monster_roles_powers
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| monster_roles_powers [2026/09/08 05:39] – [Magic] admin | monster_roles_powers [2026/09/08 12:08] (current) – [Warrior] admin | ||
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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. | ||
| - | ==== Rogue ==== | + | ===== 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. | ||
monster_roles_powers.1788845997.txt.gz · Last modified: by admin
