Vai'Elzannar
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Everything it sees and hears is relayed back to its controller.
- •Emergency Protocol.2 Lightning damage x [1d4].
(Range 4). On damage: Dazed and Slowed.
- •Camouflage Cloak.
Hide (Spot DC 15) even if directly observed.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.2 damage x [2d8].
(Range 6)
- •Burst Fire.2 damage x [1d8].
(Range 10)
- •Lightning Rod.1d8 Lightning.
On damage: Dazed.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Snipe (1 use).50.
(Range 24). Roll 1d4 to check for Hit, Miss, or Crit. Disadvantage at Range 9 or less.
- •Reload.
Regain use of Snipe.
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.5 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Deploy Turret (1 use).
Summon a within Reach 1.
- •Repair.
Repair a Sentry Turret for 1d4 HP.
When including the Sentry Turret, the Engineer is considered Lvl 8.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.4 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Lightning Rod.2d4 Lightning.
On damage: Dazed.
- Rapid Fire.4 damage x [1d8].
(Range 10)
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.3 damage x [2d6].
(Range 8)
- •Burst Fire.3 damage x [1d6].
(Range 12)
- •Lightning Rod.2d6 Lightning.
On damage: Dazed.
- •Grenade Shot (1 use).
(Range 6, 3x3 Area) DC13 DEX save or 6d6. Area is Obscured until the Captain's next Turn.
Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Drow Deathblade.2d4+30
- •Shadow Blast (2x).1d4+10.
(Range 4)
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
The Agent can make themself look like anyone they've seen before.
Advantage++ to Influence checks.
- •Shadow Knife (2x).1d6+10.
(Reach 4)
- •Camouflage Cloak.
Hide (Spot DC x) even if directly observed.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.4 damage x [1d10].
(Range 6).
- •Lightning Rod.2d10 Lightning.
On damage: Dazed.
- •Repelling Shockwave.
(Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.
Immune to Dazed and Poisoned.
- •Necrotic Blast.
(Range 12) Move 3, then 1d12 Necrotic (3x).
- •Drow Deathblade.
1d12+10 (2x). On Crit: +1 Wound.
- •Blood Draw.
(Range 12) DC15 STR save or 1 Wound and Pull 2. Bloodied creatures have Disadvantage on the save. Creatures take 2d12+5 Necrotic instead on a successful save.
Zaknazzor can now attack through the corpse's wounds, gaining Blood Tendril.
Blood Tendril. (Reach 6) 3d12+5 Necrotic, Pull 5, Grappled (Escape DC15). Each time they attempt and fail to escape, they take 1d12 Necrotic.
Zaknazzor's corpse body has been destroyed! 110 more damage and he dies. Until then, he is in his Blood Ooze form (size: Small) and has Resistance to non-magical damage and attacks miss him on a 1 or 2.
If this battle is reached, then Zaknazzor will be out of options and have nowhere else to run! He fights to the true death here.
Zaknazzor is a Drow Blood Mage who suffused his consciousness into his blood, allowing him to live as a Blood Ooze after dying, albeit unable to speak except through telepathy. He now inhabits corpses of members of the communities he intends to infiltrate and influence towards partnership with the Black Spider. His threat level depends on the corpse he's inhabiting.
If the Heroes haven't learned his true name yet, they will learn so here.
Resistant to Necrotic. Unless Blinded, they can see any creature, even through Full Cover, as long as they aren't Invisible.
- •Blood Lash (2x).3d10+5.
(Reach 2)
- •Blood Boil (1 use).
(Range 12, 4x4 Area) Enemies must make a DC17 STR save or take 7d10 Necrotic and become Dazed, half damage only on save. If a Hero is dropped to 0 HP, they take +2 Wounds.
The Blood Mage loses Armor, but Blood Lash gains (Reach 5) and "On damage: Summon one Bloodling minion (size: d10, Necrotic) adjacent to the target."
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.50 damage.
(Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.
- •Crushing Blow.2d20+20 (Vicious).
DC14 DEX save or Grappled, then 2d20v+20, damage only on save. Auto Crits on Hit vs Grappled targets.
- •Mana Cannon (1 use).
(Range 8, 2x2 Area) DC14 DEX save or 4d20. On damage: Knockback 2.
Abort! Abort! When Crit while Bloodied, the Golem malfunctions and all Creatures in Reach 4 need to make a DC15 DEX save or take 2d20, half on save. It also ejects the pilot, summoning 1 from the wreckage.