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can opener

Lvl 4 wizard
40
Flame/Frost Shield.

Attackers against you take 2 dmg. When crit, the shield breaks for the rest of combat.

  • Flame Bolt.

    (2x) (Flambard only) Range 8. 1d8+2 On crit: attacks against you have advantage until your next turn.

  • Ice Lance.

    (Barrold only) Range 12. 2d8+5 On hit: Slowed

Lvl 2 furniture
H20
Inanimate object.

Go first in combat, but only do 1 thing (move OR attack)

  • SLAM.
Lvl 2 hazard

While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)

  • FAIL.

    If you accidentally speak a word with multiple syllables, immediately take 20 dmg.

  • Anti-magic.

    At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.

    1 Fire

    2 Ice

    3 Lightning

    4 Wind

    5 Radiant

    6 Necrotic

    7 Earth

    8 No effect

Lvl 2 hazard
1
Inanimate Object.

Reduce all damage taken by 10 (except fire dmg)

  • BOOM!

    When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.

Lvl 2 hazard
1
  • Interfere.

    (Reach 3). Take 1d8 dmg when you cast a spell.

  • Dispel.

    (Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.

Old armor.

Heavy armor against all attacks with disadvantage.

  • Stab (2x)..

    On damage: poisoned (healing ends).

Sandstone Golem
Lvl 4 stone construct
H320
Regenerative Core.

Can only be killed by a critical hit (remains at 1HP otherwise).

Choose one.
  • Slam.

    1d10+4 to all adjacent creatures

Lvl 7 large chimera - Ambusher
880
Choose one.
  • Swipe.
  • Water Breath.

    (1 use) 2d8+15 to everyone in it's tunnel.

  • Tail Swipe.

    Collapses the tunnel behind itself. Heroes in it are burrowed.

Lvl 1 human rat hybrid
25
The greatest chef.

If the heroes don't kill him, will cook them a meal that can heal 2 hit die worth of HP when consumed.

  • Cleaver slice..

    OR:

  • Healing sandwich (1 use).

    Revive an ally back to 10HP

  • Cheer.

    The most entertaining person last round adds an extra die to their next attack. Then:

  • Boo.

    (at someone that dealt no damage last turn) They must spend all their actions attacking

Lvl 5 humanoid
H40
Roll Around.

(While prone) When hit, the attacker's next roll will be a 1 and they will have bad luck for 1 day (up to GM what this does)

Choose one.
  • Roar of the Bells.

    (if standing) Fall prone. Every creature in Reach 2 is Taunted

  • Mace..

    On crit: taget's next attack has advantage.