Fluxscar Mutants
Fluxscar mutants only know hatred. They have no strategy and no higher intelligence. They are, effectively, "fast zombies", and they fight to the death.
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Hamfist!2d4+12..
On crit: Prone. On miss: Clod becomes Prone.
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- •Blargh!
(1 use) 4d4+4 (Cone 4) necrotic, DC 11 DEX save for half.
- •Thump.2d4+2.
On crit: Blargh! recharges.
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Claws!1d4+3 (x2)..
On damage (both hit): Poisoned. (Magical healing ends.)
- Claws!1d4.
(Follows minion rules.) On 12 or more damage from group: Poisoned. (Magical healing ends.)