90
Mind Pressure.

When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.

Sneering Dismissal (2/ENC).

When hit by an attack, Teleport 2: if out of Range, the attack misses instead.

Choose one.
  • Do Better.

    (Reach 6) A Templar ally gains 20 tempHP and ADV on their rolls until the end of their next turn.

  • Psychic Crush.

    (Reach 6) 4d8+10 psychic, can't Interpose. If the target is or becomes Dying: Incapacitated for 1 turn.

Lvl resorte
¡Resorte Oculto! .

Cuando una criatura Pisa o toca el sema de inicio se activa el resorte. Percepción CD 11 para detectarlo y detener la apertura; si no, salvación de DEX para la casilla que ocupa el resorte

Desarmable.

DC Arcana 11

Empujon: .

cada 2 casillas de movimiento obligado por empujones -> 1d6 contundente

Salvación DEX: Aplica las reglas de empujón .
  • +15.

    La criatura mantiene el equilibrio. Sin daño.

  • 10-14..

    La criatura es empujada 2 espacios y

  • 1-9. daño contundente.

    La criatura es empujada violentamente 4 espacios . Si impacta contra un objeto sólido o borde peligroso, añade +1d6 y aplica las reglas de empujon.

Lvl 8 sorcerer apprentice - Controller
90
Sorcerous Veto.

(1 use) Lose 45HP: change the PD of a spell at Range 6 to whatever you like.

Mind Pressure.

When a hero fails a roll, gets a crit or suffers one, they get 1 Doubt.

Choose one.
  • Sorcerous Chaos Blast .

    (Range 8) 2d8+5 acid, cold, fire or necrotic (their choice), then chain to another target within Range. On crit: chain to a third target.

  • King's Grip.

    (Reach 2) 4d8 psychic, on hit: target is Slowed and DC 14 WIL save or gains 4 Doubt.

Lvl 21 gargantuan - Melee
M128288
Choose one.
  • Tooth and Claw (x2)..

    On hit: Roll a d10 on the Alchemist's table.

  • Potion Breath (1 time)..

    Cone: 12. DC 21 DEX save for half damage, on fail Roll a D6 on the Alchemist's Table.

Lvl 10
M66694
Choose one.
  • Smite..

    Reach 1. DC 15 WIL save or you are permanently blinded as divine light singes your eyes.

  • Divine Blade..

    A holy blade fortified in angelic grace that is the only known weapon that can kill an angel

Lvl 10
M66694
Choose one.
  • Smite..

    Reach 1. DC 15 WIL save or you are permanently blinded as divine light singes your eyes.

  • Divine Blade..

    A holy blade fortified in angelic grace that is the only known weapon that can kill an angel

Lvl 8 aberration - Controller
91
Choose one.
  • Slumber.

    DC 14 WIL Saving throw or you become incapacitated

  • Harvest Dreams..

    Only usable if a creature is incapacitated from the Slumber action.

  • Claw..

    Attacks with claws

Lvl 10 construct - Melee
120
Conductor.

When hit by lightning damage: Become charged for 1 round instead. While Charged your attacks also damage the next closest enemy to your target.

Choose one:
  • Slam (2x).

    2d8+5.

  • Overload.

    (while charged) 2d8+10 to others within Reach 2 (ignoring metal armor).

Level 5 Solo Large Knight
M170
STR+ WIL+
Strike Me, and Be Struck.

1/Round Force a successful attack against you to become a Crit.

After each hero's turn, choose one.
  • Rend.

    Attack for 1d12+15 Damage. 1/round Rend automatically crits against the target if they crit you on their last turn.

  • Cleave.

    1d12+6 damage to every enemy in reach. 1/round Rend automatically crits against the target if they crit you on their last turn.

BLOODIED:

Bold and Red Blooded. At 65 HP, Rend and Cleave's crit effect is usable 1/turn.

LAST STAND:

The Green Knight is dying! 50 more damage and it dies. Until then, every attack against it is a crit.

Lvl 8 large frenzied guard - Striker
100
Frenzied Strikes.

On hit: add 1 to the PD of next attack, cumulative. Reset on crit.

Bloody Instruments.

On crit: DC 14 STR or Bleeding 4.

Choose one.
  • Armblades (3x).

    1d8+4 slashing.

8890
Antispell Chitin.

1/turn, when the Mage Hunter takes damage from a spell, halve it and another target in Range takes the other half (can be the caster).

Sensory Quills.

Immune to Blinded, Charmed, Deafened. Cover doesn't grant bonuses to defense nor does it allow to Hide.

It can't detect anything but magic imprints beyond Reach 20.

Choose one.
  • Magicide Claws (2x).

    (Reach 1) 2d8 piercing; on hit: the target loses 1M and if they can't lose Mana, they take 5 additional necrotic damage per point missing.

  • Psychic Screech (1 use).

    (Reach 1) 5d8 psychic, can't be Defended. If the target is an arcane user, DC 16 KEY or they can't cast spells until the end of their next turn.

Lvl 2 small - Controller
34
Noooooo! (1 time).

When an ally within Reach: 2 dies, you may attack.

Choose one.
  • Chemical Trap.

    Lay a trap within Reach: 1. Roll 1d6+10 on the Alchemist Table when a hero enters the square of the trap.

  • Stab..

    On hit: Poisoned for 1 turn.