Mercury Masters

These creatures use Mercury Magic, a type of magic which consumes memories to power itself.

Mercury Masters: Mercury Infused Strikes.

Heroes may choose to have an attack miss them if they offer up the memory of someone they know and forget them completely (the person they're forgetting must have been mentioned beforehand).

Snails: Big Ole Shell.

You have no armor against bludgeoning damage.

Choose Summon or Blade.
  • Summon (once).

    Summon 3 Mercury Spirit Minions (d12) within Reach: 8.

  • Blade..

    or gain 5 temporary HP. Then:

  • Sorcery..

    Range: 7.

Lvl 7 alchemist mage
79
Studious Spellcasters: I'm trying to concentrate!

If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.

Choose either Blade, Sorcery, or Potion.
  • Blade..

    After attacking, teleport 2.

  • Sorcery..

    Range: 8. On hit: You may increase the damage by 5d4 (once).

  • Liquid-Metal Shield (once).

    Gain Heavy Armor until the end of your next turn.

  • Potion (twice).

    Restore 4d8+8 HP or regain all uses of a single (once) ability.

Lvl 7 angelic dancer
79
Divine Beings: Incomprehensible Divinity .

If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.

Choose one.
  • Blade (×2)..

    On hit: teleport 2.

  • Sorcery..

    Range: 8. On hit: Taunted. You may have it deal an extra 5d6 (once).

The Angel of Mercury is sent to punish those who do not respect history. Entire cities that plunder others, eradicate their historical leaders, or abandon the gods have been destroyed by Angels of this caliber.

Lvl 12 dancing mage
M105
Studious Spellcasters: I'm trying to concentrate!

If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.

Choose one of Dance or Blade, then choose one of Blade or Sorcery.
  • Dance.

    Increase your movement speed by 6 and your primary die rolls by 1 until the start of your next turn.

  • Blade..

    On hit: teleport 1.

  • Sorcery..

    Range: 4. You may increase damage by 5d7 (once).

  • Liquid-Metal Shield (three times).

    Gain Heavy Armor until the end of your next turn.

To roll a d7: roll a d8, reroll and disregard if an 8.