W

Will Brall

Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

AngelLvl 12
120
ZoaemLvl 14
200
120
Arachnids: Webs.

Can immobilize a target with webs on crit until they clear the webs with an action.

Big Cats: Ambush Predator.

Enters combat hidden, DC 10+lvl.

PantherLvl 3
40
Crabs: Crackable Carapace.

Starts with Heavy Armor, on crit degrades to Medium, and then None.

25
Elemental (Ice): Shatter.

When killed, deal 1d4 Cold damage to all adjacent enemies.

Flora: Dry Tinder.

If exposed to fire, Ignite.

Flora: Ignited.

When Ignited: Take half HP damage. Then: Deal an extra 1d6 fire on every attack.

TangleLvl 4
50
TreantLvl 6
40
Frost Giants: Towering.

All melee attacks Prone on hit.

Frost Giants: Cold Immune.

Take no Cold damage.

Ice TwinsLvl 12
325
295
450
Frozen Undead: Frozen Flesh.

Crits roll one additional die.

Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Reptiles: Cold Blooded.

Disadvantage on attacks and skill checks when in the dark. Advantage on attacks and skill checks when Sunned. Gain Sunned for 8 hours after basking in the sun for 1 hour.

Sharks: Blood Frenzy.

When attacking a bloodied target, all hits are crits.