attack with advantage. On hit: Crit.
Creatures of your choice within 4 spaces must succeed on a DC 11 WIL save at the start of their turn or it becomes Frightened until the end of their turn.
- •Returning Dagger.
Move 8, 2d4+3 (or Throw, Range 6).
- •Poisonous Claws.
2d6+2, Poisoned (magical healing ends)
- •Psychic Screech.
(1 use) All enemies within reach 4 suffer 3d6 damage (ignoring armor) DC 11 WIL or become Frightened for 1 round.
At 34 HP, Psychic Screech recharges.
Erylium is dying! 25 more damage and she's dead! Until then creatures who start within her fear aura take 2 psychic damage at the start of their turn.
Whenever an attack misses you, deal 1 psychic damage in return.
- Short Sword Flurry.
Move 6. 3d6 damage, up to 2 adjacent creatures.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
- Sticky Tongue.
Reach 4, 3d6 damage. On hit: pulled adjacent to Stickfoot.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
Creatures within 3 spaces take 2 necrotic damage at the end of their turns.
- •Greatsword.
Move 6, then 3d4+4 damage
- •Demonic Fire.
(Range 8) DC 12 WIL save or 3d8 damage. Half on save.
- •Necrotic Blast.
(1 use) Each creature in Reach 3. DC 12 WIL save or 3d6 necrotic damage and falls Prone. Half on save.
At 50 HP Nualia's Necrotic Blast recharges.
Nualia is dying! 30 more damage and she dies. Until then, the damage of her Corrupting Aura is doubled.
Malfeshnekor is vulnerable to fire damage. If Malfeshnekor is crit with fire damage, he loses his medium armor for 1 round.
- •Pouncing Strike.
Move 10, then 2d10+4 damage. On crit: Prone.
- •Disappear.
Malfeshnekor turns Invisible until he attacks again.
I'm your friend! At 65 HP, Malfeshnekor tries to charm all enemies. Each enemy withing Reach 4 makes a DC 12 WIL save or is Charmed by Malfeshnekor. If he attacks a Charmed enemy, on a hit it crits.
Armor or shields with this enchantment gains a bonus to Armor depending on it’s rarity.
Value: 1,000 or 6,000 GP
Weapons with this enchantment deal additional damage depending on it’s rarity.
Value: 400 or 1,000 GP
This amulet grants a +1 bonus to Armor, but only if the wearer doesn’t wear armor. A creature cannot wear more then one amulet of natural armor.
Value: 800 GP
This runewell charges collecting the souls of those who die in wrath. It does not have a limit on how many charges it can hold. One who has spent 24 hours in meditation with the runewell can expend a charge for one of the following uses:
- Spend 1 charge to summon a sinspawn.
- Spend 2 charges to gain a temporary buff that lasts one minute. For the next minute you have advantage on attack rolls and attack rolls have disadvantage on you.
When this weapon is thrown, whether it hits or misses, it returns to your hand.
Value: 400 GP
As an action, you can summon a magic floating shield from the ring. This magical shield counts as an iron shield, but does not require proficiency or a STR requirement. If you defend a Crit attack, the shield is destroyed and cannot be resummoned until the next Safe Rest. A creature cannnot wear more then one ring of force shield.
Value: 7000 GP
This ring grants an additional +1 bonus to Armor and saves. A creature cannot wear more then one ring of protection.
Value: 4000 GP
This medallion grants a +1 bonus to saves. Once per safe rest, you can give yourself 2d4+2 Temp HP. However, when a creature is wearing this medallion, a Runelord can scry and spy on them at any time.
Value: 3,500 GP
Can Interpose for friends.
(1/encounter, Reaction) Allow an ally to reroll a single die related to an attack or save.
- •Vicious Mockery.
(Range 12, ignores armor) +2 damage every 5 levels.
- •Look, a Distraction!
(Reach 2) Give an enemy disadvantage on their next attack. +1 Reach every 5 levels.
Kick their Ass! (1/encounter) When Ameiko drops to 0 HP, move 3 then each ally gets advantage on their next attack or skill check.
Can Interpose for friends.
(1/encounter) Give an ally advantage on it's next attack. If it hits, it crits.
- •Pierce.
+2 damage every 4 levels.
- •Mark.
You or an ally (whoever attacks first) gains advantage on it's next attack against the target.
I'm Bringing you Down With Me! When Shalelu drops to 0, she moves 6, then makes 1 attack on each enemy at advantage.



