Anchorites of Talos

Anchorites of Talos: Blood Curse.

On damage: Dazed.

Lvl 2 humanoid (half-orc) - Melee
25
Choose one.
  • Bloodclaw Gauntlet. Necrotic.

    On damage: Poisoned (healing ends).

  • Blood Bolt. Necrotic.

    (Range 6). On damage: Pull 2.

  • Booming Blast (1 use).

    (Reach 2, AoE) DC11 STR save or 3d6 Thunder, Knockback 2, half damage only on save.

remixed from Anchorite Warrior
Lvl 6 humanoid (half-orc) - Melee
60
Necrotic Shapes.

The Anchorite can freely change between half-Orc and Boar forms.

Choose one.
  • Bloodclaw Gauntlet (2x). Necrotic.

    On damage: Poisoned (healing ends).

  • Boar's Tusk.

    Move 2, then 2d6+20. On damage: Prone.

  • Booming Blast.

    (Reach 2, AoE) DC13 STR save or 3d6 Thunder, Knockback 2, half damage only on save.

  • Lightning Bolt (1 use).

    (Line 8) DC13 DEX save or 8d6 Lightning, half on save.

Level 7 Solo Blood Warlock and his Loyal Fawner
M45/heroWil+, Int-
Life Bond.

Narux and Venkara share HP.

After each Hero's Turn, choose one.
  • Narux's Far Slash.

    (Range 6) Move 6 and 2d10+5 Force, Knockback 2.

  • Narux's Force Axe.

    2d10+20 Force or Slashing.

  • Venkara's Blade.

    Move 6 and 1d10+10 Necrotic.

  • Venkara's Grasp.

    (Range 6, 1/Round) DC14 WIL save or Restrained (escape DC14).

  • Bloody Rebuke.

    (Range 6, 1/Round) 4d10+10 Necrotic to the most recent Hero to damage Narux or Venkara.

BLOODIED:

At 85 HP, Narux and Venkara channel their shed blood into power. All attacks gain +1d10, including Venkara's Grasp.

LAST STAND:

Venkara dies! 70 more damage and Narux dies. Until then, Venkara's attacks are unavailable and Narux channels Venkara's blood into a barrier, gaining Heavy Armor.

Reminder: You don't have to move on a Move attack if you don't need to.

Lvl 10 humanoid (half-orc) - Summoner
6100
Necrotic Shapes.

The Anchorite can freely change between half-Orc, Boar, and Thunderbeast forms.

Choose one.
  • Bloodclaw Gauntlet. Necrotic.

    On damage: Poisoned (healing ends).

  • Storm Boar's Tusk.

    Move 4, then 4d6+20 Lightning. On damage: Prone.

  • Thunderbeast's Tail.

    Become Large, pushing adjacent Creatures to the nearest free space, then (Reach 2, AoE) DC14 DEX save or 4d6+5, Knockback 2. Revert back to Medium when you use a different ability.

  • Blood Rain (1 use).

    (Reach 6, AoE, Concentration) Enemies must make a DC14 WIL save or become Slowed and their Primary dice are reduced by 1 face.

remixed from Anchorite Warrior
Level 13 Solo Half-Orc Cult Leader
M75/heroAll+
Master of Blood.

Immune to Necrotic, all attacks deal Necrotic. On Damage: Target can't recover HP until the start of their next Turn.

Sunlight Hypersensitivity.

Take 10 damage when starting a Turn in direct sunlight. Vulnerable to Radiant, but next Turn is focused on that attacker.

After each Hero's Turn, choose one.
  • Shadow Strike.

    Turn or stay Invisible until the start of her next Turn, then Move 8, 1d8+5 (2x). On Damage: Frightened.

  • Blood Lance.

    (Reach 4) 1d8+5 (4x). On Damage: Restrained (Escape DC16).

  • Blood Storm (1 use).

    (Range 12, 4x4 Area) DC16 DEX save or 4d8+20, half on save.

BLOODIED:

At 150 HP, Blood Storm recharges.

LAST STAND:

Yargath is dying! 130 more damage and she dies? Until then, Shadow Strike is Vicious vs Frightened and deals +1 Wound on crit. If she's been damaged by Radiant damage during the fight, once she has 50 more damage or less remaining, she will use Shadow Strike to flee instead of attacking.

Reminder: As long as the target can't see through Invisibility, Shadow Strike always has Advantage because of it.

When Yargath reaches 0 HP and it is NOT from Radiant damage, she collapses into dust and reforms 1d8 days later in her secret lair provided by the Black Spider. If she dies by Radiant damage and her heart is still intact at the Tower of Storms the entire time, she instead reforms 1d8 months later there.

Note: Due to the nature of her combat flow, 300 HP may still be too high. I will adjust if necessary after testing.