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Todd, keep your sticky fingers off this!!! You bastard!

  • Word Thief (fey): can 'steal' a word from a player. If the player says that word before the encounter is over, they take (small) damage each time. (example: 'hit').
  • River of Guts: push, nauseated, hindered
  • Blood Eater: taste blood of a foe to gain bonuses against that foe
  • Cinderkind - ash children from Silent Hill
  • Grendelkin - bestial monsters related to Grendel
  • Twin-Tailed Wolf - killer role; can split in two, with mitigation on rejoining
  • Boss that has minions that spawn at edges of fight, move toward boss leaving an acid trail in spaces they move through. If they reach boss, they heal it.
  • Boss that marks areas of the battlefield at the top of the round. At the bottom of the round, these areas deal damage and forced move to anyone in them.
  • A power which always attacks the two players standing closest together
  • A roar which pushes everyone back, followed by a stomping tantrum that prones everyone (triggered transition attack at bloodied value)
  • Force dragons reflect every other (e.g. every even-numbered) attack back on the attacker, taking no damage themselves. This forces players to plan out which attacks are big, and which are small.
  • Pacify - target must make a will save to attack the creature which pacified them. If they fail, they deal only half damage and cannot crit.
  • Fortify - create a buff on all your allies that can be dismissed as a free action to negate a crit. Overwritten by any status condition.
  • Ablative(ish) ER / DR - first hit each round is heavily resisted, but each hit after that is resisted less / none.
  • Adaptive ER / DR - first hit creates DR or ER based on type, and future damage of same type is heavily resisted.
  • undead that creates a river of blood that precedes them wherever they walk (lich? phage?)
  • a burned ability that turns off Su or Sp abilities until the burned is cured.
  • lays down patches of electricity that will rattle any enemy that enters it, but heals the monster if it enters it
  • gather marks - damage is split evenly among all adjacent to the marked target; mark spawns at top of round, damage occurs at end of round
  • spread marks (all party members) - if areas around marked targets overlap, damage is significantly increased for each aoe that overlaps another aoe (even if the marked targets themselves aren't in more than one aoe). Size of area should be based on size of encounter space; it should be possible to not overlap, if everyone moves apart.
  • gaze - players are notified that the attack is coming at the top of the round. break line of sight in time, or else take damage at the end of the round.
  • pillars - one or more spawn at top of round (1 per 2 party members is good, but n-1 party size is also good for tougher fights); if a player is standing adjacent to it, it only deals damage to that player. If no one is adjacent, it deals damage to everyone. vanishes after it deals damage.
  • taunt - everyone is notified at the start of the round that they must get close to the monster, or anyone not adjacent to the monster at the end of the round takes damage.
  • damage shield - everyone is notified at the start of the round that they must get away from the monster. Anyone adjacent (or in melee reach) of the monster at the end of the round takes damage.
  • monster inflicts forced movement if one of its standard attacks deals below-average damage from the die roll. Basically, it did less damage on purpose, because it's just that good.