Toy Escape
For Christmas one shot where the palyers are toys trying to escape the anger prone Little Timmy's clutches
(1/round) 1d8+4 damage to a creature that hit him with a melee attack
- •Bash.2d8+4
- •Get in here!
(Reach 10) Call 2d4 Army men minions to join the fight. They appear somewhere logical within reach.
- •No Quarters!
Two Allies who can hear the captain take action immediately
- •Teleport.
8 spaces
- •Warping Slap (2x).1d8+6.
On hit: teleport target 8 spaces.
- •Dominate.
(If no creatures are Dominated) Choose half of the heroes to suffer 2d4 psychic damage (ignoring armor). DC 12 WIL save or Dominated as well.
Dominated: Rolls are made with disadvantage while Dominated. Elf spends your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends
Resistant to bludgeoning, vulnerable to piercing
- •Grab & Throw.
(Reach 4) 1d12+15 damage. On damage: they are thrown at another hero within 10 spaces. Both make DC 14 DEX save or take 1d8+2 damage and are knocked prone, half damage on save.
- •Fitful Stomp.
Move 10 spaces. Deal 1d6+8 damage to up to 2 targets along path. On hit: Prone.
- •Frightful Presence.
(1/round) Half of the Heroes in sight make DC 13 WIL save or take 1d4+6 damage and lose 1 action, half damage on save
At 60 HP, Timmy's Frightful Presence targets all Heroes in site
Timmy is dying! 40 more damage and he dies. Until then any hit from a Grab & throw or a Fitful Stomp causes 1 wound on a failed DC 13 STR save.