Monk
Level 3 Solo
M100
STR DEX
Blood Lieutenant: Crimson Shield.

1/Encounter - negate LVL dmg from a single attack

Blood Lieutenant: Booming Blood.

0HP - explode LVL radius DEX save - on fail take LVLd10 piercing damage

Choose one.
  • Thorned Staff.

    d10+3 - heals for 10 on crit

  • Furious Fists 3X.

    1d4+3

BLOODIED:

Gains another Crimson Shield

Lvl 3 feline
840
Stalker.

After attacking, kitten gains Invisible.

Flaming.

Kitten's path becomes Difficult Terrain, and ending turn on it deals 2d6.

Move 8 OR:
  • Burning Pounce.

    Move Line 4. DC 11 DEX save: 1 target in Reach 2. Failure: 4d6, Prone, Smoldering.

  • Firy Furball (×2).

    (Range 8) 2d6, Poisoned, Smoldering.

Lvl 1 feline
825
Dextrous.

Attacker misses: Warrior attacks once for free.

Move 8 THEN:
  • Paws.

    2d6+4. OR:

  • Furball.

    (Range 8, two adjacent targets) 2d6+4, Poisoned.

Level 2 Solo Large Contraption
M80
DEX+
Cogwheels.

Targets adjacent to path, Prone.

ATTACKS: Move 8 OR:
  • Beatdown.

    Move 4, (Reach 2) 1d8+3.

  • Shockwave Pulse.

    (1 use) DC 11 DEX save: Prone targets. Failure: 3d8+1, Push 4.

BLOODIED:

(10 HP) Summon four cog minions (1d4).

LAST STAND:

(20) Recharge and use Shockwave Pulse. Attacks use d10s.

Chempunk Ogre
Level 1 Solo Masked "Hero"
80
STR+ INT-
Actors: Overly Dramatic.

Melee hits against you knockback 4 spaces.

After each hero's turn, choose one.
  • Legendolo Smash!

    Move 4, then 1d10+2

  • Solendary Performance.

    Pronounce your special move! Your next attack rolls with advantage and uses a d20 instead.

BLOODIED:

At 40HP you start to monologue. Enemies that can hear you: DC 13 WIL save or dazed.

LAST STAND:

The solendary Legendolo is dying! 10 more damage and he dies. Until then Legendolo Smash hits in a cone 4.

Clockwork Golem Pack
Lvl 5 construct - Melee
H35
  • Hammer (2x).
Treant
Level 8 Solo Huge
H225
STR++ WIL-
Peeling Bark.

Damage degrades its Armor quality: Heavy >> Medium >> None

Potential Fire Vulnerability.

If the party killed at least 3 druids, it is Vulnerable to Fire (taking double damage or ignoring armor)

Acts after each hero's turn
  • Grasping Roots.

    (Reach 6) 1d6+12 bludgeoning damage. On hit: Target is Grappled (DC 14). Grappled targets take 1d6 damage at the start of their turn.

  • Titanic Slam.

    (Reach 3) 3d8+12 bludgeoning damage. On hit: Target is Prone.

  • Stomp.

    (Only against Prone/Grappled targets) 2d8+20 bludgeoning damage.

LAST STAND:

When reduced to 0 HP, it begins to collapse. It gains 80 temporary HP. Until these are gone, it uses Titanic Slam against all adjacent targets at the start of every round

Druid
49
Choose one.
  • Grasping Roots (bludgeoning)..

    (Range 8) On hit: Target is Grappled (DC 12).

  • Shillelagh (bludgeoning).
Barbarian (Axe)
M41
Bouncer.

When a Berserker double moves, if they end between 6 and 12 spaces away from where they started, they may make a Heavy Tackle attack for free.

Choose One
  • Greataxe (slashing).
  • Heavy Tackle (bludgeoning)..

    On damage: Target is moved 4 spaces and is Prone.

  • Handaxe Toss (slashing)..

    (Range 4)

55
NPC (4).

Unlike normal monsters NPCs don't die at 0HP. They retain the ability to move. Any damage to an NPC whilst at 0HP causes 1 "life threatening injury". If they reach 4 such injuries they die.

Reckless.

Once per turn attack with Advantage, however all attacks against you have Advantage until the start of your next turn.

  • Great Club.
Lvl 1
M20
NPC.

Unlike monsters NPCs don't die at 0HP. They retain the ability to move. Any damage to an NPC whilst at 0HP causes 1 "life threatening injury". If they reach 3 such injuries they die.

  • Cross Bow.
Human Fighter
H55
Old habits..

Attacks against hampered targets can't be defended against.

  • Shield Bash.

    1d8+5. On damage: Prone. Then

  • Heavy Strike.

    2d8+5