Red Hand of Doom

Monsters and more for the Red Hand of Doom!

Lvl 1/3 hobgoblin
Hobgoblin: Infernal Blood.

On death, adjacent enemies take 2 fire.

Iron Recruit.

While adjacent to 2+ allies, has Medium Armor and Advantage on attacks.

  • Stab.

    1d8 (follows minion rules).

Minion Armor. Minions with armor ignore all damage up to their armor's value (5 for Medium, 10 for Heavy), but die if any damage gets through. For quicker math, feel free to have Minions with Medium armor die to 5+ damage, or 10+ for Heavy (instead of 6+/11+). As normal, damage that ignores armor will always kill them.

Minions & Advantage. Minions combine their damage when attacking the same target, including for advantage or disadvantage. E.g. if 3 minions attacked with advantage 2, they'd roll 5 dice and drop the 2 lowest.

Lvl 3 fiend
40
Hobgoblin: Infernal Blood.

On death, adjacent enemies take 2 fire.

Choose one.
  • Burning Breath (1 use, Cone 3).
  • Rip & Tear.

    2d8+5, Grappled (escape DC 11).

BLOODIED! At 20 HP, the Hell Hound regains its Burning Breath.

Level 5 Solo Huge Hydra
H150
STR+
Burning Weakness.

Armor bypassed by acid and fire.

Cursed Regrowth.

When crit by an attack not dealing acid or fire, a head splits, adding a d12 Hydra Head minion! Each minion moves with the Hydra, is destroyed only by acid or fire, and 1 minion can attack on the Hydra’s turn (once per round each). (A single AoE can only destroy half the existing minions in this way, in addition to damaging the Hydra.)

After each hero's turn choose one:
  • Quick Snap.

    Move or Swim 6, then attack for 2d12 (Reach 3).

  • Storm of Jaws.

    (2x) 2d12 (Reach 3). On hit: Grabbed (Escape DC 13).

  • Swallow Whole.

    (Grapped Target Only) DC 13 STR or Swallowed.

BLOODIED:

At 75 HP, heads split, adding a number of minions equal to the number of players (as per Cursed Regrowth).

LAST STAND:

The Hydra is dying! 50 more damage and it dies. Until then, on each turn, it moves 6 and then uses Storm of Jaws.

Swallowed. You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor. A crit while swallowed severs a head, letting you escape but likely triggering Cursed Regrowth.

Level 5 Solo Bugbear Mage
M120
STR+ INT+
Spark Step.

When damaged, teleport up to 4 spaces.

After each hero's turn choose one:
  • Arc Lightning.

    3d8 (Range 12). Also strikes the next closest creature. On miss: damage self instead

  • Get In Here!

    Summon 2x d8 Hobgoblin Recruit minions that immediately attack.

  • Claw.

    Move 6 and attack for 2d8.

BLOODIED:

At 60 HP, Koth summons 4 minions. Whenever he uses Spark Step, he can swap places with a minion in range, making them the target instead.

LAST STAND:

Koth is dying! 40 more damage and he dies. Until then, his Arc Lightning hits an additional target of his choice.

If hobgoblin minions don't make sense in context, make them minor lightning elementals instead.

Level 5 Solo Large Chimera
M130
STR+ DEX+
Venemous Tail.

Whenever Ravager is crit, Poison an enemy in reach 2.

After each hero's turn choose one:
  • Fire Breath (1 use, Cone 5).

    4d12.

  • Maul (vs Prone creature).

    1d12+20.

  • Ram.

    Fly 8, attack for 1d12+6 damage. On damage, Knockback 2 and Prone.

BLOODIED:

At 65 HP, its Fire Breath recharges.

LAST STAND:

The Raver is dying! 40 more damage and it dies. Unit then, the first time each turn it takes damage, it uses Ram.

Lvl 6 large infernal beast
M4860
Infernal Weakness.

Armor is bypassed by silver weapons and holy damage.

Choose one.
  • Claw & Bite (2x).
  • Draw The Lightning (AoE).

    Every creature between this Thunderlizard and another takes 2d10 lightning. Both Thunderlizards become Charged.

  • Lightning Breath (Line 12).

    5d10 lightning. Useable only if Charged. Ends the Charged condition.

Charged. Whenever you take lightning damage, you are Charged for 1 minute.

Lvl 8 large dragon
M880
Saves ALL+.
Choose one.
  • Poison Breath (1 use).

    Fly 8 into the air. Next turn, deal 2d12+10 to a 4x4 area, then land knocking adjacent enemies prone.

  • Crush (Prone creature, Reach 2).

    2d12+10, 1 Wound.

  • Tooth & Claw (Reach 2).

    2d12 to 2 different targets.

You can add the below abilities to make him Level 10, acting like a mix between a Solo and a normal creature.

BLOODIED. At 40 HP, Fly 8 immediately then recharge Poison Breath.

LAST STAND. At 0 HP, Ozyrrandion is dying! 40 more damage and he dies! Until then, he is Enraged. Lose Medium Armor, recharge Poison Breath, and take an action after each player's turn (like a Solo). It can move and Claw a single target, or chose one of its normal actions.

Lvl 8 large infernal beast
M680
Infernal Weakness.

Armor is bypassed by silver weapons and holy damage.

Choose one.
  • Leap & Bite.

    Leap 6, 2d10+10, Prone.

  • Wingblades.

    2d10+5 to 2 creatures.

  • Acid Breath (Cone 4, 1 use).

    6d10, DC 14 DEX save for half.

BLOODIED. At 40 HP, recharge Acid Breath.

Allows the wearer to blend in with rocks and vegetation while staying still.

Traditionally gifted to friends of the forest before a long journey.

From Nim+ Volume 4! Originally created by CanOpener.

Rare Greatsword

Deals the better of Slashing or Cold damage. +1d6 damage to Huge (or larger) creatures.

Frostguard is a legendary relic that grows with the hero, unlocking power by performing heroic acts fighting Giants or other Huge creatures, or defending what you love against impossible odds. The nature of the unlocked power should match the Deed, but might include: increasing the extra die size, letting the blade glow like a torch, Rousing the Storm's Fury to let it flare with cold dealing additional damage too all creatures (double to Huge creatures) until the end of your next turn (action to activate, 1/encounter), or inflicting Slowed on a crit/hit.

10 Charges. 1 action to use. 1 Charge: Range 6. Heal target for 1d8+4. 5 Charges: Reach 1. Heal targets 3d8+4. Gains one charge per healing spell cast on it.