ADV on attacks when your target is adjacent to an ally.
Increase the die by one step after 2 allies are down.
- Darkness Blast.
(Reach 6) 3d8+10 force, then DC 13 STR or Dazed.
ADV on attacks when adjacent to an ally.
Increase the die by one step after 2 allies are down.
- •Strike.
2d8+2 slashing or piercing.
- •Rally (1 use).
(Reach 4) A Bloodied ally either gains 5 tempHP or sheds a Condition.
At initiative, the cilops (and its trainer if within Reach 4) can move 4sq for free. Ignore the first attack that first turn.
- •Bite.
1d8+10 piercing, on crit: Grappled and Poisoned.
- •Antennae.
Blast 2, creatures must roll DC 13 STR or be Dazed. DIS if the creature is Grappled by the cilops.
Captured from the salt flats and dirtlands as a larva, this giant centipede can attune to psychic residue and track the criminals; Templars have learned ways to tame them with psionic domination so they can be amazing pursuit animals.
(1 use) Lose 45HP: change the PD of a spell at Range 6 to whatever you like.
When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.
- •Sorcerous Chaos Blast .
(Range 8) 2d8+5 acid, cold, fire or necrotic (their choice), then chain to another target within Range. On crit: chain to a third target.
- •King's Grip.
(Reach 2) 4d8 psychic, on hit: target is Slowed and DC 14 WIL save or gains 4 Doubt.
When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.
When hit by an attack, Teleport 2: if out of Range, the attack misses instead.
- •Do Better.
(Reach 6) A Templar ally gains 20 tempHP and ADV on their rolls until the end of their next turn.
- •Psychic Crush.
(Reach 6) 4d8+10 psychic, can't Interpose. If the target is or becomes Dying: Incapacitated for 1 turn.