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SanityWithIn

Actors: Overly Dramatic.

Melee hits against you knockback 4 spaces.

Big Cats: Pounce.

In the first round: Attacks roll with advantage and can't be defended against.

Blackpowder Clan: Explosive.

When crit with fire damage your blackpowder weapon explodes and deals its damage to you and everyone in reach 4. You automatically fail the DEX save.

Bunbun: Bunny Hopping.

(1 Use) Move up to your speed after taking damage.

Celestial: Highborn.

(1 Use) Reroll a failed save.

Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Changeling: Familiar Face.

Choose a target, that target has disadvantage on attacks against you.

Crimson Path: Blood Sacrifice (1/round).

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.

Crystalborn: Reflective Aura.

(1/round) Attacker takes 3 damage.

Deep Dweller: Blind Sense.

Immune to Blinded and Invisible. Dazed when exposed to loud sounds.

Ogre
GrimlockLvl 1/2
11
33
120
Dryads: Danger Pollen.

On death: Daze adjacent enemies.

Fey: Magic Resistance.

Heavy Armor against magical attacks and advantage on saves against spells.

68
Fiendkin: Determination.

Roll saves with advantage while bloodied.

Ghosts: Incorporeal.

Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.

Specter
BansheeLvl 8
45
Gingerbread: Half baked.

Dazed when taking fire damage. Heavy Armor while dazed this way.

Gladiator: Death and Glory.

The first time you die, reset to 1 HP instead. At the end of your next turn die.

34
Gnomes: Optimistic.

Advantage on the first attack in the encounter.

Goatfolk: Sure-Footed.

Can't be knocked prone or forcefully moved.

Gore Howler Clan: Frenzy.

Advantage on attacks while bloodied.

Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Half Giants: Strength of Stone.

(1 Use) Force an enemy to reroll a crit against you.

Halfling: Lucky.

(1 Use) Reroll a miss.

Horror: Scared Stiff.

Creatures you frighten are additionally restrained.

30
Kobolds: Nooo!

When an ally within 2 spaces dies, attack once for free

Ratfolk: Scurry.

Heavy armor against Opportunity Attacks.

Royal Guard: Hail to the King!

Can interpose.

Sewer Monster: Filthy.

Dealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.

Snakemen: Coiling Strike.

On melee crit: Grappled (escape DC 10).

Stoatling: Ferocious.

Attacks against and from larger creatures deal 3 extra damage per size category difference.

Swarm: Swarming.

A swarm can occupy another creature's space and vice versa.

The Crows: Cunning Steps.

Moving does not trigger opportunity attacks.

Wyrdling: Chaotic Surge.

On Death: Roll 1d20

Even: The nearest enemy is polymorphed into a cute squirrel.

Odd: The nearest ally is polymorphed into a cute squirrel.

Zealots: Fanatic.

Your attacks and attacks against you roll with advantage.