Idisir - Fireshear Contingent

The Fireshear contingent is led by Helga, a Dwarven acolyte from Mirabar. With her are stationed several of the tribe's grafted members:

  • Thogna, Helga's cousin who was banished from Mirabar for her mind magic
  • Skulda, a Goliath/Half-Giant from the wastes of Icewind Dale who left after accepting a pact with Hela
  • Rokki, an Earth Genasi/ who summons an elemental made of rock and earth to help her fight
Lvl 8 idisir volunteer - Support
90
Unyielding.

If Empowered when dropped to 0 HP, regain 2d6 HP and Empowered ends.

Choose one.
  • Lifesteal.

    (Reach 4, AoE) DC14 STR save or 2d6+5 Necrotic. On Damage: Skulda is Empowered.

  • Draining Bolt.

    (Reach 4) 3d6+5 Necrotic, Dazed (healing ends). If Empowered: +15 damage.

Empowered. Empowered does nothing on its own, but as long as the condition is active, abilities utilizing it will trigger their conditional effects. Empowered ends when Crit (Skulda purposefully wears no armor to trick opponents into not fishing for Crits).

Lvl 8 idisir volunteer - Controller
80
Doubting Whispers.

All enemies in Reach 4 have Disadvantage on rolls.

  • I Know Your Thoughts.

    (Range 8) DC14 WIL save or Frightened. THEN:

  • Cutting Remark.

    (Range 8) DC14 WIL save or 2d6+5 Psychic and their next attack has Disadvantage. Frightened Creatures automatically fail this save. THEN:

  • Needling Daggers.

    (Reach 4) 2d6+5, Poisoned (healing ends).

Lvl 8 idisir volunteer - Aoe
M80
Hunter's Quarry.

Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.

Choose one.
  • Stone Strike..

    Knockback 3.

  • Earth Spikes.

    (Cone 4) DC14 DEX save or 4d6, half damage on save. Area becomes Difficult Terrain.

  • Earthquake (1 use).

    (Reach 6, AoE) DC14 DEX save or 4d6+10 and Prone, half damage only on save.

Lvl 10 idisir volunteer - Melee
8120
Giant's Rage.

Size becomes Large at the start of combat.

Choose one.
  • Maul (2x).

    (Reach 2) 1d10+10 (or Throw, Range 4)

  • Ragdoll Toss.

    (Reach 2) 3d10+10, Knockback 3.