Renewing Death
The shared ability of the senior members of the
When an enemy Creature enters on its Turn, or starts its Turn, within Reach 3, they take 1 die of Poison damage (can't miss or crit).
When a Creature dies within Spore Armor's area, summon one Undead minion (size: d6) from it.
- •Vine Lash.3d6.
(Range 6) Pull 2.
- •Earthbind.2d6.
(Range 12). On damage: Target can't Fly. If airborne when this happens, they also fall and take FALL damage.
- •Wither to Bloom.
(Range 6, 4x4 Area) Enemies must make a DC13 STR save or 2d6 Necrotic. Allies in the area regain that amount of HP.
- •Spike Growth (1 use).
(Concentration, Range 6, 6x6 Area) Area is Difficult Terrain. For each space moved within it, a Creature takes 2d6 damage.
- •Animate Dead (1 use).
Summon six Undead minions (size: d6)
Quill is a Goblin (Underdark).
When dropped to 0 HP for the first time, drop to 1 HP instead.
- •Shocking Grasp.3d8+5 Lightning.
(ignores Defense from metal armor). On damage: No Reactions until the start of their next Turn.
- •Thunder Hammer (2x).3d8+5 Thunder, Knockback 3
- •Call Lightning (1 use).
(Concentration, Range 8, 2x2 Area) DC16 DEX save or 6d8+10 Lightning, half on save. Disadvantage on the save if wearing metal armor.
Belgwyn is a Brimstone Dwarf (Duergar).
When dropped to 0 HP for the first time, drop to 1 HP instead.
- •Chill Touch (2x).4d6 Necrotic.
On damage: Can't Heal until the end of Chitter's next Turn.
- •Mind Mush.
(Range 6) DC16 INT save or 4d6 Psychic (ignores Defense). On damage: Poisoned (healing ends).
- •Psychic Rend.
(Range 6) DC16 INT save or 4d6+30 Psychic (ignores Defense), half on save.
Chitter is a Kenku (Crowfolk that can only mimic sounds they've heard in the voice that they heard it).
Start combat Hidden (Spot DC 16). Missed attacks don't break Hidden.
- •Obsidian Dagger (2x).
(Reach 4) 2d6+10
- •Earthbind.2d6 Force.
(Range 12). On damage: Target can't Fly. If airborne when this happens, they also fall and take FALL damage.
Dracna is a Deep Gnome.
Advantage on Concentration saves.
Hevlira can swap any amount of her Speed to Jump. She also ignores all FALL damage.
- •Shadow Glaive (2x).
(Reach 3) 2d10a+5 Necrotic.
- •Shard Whip.
(Reach 3, AoE) DC16 DEX save or 2d10+5. On damage: Slowed.
- •Reaper's Eye.
(Concentration) The Primary dice of her attacks are raised by 1 face.
Hevlira is a Shadar-Kai (Shadowfell Elf).
Enemies have Advantage on attacks against Ishii.
- •Spore Staff (2x).2d8+10 ADV.
On damage: Can't heal until the end of Ishii's next Turn.
- •Violent Defense.
Move 4, then gain Heavy Armor until the start of Ishii's next Turn. Until then, mitigated damage from melee attackers is returned against them.
Ishii is a Lizardfolk.
Enemy attacks miss on a 1 or 2, then attack once with Jade-Tipped Staff for free.
- •Jade-Tipped Staff (2x).3d10+5 Acid.
When Defended: Defend is reduced by the Primary die.
- •Sapping Vines.3d10 Necrotic, Pull 2.
(Reach 6, AoE). On damage: Dazed.
- •Death comes for YOU!
Move 3, then 4d10+20 Necrotic. On damage: Can't heal until the end of Klerdec's next Turn.
Klerdec is a Black Dragonborn.
Targets within Reach 2 take +5 Necrotic damage from attacks.
- •Drow Deathblade (2x).3d6+5.
On miss: 5 damage.
- •Shadowblast (3x).
(Range 10) 3d6 Necrotic, Knockback/Pull 2.
Kronvayas is a Dark Elf (Drow).
Once per Round, Xilphine can direct damage from her Warded Creature to herself. When Bloodied, she drops to Medium Armor.
- •Rotting Blight.
(Line 6) DC16 DEX save or 4d8+10 Necrotic.
- •Nature's Ward.
(Range 6) The target becomes Warded: +5 to Armor. Only one Creature can be Warded by Xilphine at a time and the condition does not stack.
- •Hastened Steps.
(Concentration, Range 6) The target's Speed is increased by 2. If they are a Hero, the get a 4th Action. If they are a Monster/NPC, they get +1 attack (2x becomes 3x, etc). When Concentration is lost, they become Incapacitated until the end of their next Turn.
Xilphine is a Firbolg.
(Range 6) Once per Round, reduce a Primary die by 1 face.
- •Thorn Armor.
(Reach 3 or Self) The target becomes Warded (Warded: +5 to Armor). Only one Creature can be Warded by Valza at a time and the condition does not stack. When they are next attacked in melee, the attacker takes 10 damage and the Heavy Armor ends at the end of the attacker's Turn.
- •Disrupting Swarm.
(Concentration, Reach 3, AoE) Enemies within the Area have Disadvantage and they take 10 damage, once per Round, when they enter or start their Turn in the Area.
- •Revivify (1 use).
(Reach 1) Raise an ally that has been defeated to 10% HP.
Valza is a Tiefling/Fiendkin.
The first time you defeat an enemy each Round, you can make one bonus Wood Maul attack.
- •Wood Maul (2x).2d6+10
- •Thunderburst.
(Reach 3, AoE) DC16 STR save or 4d6+10 Thunder, half on save. On damage: Knockback 2.
- •Barkskin.
(Concentration) Zugrok becomes Warded (Warded: +5 to Armor). The condition does not stack.
Zugrok is a Bugbear.
When affected by an action, you can choose to disable that action until you use this feature again. Until then, you can replace your action with the one you disabled.
- •Doom Claw.4d6+10 Necrotic.
On Crit: +1 Wound.
- •Shell Defense.
Retreat to shell, gaining Heavy Armor until the start of Ko's next Turn and Advantage on the next Doom Claw until you Move.
- •Fungal Alchemy.
(Reach 1) Grant a Creature one of the following benefits for their next Turn.
- Speed +2
- Defense +5 (Hero)
- Armor +5 (Monster)
- Advantage on Attacks/Saves
- Gain Fly = Speed
Ko is a Tortle/Turtlefolk