AMZGZoidberg
Heroes seeing a Real Bug-Bear for the first time roll initiative with disadvantage
- •Wing Blast.1d8 + 4 bludgeoning.
On Damage. knockback 4 and Fly 4.
- •Bite and Shake.1d10 + 2 Piercing.
On Hit 1d20 + 2 bludgeoning.
Cannot be blinded. Visible creatures cannot hide from the Cloud.
Can move through any barrier that is not airtight.
Always start first and heroes roll Initiative with disadvantage.
Can use the body of a medium or smaller creature as a puppet to lure in predators. May use items of value to heroes as a lure instead.
A creature that consumes the body of a lure must pass a DC 14 STR save or will die in three days as a Wolf In Sheep's Clothing bursts from their gut if the seed is not removed.
- •Tendrils (Minions).1d12.
Summon 1/Hero. On Damage Grappled. Tendrils may not move more than 3 squares from the stump.
- •Reel In and Bite.1d20+6 Piercing.
All grappled creatures move 2 squares towards the stump before the bite.
Vulnerable to Radiant. Vulnerable to all while in sunlight.
Shares the same space and evenly splits damage with its grappled target. Moves with target and maintains Grapple if forcibly moved.
Grappled creatures cannot speak or cast spells.
- •Grasp.2x 1d12 Necrotic.
On Damage. Grappled (DC 14 to escape).
- •Stifling Presence.3d8 + 10 Necrotic.
Against a grappled creature.
Immune to Radiant damage. May choose radiant or force damage for any unarmed attacks.
- •(Deceptively) Swift Strikes.(4x) 2d4.
on crit, Choose one: Blinded, Grappled, Prone, Dazed.
- •Four Claw Death Punch.1d10 + 20.
On crit, after target's next round they fall to 0 hit points.
- •Radiant Breath.2d12+10.
(1 use Cone 4) Radiant damage, Blinded 1 round.
Immune to Radiant damage. May choose radiant or force damage for any unarmed attacks.
- •Swift Fists.(2x) 2d10+1.
On crit. Daze
- •Radiant Breath.2d12+10.
(1 use Cone 4) Radiant damage, Blinded 1 Round.
Immune to Radiant damage. May choose radiant or force damage for any unarmed attacks.
- •Percise Blow.1d4+5.
Cannot miss.
- •Tail Swipe.2d8+5.
(Reach 2)
Immune to Radiant damage. May choose radiant or force damage for any unarmed attacks.
- Bite.1d4.
(follows minion rules).
Can communicate telepathically and is immune to psychic damage.
When Riding a creature, attacks are made against you with disadvantage, and any that miss you damage them. You may use Possessed Attack on the creature.
- •Psychic Squeak.1d4 psychic.
(Reach 3) Ignores Defense. On crit: Dazed.
- •Psychic Possession.1d6 psychic.
Ignores Defense. On Damage: Grappled.
- •Possessed Attack.
Force the ridden creature to move then make a basic melee attack against a target in Reach (this does not cost them any of their own actions).
- •Short Hand.1d8+10 piercing
- •Long Hand.1d8 +10 Slashing.
(Reach 2)
- •Hit the Snooze Button.
(Reach 6) DC 15 WILL save or fall asleep to rhythmic ticking sound.
- •Time to Wake Up.4d6 Thunder.
(Reach 6) Bell rings loudly DC 15 STR save for half damage. Sleeping creatures within reach 12 awaken.
Can move through other creatures and objects but must end its turn in an empty space.
Vulnerable while in sunlight.
The shadow’s form is blurred across time. Attack rolls against it from more than 1 space away have disadvantage.
- •Time Dilation.2d6+4.
On Hit. Target slowed and can't take reactions until the end of next turn.
- •Temporal Wave.2d10.
(Range 2) AoE Shadow has heavy armor until next turn.
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