Good Natured Fae.

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.

Choose one.
  • Sorcery..

    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.

Lvl 1/4 undead
Rusty Scimitar/Tattered Bow.

Melee attack. Deals 1d6 + 2 Slashing damage. (Warrior) Ranged attack. Deals 1d6 + 2 Piercing damage. (Archer)

Apply on Death
  • 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.

Cultist Warlock
Level 5 Solo Necromancer
150
Defense +5 Magic +8
Shadow Bolt.

Ranged attack (60 ft.). Deals 1d10 + 4 Necrotic damage.

Grave Touch.

Melee attack. Deals 1d6 + 4 Necrotic damage. Can only target a single Hero.

Command Undead.

Malak commands one nearby Undead Minion (Skeletal Warrior or Zombie) to immediately take a free Attack action.

Defend.

Malak increases his Defenses by 3 until the start of his next turn. Consumed upon defend action.

Legendary after each turn, reaction on trigger.
  • 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.

Lvl 3 humanoid - Ranged
543
Heavy weapon.

Can't move and attack.

Choose one:
  • Boomstick..

    Range 8. On miss: Jams and can't fire again this encounter.

  • Hand axe.
Lvl 3 humanoid - Defender
544
Form a line.

1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.

  • Hammer blow..

    On crit: Prone.

Lvl 5 celesital - Striker
M658
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Choose one.
  • Spear Strike (2x)..

    (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.

Lvl 8 celestial - Support
691
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Seer to Victory (1/round).

When Initiative starts or as a action, roll 3d8s, record them. The Oracle can replace any roll with those recorded rolls.

Choose one.
  • Divining Bolt..

    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.

Lvl 3 celestial - Defender
641
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Formation.

Armor increases 1 step for each adjacent ally (None, Med, Heavy) for all allies

Leap to Defense.

Can interpose for bloodied allies

Choose one.
  • Weapon Strike..

    (Or Bow: Range 8) Can push foes number of spaces equal to primary die.

Level 12 Solo Human
M325
DEX++ WIL-
Ethereal Perception.

Kaizen can see into the Ethereal Realm. Invisible or ethereal creatures appear to him as ghostly silhouettes.

Artistic Detonation.

When Kaizen is critically hit, he plants a Plastique (d12) on the attacker. All Plastiques detonate when Kaizen becomes Bloodied.

Opportune Thinker.

Thinker. When an attack against Kaizen misses, he manifests 1d12 Clay Constructs (d10 minions) as fragments of animated art.

After each hero's turn, move 8 then choose one.
  • 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.

BLOODIED:

At 162 HP, all planted Plastiques detonate simultaneously.

LAST STAND:

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).
Lvl 1/2 human hermit, once a healer; now a zealot of decay
218
Fungal Aura.

(Reach 2) Air is thick with spores. Creatures within range must succeed a DC 12 WILL save or cough and lose 1 action.

Choose one.
  • Fungal Spit..

    (Reach 4) on crit, target is blinded by spores (1 round)

  • Rotting Touch..

    Eldric takes 1 dmg as the acid burns him too

Lvl 1/4 tiny
64
Panic!

When damaged, the chicken flees at full speed in a random direction.

  • Peck..

    (minimum 1).

Level 11 Solo Huge Wyvern
H235
STR +++
Immunities.

Fire, Smoldering

Fire in the Hole.

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

After each Hero's Turn, choose one:
  • Rend (2x)..

    Slashing/Bludgeoning. The Cinderashe dislodges a scale from its mane in the space it attacks.

  • Fire Breath (1 Use)..

    Fire. Cone 8. DEX Save 15. Half Damage on success.

BLOODIED:

At 150 HP, Cinderashe doubles the amount of scales it drops.

LAST STAND:

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.