AMZGZoidberg
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
- •Swing Book.
Move 2, attack Reach 2 for 1d8+2. On damage: Grappled
- •Constricting Chain.
At 37HP, Attack a grappled character for 2d8+2.
- •Swing a Hero.
1d8+2, on damage: they are thrown at another hero within 6 spaces. Both make a DC 12 DEX save or take 1d8+2 damage and are knocked Prone, half damage on save.
At 37HP, Chained Library can use Sing a Hero ability. Swing Book gains Reach 6.
Chained Library is dying! 20 more damage and it dies. Until then, it's damage increases to 1d12 + 2
Can clear gaps up of up to 3 squares in a single jump. Always lands on its feet.
- Scratch.
1d4 + 1 Slashing damage
Advantage on saving throws against magical effects.
- Bite.1d4 + 1.
piercing damage.
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
- •Chained Book.1d8+1.
bludgeoning and target is grappled (escape DC 12)
- •Constricting Chain.8.
bludgeoning damage to a grappled creature.
Has Medium Armor for all magic attacks
Fairy Dragons can create any number of minor illusions at will and may become invisible at will.
- •Bite.1d8 + 2
- •Euphoria Breath.
(1/ encounter) Cone 3. DC 12 WIL save on failure target only has one action that must be used to move in a random direction.
Can communicate telepathically with its master.
- Goodnight Bite.1d4.
On crit DC12 strength save or target is unconscious.
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
The Broom doesn't provoke opportunity attacks.
- Clean Sweep.1d6+2.
bludgeoning
If it has not not moved seem inanimate unless players pass a DC 15 Examination check
Always start first and heroes roll Initiative with disadvantage.
Rolls 1 die less when bloodied.
- Book Club.2d4 + 2.
Bludgeoning, cannot miss.
Advantage on INT based rolls and saving throws.
- •Lightning Blast.1d6+3 Lightning.
(Range 6)
- •Magic Shield.
(1/ round) Defend 10 points of damage.