Pope
When an ARC dies, it makes a loud noise that summons an ARC minion (1d4, Range: 8, 6 flying).
Your attacks with ranged weapons cannot be made at disadvantage for any reason.
You have at least Medium Armor against Fire, Lightning, and Cold damage. On damage: inflict 1 stack of Oozefected.
Whenever you roll a 12, roll an additional die of the same size and add it to the total.
You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.
Once per turn, when you hit with a melee attack, you can change the primary die to its maximum value (this causes it to crit).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
Your attacks gain a level of advantage for each Condition on your target.
You have heavy armor against fire, lightning, cold, and nonmagical attacks.
You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.
If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.
Heroes can spend an extra action with each action they take to do it quietly. If they don't, you have advantage against them until the start of their next turn.
If a creature lies to you, you know, and the first time after they lie you hit them with an attack, you automatically crit.
You are immune to fire damage, and contact with you inflicts Smoldering.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
When you are hit with a melee attack, you move back 2 spaces and deal 2d6 fire damage to all creatures in Reach: 2.
You aid the heroes! Subtract your level from the level total when calculating encounter balance.
You have advantage on WIL saves and may interpose for your allies.
When hit by a melee attack, retaliate with a ranged attack against a different foe. Then, Ranged Retaliation deactivates and Melee Retaliation activates.
When hit by a ranged attack, retaliate with a melee attack against a different foe. Then, Melee Retaliation deactivates and Ranged Retaliation activates.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
On Hit against Bloodied creatures: Slowed.
A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.
You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
When you are Bloodied, you mega evolve, allowing you to choose two, instead of choose one.
Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).
You do not act unless ordered by the Necromancer that summoned you.
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
When in the dark, attacks against you have advantage and attacks you make have advantage.
When in the light, attacks against you have disadvantage and attacks you make have disadvantage.
Your attacks have advantage against Poisoned foes.
You may interpose for an ally within Reach: 2. When you do, you have heavy armor.
At the start of your turn summon a Lifebinder Minion (d8) if you don't have one.
You have heavy armor against piercing and slashing attacks. You have no armor against bludgeoning attacks.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.
Your attacks deal half damage to prone targets, and you have disadvantage to attack them.
When you attack with one or more other creatures with pack tactics, combine your attacks and attack at advantage. The highest die size becomes the primary die and is rolled for advantage/disadvantage.
If you can reasonably incorporate a jump into an attack roll (you need 2 unused move to jump) you get advantage.
The dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Whenever you hit a Bloodied creature for the first time, you deal an extra (3 × Level) damage and restore HP equal to the extra damage.
Attacks you make and attacks made against you that are at weapon triangle advantage gain: On hit: Dazed.
Damage against your feet is reduced to 1, you may move 2 when an attack hits you, and if something reasonably uses your nose, you have advantage when you roll to do it.