Lvl 12 idisir warrior - Defender
H8100
Undying Sentinel.

The first time Ingrid would be dropped to 0 HP, take no damage and become Invulnerable until Crit.

Warding Aura.

(Reach 3) Allies gain Resistance to Necrotic, Psychic, and Radiant.

Choose one.
  • Thornblood (2x)..

    Poisoned (healing ends)

  • Wrathful Vines.

    (Reach 3, AoE) DC16 STR save or 1d10+10 and Restrained (Escape DC 16).

  • Heartburst..

    Ignores Defense, any die is Primary vs Restrained. On Crit: +1 Wound.

Bugbear
Lvl 2 goblins
M30
Goblins: Haha, Missed Me!

Whenever an attack misses you, deal 1 psychic damage in return.

Meat Shield.

Can force adjacent allied goblins to Interpose for him (1/round).

  • Cleave.
  • Shoot..

    (Range 16)

    (8ft ft)
remixed from Bugbear by NNimble Co.
Worg
Lvl 1
1028
Savage.

Always crits VS grappled creatures.

  • Rip Apart (2x).

    1d6+2 damage, plus Grappled (escape DC 10).

Wolf
Lvl 1/2
1018
Pack Hunters.

Flees combat when outnumbered.

  • Bite.
Level 22 Solo Gargantuan Angelic Dragon
M600
All+++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose two.
  • Slink.

    Move 12

  • Slash.

    1d12+23

  • Tail.

    2d20

  • Wing Buffet.

    Push 5

  • Bite.

    5d10+25

  • Cone of Saint Elmo (once).

    Cone 20, DC 22 Dex save for half of 5d20 Fire + Lightning

BLOODIED:

300 HP, recharge Cone of Saint Elmo. Slink becomes free.

LAST STAND:

250 more. Entomb all tapped in heroes in ice, forcing them to tap out. Lose bite.

Level 18 Solo Large Angel
M475
All++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Blitz.

    Move 10, 1d10+20 Lightning + Fire.

  • Flash.

    Teleport 5, 3d10 Fire.

  • Entomb.

    Range 10. DC 19 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Reliable Spear.

    50 damage.

  • Roar (locked) (once).

    All in range 10 must succeed a DC 19 Wil save or gain Fear for the rest of this combat. Fear means you can't approach Firnhalo.

  • Draconic Explosion (locked) (once).

    5d20 Fire + Lightning + Cold to all tapped in heroes. Moves Firnhalo to the final stage.

BLOODIED:

230 HP, unlock Roar.

LAST STAND:

180 more. Unlock Draconic Explosion.

Level 15 Solo Large Angel
H315
Wil++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Entomb.

    Range 5. DC 17 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Shards.

    All in range 4, 1d4+20 Cold.

  • Ice Bolt.

    1d4+42 Cold.

  • Spark (locked).

    3d20 Lightning

  • Tribeam (locked).

    4d4 Cold, 2d20 Lightning and 3d6 Fire. Can be different targets.

BLOODIED:

155 HP, unlock Spark.

LAST STAND:

150 more. Unlock Tribeam. Entomb becomes free.

M38
Pack Tactics.

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

  • Spear.
Lvl 2 huge - Skirmisher
M5334
Windswept.

Ranged attacks near me have disadvantage.

Wither.

Resist Necrotic damage, but stops Windswept for Turn

After Each Heroes Turn Choose One
  • Bite.
  • Piedra Pluma..

    (Line 10) Fires stone plumage from it's tail.

Level 6 Solo Large
H115
str
Slow to Act.

Dragonskull Hermitcrab is slow outside of the water. He acts after every 3 actions. If engaged in the water, he acts after every turn.

Attacks:
  • Claws.

    2d8+5 Can target two creatures at once. If it targets only one creature it gains advantage. Reach 2. On hit: Restrained.

  • Crush.

    If a creature is restrained in its claws, deal 4d4+5 damage.

BLOODIED:

(75HP) Cornered Beast: The shell starts to crack reducing armor to Medium and Dragonskull Hermitcrab can now act after each hero's turn. At 35HP, remove the armor. All attacks gain +8 damage.

LAST STAND:

Final Lunge: Before dying attacks the two nearest heroes with the claws at disadvantage.

Sandstone Golem
Lvl 8 construct - Defender
M486
Defender.

Can Interpose for an ally 1/round (Reach 1).

Giant Shield.

Has Heavy Armor the first time it is attacked per round. Flanking attacks bypass armor.

  • Slam (2×). .

    On crit: Prone.

Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a STR saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Choose one.
  • Slam.
  • Virulent Miasma (1 Use)..

    All enemies within Reach 5 must make a DC14 STR save, take half damage on a sucess. Any creatures reduced to 0HP by this attack take 1 extra wound. Any creatures killed by this attack will rise as Zombies in 10 rounds if not healed or stablised (DC20 Examination) before then.