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Axiera Collection

Stuff I've created for my campaign world, Axiera.

Lvl 9 huge cloudera mutant - Aoe
H670
Feral Mutants: Cloudera-infected Constitution.

Advantage on STR saves. Immune to Poisoned.

Impregnable Mind.

Immune to being Frightened or Charmed.

Sinking Curse.

A creature with this curse takes extra psychic damage (cannot be defended) when taking damage from the Divine Mistake and Disadvantage on WIL saves.

Brittle Build.

(1/round) An attack that crits or deals 15+ bludgeoning damage on hit makes the Divine Mistake Vulnerable to ALL damage for 1 round.

Each turn, move 6 spaces and choose one:
  • • Tremor.

    Creatures in Reach 3 succeed a DC 14 DEX save or suffer 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 psychic damage only (cannot be defended).

  • • Call of Gloom.

    Creatures in Reach 6 succeed a DC 14 WIL save or suffers psychic damage (cannot be defended) and Taunted for 1 round. Creatures with the Sinking Curse also suffer 1 Wound and lose the Sinking Curse.

Lvl 9 mutant humanoid - Support
M667
Shuiqing Guardians: Mutated body.

Immune to Poisoned.

Flawed Flight.

(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.

Phoenix's Wrath.

While Smoldering, attacks that deal fire damage always crit but lose 10 HP at the end of its turn.

Choose one:
  • • Flame Dart.

    (Range 8) 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 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.

Lvl 9 mutant humanoid - Ambusher
M8871
Shuiqing Guardians: Mutated body.

Immune to Poisoned.

Assassination.

Always crit against creatures adjacent to the Lesser Seiryu's allies or Hampered.

Vicious Opportunist.

Always crit while Invisible.

Choose one:
  • • Stab.

    piercing damage. (1/encounter) On damage, Poisoned for 1 round. On crit, deal extra damage.

  • • Venomous Pierce.

    (1/encounter) Each creature within Reach 4 succeeds a DC 14 STR save or takes 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.

Level 9 Legendary Horror
M230INT+,WIL++
Decaying Body.

Adjacent creatures can ignore armor, but they suffer the same damage they deal to this creature (can't Defend).

After each hero's turn, move 6 spaces and choose one:
  • • Necrotic Burst.

    (Reach 2 or Range 12) necrotic damage. On damage: Poisoned for 1 round.

  • • Bug of Decay.

    Summon a Bug of Decay minion ( each). On miss: the minion dies, one adjacent creature suffers necrotic damage and Poisoned for 1 round.

BLOODIED:

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, necrotic damage on save; or suffer necrotic damage, half on save.

LAST STAND:

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.

Lvl 9 mutant humanoid - Skirmisher
8112
Shuiqing Guardians: Mutated body.

Immune to Poisoned.

Predator's Instinct.

Advantage when attacking creatures that Frightened, Prone, or behind Cover.

Choose one:
  • • Controlled Strike.

    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 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).

Lvl 9 mutant humanoid - Defender
H6675
Shuiqing Guardians: Mutated body.

Immune to Poisoned.

Mind Reader.

(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.

Choose one:
  • • Shadow Weapon.

    (Reach 2) necrotic damage (or Range 8).

  • • Devil Eye.

    One creature within Reach 6 succeeds a DC 14 WIL save or takes 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 necrotic damage (doesn't miss nor crit) and becomes Restrained. Half on save.

Level 14 Legendary Humanoid
M300ALL+
Your loss, not mine.

When there are 2 or more creatures adjacent to Mortis, he takes one more action on each of his turn.

After each hero's turn, move 6 spaces and choose one:
  • • Scythe of Death.

    slashing damage (crit on 8 or more).

  • • Slaygore.

    (1/round) Each creature in a 4x2 Cone takes 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 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 necrotic damage and gains 2 Wounds. Half damage and 1 Wound on save.

BLOODIED:

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...

LAST STAND:

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.

Level 3Fencer's Strike, Let's Duel
Level 7Just a Feint
Level 11Fencer's Strike (2)
Level 15Keeping Tempo
Level 3Arcane Contract, Magic Dart
Level 7Channel Arcana, Enhanced Darts
Level 11Extended Contract, Siphon Magic
Level 15Magic Lance
Level 3Mystic Spells, Spellslinger
Level 7Mystic Spells (2)
Level 11Mystic Spells (3)
Level 15Mystic Spells (4)
Level 3Makeshift Claws, Natural Predator
Level 7Art of Frenzy
Level 11Second Chance
Level 15Primal Fortitude
D8d8
STR DEX
A master of different kinds of weaponry, you've spent a long time studying various styles of combat, becoming a walking arsenal of weapons. A rebalanced and reflavoured version of the Armsmaster class by CAMI.