Advantage on STR saves. Immune to Poisoned.
Immune to being Frightened or Charmed.
A creature with this curse takes extra 1d20+10 psychic damage (cannot be defended) when taking damage from the Divine Mistake and Disadvantage on WIL saves.
(1/round) An attack that crits or deals 15+ bludgeoning damage on hit makes the Divine Mistake Vulnerable to ALL damage for 1 round.
- • Tremor.
Creatures in Reach 3 succeed a DC 14 DEX save or suffer 2d6+15 bludgeoning damage and Prone.
- • Despairing Whistle.
Creatures in Reach 6 succeed a DC 14 WIL save or suffer the Sinking Curse for 1 minute. On Save: suffer 2d6+10 psychic damage only (cannot be defended).
- • Call of Gloom.
Creatures in Reach 6 succeed a DC 14 WIL save or suffers 2d6+10 psychic damage (cannot be defended) and Taunted for 1 round. Creatures with the Sinking Curse also suffer 1 Wound and lose the Sinking Curse.
Immune to Poisoned.
(1/round) Free action: take off from or descend to the ground. Before the end of its next turn, it must descend to the ground to avoiding falling.
While Smoldering, attacks that deal fire damage always crit but lose 10 HP at the end of its turn.
- • Flame Dart.
(Range 8) 1d10+10 fire damage. On crit, target is Smoldering for 1 round.
- • Scorching Breath.
Each creature in a 5x5 Cone succeeds a DC 14 STR save or takes 2d20 fire damage (Smoldering creatures automatically fail). Half on save. The Lesser Suzaku is Smoldering for 1 round.
- • Heart's Fire.
(Range 5) One ally gains an extra action.
Immune to Poisoned.
Always crit against creatures adjacent to the Lesser Seiryu's allies or Hampered.
Always crit while Invisible.
- • Stab.
1d6+5 piercing damage. (1/encounter) On damage, Poisoned for 1 round. On crit, deal extra 2d8 damage.
- • Venomous Pierce.
(1/encounter) Each creature within Reach 4 succeeds a DC 14 STR save or takes 1d6+15 necrotic damage and becomes Poisoned for 10 minutes.
- • Ambush.
(1/round) Free action if it's obscured: become Invisible. Lose this condition after making an attack.
Adjacent creatures can ignore armor, but they suffer the same damage they deal to this creature (can't Defend).
- • Necrotic Burst.
(Reach 2 or Range 12) 3d12+5 necrotic damage. On damage: Poisoned for 1 round.
- • Bug of Decay.
Summon a Bug of Decay minion (1d4 each). On miss: the minion dies, one adjacent creature suffers 2d4 necrotic damage and Poisoned for 1 round.
At 115 HP, gain Wounding Touch. (1/round) Creatures in Reach 6 succeed a DC 14 STR save or suffer one of: (1/encounter) reduce to 0 HP, 1d20 necrotic damage on save; or suffer 3d20 necrotic damage, half on save.
The Seed of Decay is dying! Only 90 more damage until it's defeated! Until then, it uses Necrotic Burst one more time on each of its turn.
Immune to Poisoned.
Advantage when attacking creatures that Frightened, Prone, or behind Cover.
- • Controlled Strike.
2d6+5 slashing damage. On crit, target becomes Dazed for 1 round.
- • INDISCRIMINATE REND!!
Each creature within Reach 2 succeeds a DC 14 WIL save or takes 2d6+15 slashing damage and becomes Frightened for 1 round. Half on save.
- • Devour.
One creature succeeds a DC 14 STR save or gains 1 Wound and becomes Dazed for 1 round (creatures that are Frightened or Prone automatically fail).
Immune to Poisoned.
(1/encounter) Read the surface thoughts of a creature within Reach 6. Creatures can detect this action. Attacks from the target has Disadvantage when attacking the Lesser Genbu.
- • Shadow Weapon.
(Reach 2) 2d12+5 necrotic damage (or Range 8).
- • Devil Eye.
One creature within Reach 6 succeeds a DC 14 WIL save or takes 2d12 psychic damage (cannot be defended) and suffers a crit from the next attack that hits it.
- • Shadow Trap.
(1/encounter) An adjacent Medium or smaller creature succeeds a DC 14 WIL save or suffers 3d12 necrotic damage (doesn't miss nor crit) and becomes Restrained. Half on save.
When there are 2 or more creatures adjacent to Mortis, he takes one more action on each of his turn.
- • Scythe of Death.
5d10 (Vicious) slashing damage (crit on 8 or more).
- • Slaygore.
(1/round) Each creature in a 4x2 Cone takes 4d10 slashing damage and becomes Dazed for 1 round when it fails a DC 17 DEX save. Half damage only on save.
- • Killer Bees.
(1/round) Free action: shoot out 2 bees, each can hit any creature within Reach 6 (may target the same creature). Each target succeeds a DC 17 WIL save or takes 1d10 piercing damage and has Disadvantage on rolls for 1 round.
- • For all...
(1/encounter) Free reaction, triggered by Death comes...: Each creature within Reach 20 succeeds a DC 18 STR save or takes 4d20 necrotic damage and gains 2 Wounds. Half damage and 1 Wound on save.
At 150 HP, gain and use this action on the first turn of next round:
Death comes... (1/encounter) Gain 75 temp HP and Heavy armor for 1 round. If any temp HP remains after all heroes have taken their turn, use For All...
Mortis is dying! 140 damage until he's defeated. Until then, his attacks no longer miss on a 1 and he moves 8 spaces each turn instead.