- Crushing Grip.1d4+1.
On hit: Spooked
Spooked: Deals 1 damage at the end of your turn. This ends the condition.
Your attacks gain a level of advantage for each Condition on your target.
Looking at you for too long (2 actions in one turn) deals 5 damage and causes Smoldering.
- Ghost Burst.1d6.
Burst: 3. On hit: Spooked.
Spooked: Deals 1 damage at the end of your turn. This ends the condition.
- •Crushing Grip.1d4+7.
On hit: Spooked
- •Flaming Punch.2d8 to a smoldering target.
On hit: Spooked 3 and remove Smoldering
Spooked: Deals 1 damage at the end of your turn. This ends the condition.
- •Flame Punch.1d10.
On crit: Smoldering
- •Ignited Punch.4d8.
Only against Smoldering. On hit: Remove Smoldering.
You have heavy armor against piercing and slashing attacks. You have no armor against bludgeoning attacks.
At the beginning of your turn, create a Zombie minion (d4) from a grave you can see.
- Spectral Fire.2d6+4.
(Range: 6). On hit: Spooked and Smoldering
This skeleton rises at night and protects the cemetery from any intruders with its magical lantern.
Spooked: Deals 1 damage at the end of your turn. This ends the condition.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
You are always Smoldering and vulnerable to fire. If someone else takes damage during their turn, they become Smoldering.
- •Dart of Blue Flame.1d10.
(Range: 8). On hit: Spooked. THEN:
- •Hellish Explosion.4d8.
Burst: 4. Only against Smoldering. On hit: Remove Smoldering.
Spooked: Deals 1 damage at the end of your turn. This ends the condition.
A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.
You are always Slowed and vulnerable to cold. If someone else takes damage during their turn, they become Slowed until the end of their turn.
- •Fisr of Red Ice.1d10.
(Reach: 2). On hit: Spooked. THEN:
- •Icy Beatdown.5d8.
Reach: 4. Only against Hindered. On hit: Remove whatever is causing Hindered.
Spooked: Deals 1 damage at the end of your turn. This ends the condition.