Gith
1/ENC, add +3 to Speed, ignore Difficult Terrain and gain ADV on 1 attack.
- Barbed Harpoon.
(Range 8) 2d6+4 piercing, on damage: Pulled 2sq in direction of the gith (3sq on crit).
- Veteran Spear.
(Reach 2) 2d6+4 piercing, on damage: regain Martial Trance.
When a gith dies within Range 8, heal 7 HP to an ally (can be you).
- •Corruption Bolt.
(Range 12) 2d6+10 necrotic, on damage: Poisoned until the end of their turn.
- •Torpor.
(Range 4, Burst 2) 1d6+6, on hit: STR DC 13 or Slowed.
Attacks against you miss on 1-2.
- •Inhuman Horde.
(Reach 12) Summon two Gith Raider minions near Full Cover. Regain Martial Trance.
- •Vicious Halberd.
(Reach 2) 2d6+6 piercing, Vicious.
- •Psychic Battering.
(Reach 6) 2d6 psychic, can't be Defended. On dmg: reduce the hero's Armor by 12 until the end of their next turn.
Summon 1 Gith Raider / hero near Full Cover at Reach 12.
When a gith dies within Range 8, heal 7 HP to an ally (can be you).
- •A. Corruption Bolt.
(Range 12) 3d6+12 necrotic, on damage: Poisoned until the end of their turn.
- •B. Torpor.
(Range 6, Burst 2) 2d6+6, on hit: Slowed.
- •Cascading Spell.
On turn 1, cast any T0 spell. On turn 2, cast any T1 spell. On turn 3, cast any T2 spell. On turn 4, get back to 1.
The Orb is rather visibly resting in his left hand.