Lucky attack!
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
Has advantage on STR saving throws.
- Longsword strike.1d8+5
When crit, immediately make a Stormquill attack against the attacker.
- •Heart Piercer (dagger) .
Move 6: 3d10+10 (Reach 1). On an 6+ on the primary die: Poisoned. (3d10a+10 damage when the target is surprised)
- •Move 4: Stormquill (Crossbow).
2d4+8 (Range 12).
- •Explosive Quill (Crossbow).
2d4+8 (Range 8). On a hit, the quill becomes embedded in the target. (1/Round.)
At the start of Lucky's next turn, the embedded quill explodes. The embedded creature takes 🔥 2d20+5 damage, and every other creature within 2 spaces takes 10 damage. 10+ on the primary die: the embedded creature is Dazed.
On the turn the quill explodes, Lucky may only move 6. This movement does not provoke Opportunity Attacks.
A creature may spend 1 Action to pull an embedded quill from itself or an adjacent creature and make a DC 12 DEX check. On a success, remove it safely and immediately throw it at a creature within Range 6. Roll 1d6: 1–3, the target dodges; 4–6, the quill becomes embedded in the target.
On a failure, the quill is still removed, but the creature removing it takes 5 damage.
At 88 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.
Lucky is dying, he has 60 HP until he's dead!
- +2 Speed to every action.
- His attacks deal +10 damage for the rest of the fight.
- •Ravage.2d8+4 Slashing.
If the Rabig Owlbear moved at least 4 spaces straight toward the target immediately before attacking, deal +5 damage and the target is Prone.
- •Screech.
1/Encounter. The owlbear unleashes a thunderous screech. All other creatures within 6 spaces make a DC 13 CON Save.
Failure: 4d8 Thunder damage and Incapacitated until the end of their next turn.
Success: Half damage.
When crit, immediately make a Stormquill attack against the attacker.
- •Heart Piercer (dagger) .
Move 6: 3d10+15 (Reach 1). On an 6+ on the primary die: Poisoned. (3d10a+20 damage when the target is surprised)
- •Move 4: Stormquill (Crossbow).
2d4+10 (Range 12).
- •Explosive Quill (Crossbow).
2d4+10 (Range 8). On a hit, the quill becomes embedded in the target. (1/Round.)
At the start of Lucky's next turn, the embedded quill explodes. The embedded creature takes 🔥 2d20+10 damage, and every other creature within 2 spaces takes 15 damage. 10+ on the primary die: the embedded creature is Dazed.
On the turn the quill explodes, Lucky may only move 6. This movement does not provoke Opportunity Attacks.
A creature may spend 1 Action to pull an embedded quill from itself or an adjacent creature and make a DC 12 DEX check. On a success, remove it safely and immediately throw it at a creature within Range 6. Roll 1d6: 1–3, the target dodges; 4–6, the quill becomes embedded in the target.
On a failure, the quill is still removed, but the creature removing it takes 10 damage.
At 112 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.
Lucky is dying, he has 80 HP until he's dead!
- +2 Speed to every action.
- His attacks deal +10 damage for the rest of the fight.