[Dark Sun] Crescent Forest
Damage degrades Armor 1 step.
On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.
- Grappling Vine (2x).
(Reach 2) 1d8+2 bludgeoning, then at the end of their turn, on hit: STR DC 9 or Grappled (DC +2 if both attacks hit the same creature).
Damage degrades Armor 1 step.
On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.
Can move through and share creatures' spaces. ADV on attacks / DIS on a creature's saves when it is entirely within the swarm.
- Rope In.
DEX DC 12, if failed: Grappled, if successful: Slowed.
If your foes don't roll 20+ on their Initiative, you act first, gain LVL*2 temp HP and upgrade your dice by one step.
Ignores invisible or Cover at Range 8.
At initiative, all creatures within Range 8 roll WIL DC 13 or become Frightened of you for 1 min (ends when the creature scores a crit against you).
- •Pounce and Rake.
Move 4, then STR or DEX DC 13: if failed, target is Prone and Grappled and takes 3d8a+10 slashing. If succeed, no Conditions and halve the damage.
- •Spiked Tail.
Move 8, then (Reach 2) 1d8+5 piercing, on crit or when you Move at least 6: Pushed 2 and Prone.
At 70 HP, you stop playing with your food. You use Awe again, and add psionic speed to your attacks: Defend and Interpose take an extra R against your attacks, while Pounce and Rake can't fail if your target is Prone or below you.
You are dying! 50 extra damage and you will die. Until then, when a hero hits you or you fail an attack, you Move away 12 ignoring attacks of opportunity and dealing Spiked Tail to all creatures in the way.
Damage degrades Armor 1 step.
On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.
- •Toxic Spores.
(Burst 2) 1d8+4 poison, then STR DC 13 or Poisoned.
- •Poisonous Barbs.
(Range 6) 1d8+10, then STR DC 13 or Poisoned.
Damage degrades Armor 1 step.
On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.
When hit by lightning dmg, it regains that many HP instead and deals 4d8 lightning at Reach 3.
- •Hill Grasp.
(Reach 2) 2d8+12, on hit: Grappled.
- •Hill Rush.
Move 4, then 2d8 to all adjacent creatures.
While submerged in water, acts first and is invisible, and heroes have DIS on Initiative checks. Has a Swimming speed. Invisibility is canceled after 4 successful Bites.
Resistant to psychic dmg. Can't be detected by psionic powers.
- •Bite.
Swim 8, then (Reach 1) 1d10+15, on hit: Grappled, hero loses 1HD and the Fiend gains 11 temp HP; double that in case of crit. Can only attack Grappled target while Grappling this way.
- •Poison Tentacles.
(Reach 3) 1d10+5 to up to 2 creatures, STR DC 15 or dazed for 1 minute; if failed by 10+, incapacitated instead; end with counterpoison.
- •Synaptic Static (1 use).
(Reach 12) Concentration, up to 1min, any number of creatures in Range make an INT DC 15. If failed, all concentrations end, they can't use psionics and get DIS2 on any INT- or WIL-based roll (casting a spell, influencing somebody etc.); if passed, they can spend an extra Action to ignore those limitations.
At 130 HP, the Fiend automatically constricts the nearest hero (DEX DC 15 or Restrained). From now on, a crit with its Bite can only deal half dmg but another creature at Reach 4 is now Restrained: the Fiend will attempt to drown heroes while they are Restrained.
The Cistern Fiend is dying! 110 extra damage and it will bleed out. Until then, it doubles the Poison Tentacles targets and its Bite crits on a 8-10.
1/turn, a Greytouched plant Interposes for you. If none is within Reach, summon a which Interposes.
At the end of your turn, choose :
- End the Bloodied Condition and reset your HP to 60.
- End the Dazed Condition and (Arc 4) 2d8 lightning and Slowed.
- End the Smoldering Condition and (Blast 2) 3d8 fire, ignore armor.
- End the Prone Condition and Teleport 6 next to a plant.
- End the Grappled Condition and summon a .
- •Decaying Touch.
(Reach 1) 4d8 necrotic, ignores Armor; on hit, Poisoned, if already Poisoned, gain 1 Wound.
- •Overgrowth.
(Range 4, Burst 3) The area selected becomes Difficult terrain and any Greytouched plant fully within it resets their Barked Ones armor to Heavy.
"Like my plants, you'll grow wondrous tumors!"
"I tamed the spirits of the wood, now for my master I prepare them for war!"