monster_roles_powers
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| (Bonus Action, Recharge 4-6). This creature chooses up to six creatures who can see and hear them. Those creatures can immediately either move their speed or take an action. | (Bonus Action, Recharge 4-6). This creature chooses up to six creatures who can see and hear them. Those creatures can immediately either move their speed or take an action. | ||
| - | ===== Magic ===== | ||
| - | Magic powers can represent spells and eldritch energy, but might also connect to divine blessings, magic items or artifacts, and the ability to tap into powerful sources of otherworldly energy. | + | ===== Rogue ===== |
| - | + | ||
| - | Many creature stat blocks feature attack options that resemble spells but aren’t explicitly called out as being so. The default intention in this section is that magic monster powers should work equally well with a spell or an attack that resembles a spell. So simply replace wording such as “casts a spell” with “casts a spell or uses an action that resembles a spell” to meet your intention. | + | |
| - | + | ||
| - | Similarly, some creatures have traditional spell slots, while others may have a number of uses of certain spells per day. This section considers those two approaches to spellcasting interchangeable, | + | |
| - | === Careful Sorcery | + | |
| - | + | ||
| - | (Trait). When this creature casts a spell that forces one or more creatures to make a saving throw, they can choose up to three of those creatures. Each chosen creature is immune to the effects of the spell. | + | |
| - | + | ||
| - | Careful Sorcery allows a spellcaster to use powerful area-of-effect spells and exclude some or all of their companions. This can be a fun surprise during a combat in a small room. | + | |
| - | === Dual Concentration === | + | |
| - | + | ||
| - | (Trait). This creature can concentrate on up to two spells simultaneously. When making a concentration check, the creature makes a separate check for each spell upon which they are concentrating. | + | |
| - | + | ||
| - | Many spellcasting creatures have an abundance of spells requiring concentration. This lets such creatures employ two of those spells at a time, which can be explained as the creature being uncommonly powerful, by the use of a magic item, or by an expendable focus being used to cast the second spell. | + | |
| - | === Spell Shield === | + | |
| - | + | ||
| - | (Reaction). When this creature is the target of an attack, they can expend a spell slot or one use of a spell or magical attack (other than an at-will magical attack) to add +4 to their AC until the start of their next turn. | + | |
| - | + | ||
| - | Many spellcasting creatures have more spell slots than they can use in a fight, so this power turns extra slots into a powerful asset. You can modify this power to instead | + | |
| - | === Quickening === | + | |
| - | + | ||
| - | (Trait, 2/Day). When this creature casts a spell that has a casting time of 1 action, they can change the casting time to 1 bonus action for this casting. The creature can cast up to two spells this turn, including two spells that aren’t cantrips. | + | |
| - | + | ||
| - | Most spellcasting monsters and NPCs can cast only a few spells before being defeated, making them not much of a challenge. Allowing a spellcaster to have 2 rounds where they cast any two spells makes them far more challenging. You can roleplay or describe the effort a spellcasting foe makes to accomplish this, so the players know the creature can’t do so every single round. | + | |
| - | ==== Rogue ==== | + | |
| Sneaky or skirmishing creatures can all benefit from these rogue-type powers. | Sneaky or skirmishing creatures can all benefit from these rogue-type powers. | ||
| - | === Impersonate === | + | ==== Impersonate |
| (Bonus Action, Recharge 6). Until the start of their next turn, this creature changes their appearance to look exactly like another creature who is within 5 feet of them and is no more than one size smaller or larger than this creature. Other creatures must each make a Wisdom (Perception) check (DC = 10 + 1/2 CR) each time they make an attack against this creature or the impersonated creature. On a failure, the attack is made against the wrong target. | (Bonus Action, Recharge 6). Until the start of their next turn, this creature changes their appearance to look exactly like another creature who is within 5 feet of them and is no more than one size smaller or larger than this creature. Other creatures must each make a Wisdom (Perception) check (DC = 10 + 1/2 CR) each time they make an attack against this creature or the impersonated creature. On a failure, the attack is made against the wrong target. | ||
| This power can be narratively rendered as shapeshifting ability, an illusion effect, beguiling words from a fey, or a confusing effect caused by an aberration. | This power can be narratively rendered as shapeshifting ability, an illusion effect, beguiling words from a fey, or a confusing effect caused by an aberration. | ||
| - | === Nimble Reaction === | + | ==== Nimble Reaction |
| (Reaction, Recharge 4–6). When this creature is the only target of a melee attack, they can immediately move up to their speed without provoking opportunity attacks. If this movement leaves this creature outside the attacking creature’s reach, this creature avoids the attack. | (Reaction, Recharge 4–6). When this creature is the only target of a melee attack, they can immediately move up to their speed without provoking opportunity attacks. If this movement leaves this creature outside the attacking creature’s reach, this creature avoids the attack. | ||
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| This is an excellent power for boss or solo monsters likely to be denied actions by the characters’ tactics. That action denial still takes place, but the creature has a chance to make up for it. | This is an excellent power for boss or solo monsters likely to be denied actions by the characters’ tactics. That action denial still takes place, but the creature has a chance to make up for it. | ||
| - | ==== Warrior ==== | + | ===== Warrior |
| Warrior powers represent tactics and capabilities honed through battle. | Warrior powers represent tactics and capabilities honed through battle. | ||
| - | === Challenge Foe === | + | ==== Challenge Foe ==== |
| (Bonus Action, Recharge 4–6). The next time this creature hits a target, in addition to the regular effect of the attack, that target is challenged. A challenged creature has disadvantage on attack rolls against any creature other than the challenging creature. At the end of each of their turns, a challenged creature can make a Charisma saving throw (DC = 10 + 1/2 CR), ending the challenge on themself on a success. | (Bonus Action, Recharge 4–6). The next time this creature hits a target, in addition to the regular effect of the attack, that target is challenged. A challenged creature has disadvantage on attack rolls against any creature other than the challenging creature. At the end of each of their turns, a challenged creature can make a Charisma saving throw (DC = 10 + 1/2 CR), ending the challenge on themself on a success. | ||
| Perfect for a monster with the defender role, this power incentivizes characters to engage with a formidable foe rather than go after weaker targets. | Perfect for a monster with the defender role, this power incentivizes characters to engage with a formidable foe rather than go after weaker targets. | ||
| - | === Pack Tactics === | + | ==== Pack Tactics |
| (Trait). This creature has advantage on an attack roll against a target if at least one of this creature’s allies is within 5 feet of this creature and the ally isn’t incapacitated. | (Trait). This creature has advantage on an attack roll against a target if at least one of this creature’s allies is within 5 feet of this creature and the ally isn’t incapacitated. | ||
| A superb trait, Pack Tactics allows monsters to work together in an obvious tactical fashion to gain advantage. This trait can be used for many types of monsters, representing the cunning tactics they employ. | A superb trait, Pack Tactics allows monsters to work together in an obvious tactical fashion to gain advantage. This trait can be used for many types of monsters, representing the cunning tactics they employ. | ||
| - | === Pinning Shot === | + | ==== Pinning Shot ==== |
| (Trait). When this creature hits with a ranged weapon attack, the target must succeed on a Strength saving throw (DC = 9 + 1/2 CR) or have their speed reduced to 0. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. | (Trait). When this creature hits with a ranged weapon attack, the target must succeed on a Strength saving throw (DC = 9 + 1/2 CR) or have their speed reduced to 0. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. | ||
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