You don't always know how to convey it convincingly, but you always tell the truth and try to help. If someone trusts you when they probably shouldn't, they gain 10 temporary hit points.
- •Sorcery.2d8+5.
Range: 8
- •Blessing (1/target/encounter).
Range: 8. Heals 2d4, grants Speed +2 for 1 minute, and increases primary die of the next attack by 4.
Melee attack. Deals 1d6 + 2 Slashing damage. (Warrior) Ranged attack. Deals 1d6 + 2 Piercing damage. (Archer)
- Explosion on Death:.
When a Skeletal Warrior is destroyed, the remaining necrotic energy flashes out. Each Hero adjacent to the Minion must make a DC 10 STR Save or be knocked back 5 ft.

Ranged attack (60 ft.). Deals 1d10 + 4 Necrotic damage.
Melee attack. Deals 1d6 + 4 Necrotic damage. Can only target a single Hero.
Malak commands one nearby Undead Minion (Skeletal Warrior or Zombie) to immediately take a free Attack action.
Malak increases his Defenses by 3 until the start of his next turn. Consumed upon defend action.
- •Legendary Ability (Malak's Power).
Lord Malak acts immediately after each Hero's turn (in addition to his normal turn in the initiative order). On these legendary turns, he can use an action to execute Shadow Bolt, Grave Touch, or Defend.
- •Bind Soul.
Trigger: A Hero damages one of Malak's Undead Minions. The damaged Minion takes 0 damage instead. Malak takes 1d4 damage as the power strains him.
Can't move and attack.
- •Boomstick.1d4+20.
Range 8. On miss: Jams and can't fire again this encounter.
- •Hand axe.1d8+5
1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.
- Hammer blow.2d6+5.
On crit: Prone.
Advantage on attacks when an ally is adjacent to the target.
- •Spear Strike (2x).1d8+5.
(or Throw: Range 8). On crit: Target is Slowed. If on the same target, and both crit, Target is Dazed instead.
- •Bolster (1/encounter).
Allies within Range 4 are cleased of Charmed or Frightened and are immune to it.
Advantage on attacks when an ally is adjacent to the target.
When Initiative starts or as a action, roll 3d8s, record them. The Oracle can replace any roll with those recorded rolls.
- •Divining Bolt.3d8+12.
After hitting, next attack is 1 die higher.
- •Not your time yet.
Use a die from Seer to heal a ally by the amount +1.
Advantage on attacks when an ally is adjacent to the target.
Armor increases 1 step for each adjacent ally (None, Med, Heavy) for all allies
Can interpose for bloodied allies
- Weapon Strike.2d8+6.
(Or Bow: Range 8) Can push foes number of spaces equal to primary die.
Kaizen can see into the Ethereal Realm. Invisible or ethereal creatures appear to him as ghostly silhouettes.
When Kaizen is critically hit, he plants a Plastique (d12) on the attacker. All Plastiques detonate when Kaizen becomes Bloodied.
Thinker. When an attack against Kaizen misses, he manifests 1d12 Clay Constructs (d10 minions) as fragments of animated art.
- •Plastique Volley.
Launch 1d6 clay birds at up to three targets within 12 spaces. Each target takes 3d10 + 5 fire damage.
- •Vindication.
(Reach 3) for 1d12 + 20 damage.
- •Sculpted Detonation.
Target a creature within 8 spaces; detonate for 4d6 + 8 fire or force damage (ignores armor). On a hit, the target is Dazed until the end of its next turn.
At 162 HP, all planted Plastiques detonate simultaneously.
When Kaizen is reduced to 0 HP, he gains 120 additional HP and undergoes a violent transformation. His body fuses with his own clay, granting Flight, Heavy Armor, and immunity to being Hampered.
New Actions:
- Mass Detonation (1 use). Detonate an explosive sculpture in an 8-space radius. All creatures in the area take 6d6 + 10 fire/force damage.
- Art Becomes Death. The battlefield fractures into molten shards. All terrain within 12 spaces becomes Difficult Terrain until the end of combat. Each hero begins their turn Frightened (WIL save DC 17 ends).
(Reach 2) Air is thick with spores. Creatures within range must succeed a DC 12 WILL save or cough and lose 1 action.
- •Fungal Spit.1d6.
(Reach 4) on crit, target is blinded by spores (1 round)
- •Rotting Touch.1d6.
Eldric takes 1 dmg as the acid burns him too
Fire, Smoldering
Scales are left behind by Cinderashe when they move every 4 spaces. Scales explode when they are hit by AoE damage that isn't ice. They deal 2d10 3x3 AoE Fire damage
- •Rend (2x).1d10+5.
Slashing/Bludgeoning. The Cinderashe dislodges a scale from its mane in the space it attacks.
- •Fire Breath (1 Use).6d10+3.
Fire. Cone 8. DEX Save 15. Half Damage on success.
At 150 HP, Cinderashe doubles the amount of scales it drops.
Cinderashe is dying! 110 more damage and Cinderashe dies! Cinderashe enters a super heated state and can trigger all scales to explode as a action.