Nezzar can sacrifice his next Action to reduce an attack's damage by 20. If it reduces the damage to zero, spawn a Shadow minion (size: 2d10) that takes on the form of the Hero that attacked, or the next nearest if there's already a minion with their form.
Attacks miss him on a 1, 2, or 3.
- •Deconstruction Pistol (attack).
(Range 12) 4d10+10 Force. If already Dying or dropped to 0 HP by it, they take +1 Wound instead. On taking their last Wound, they are disintegrated, safely leaving behind any magic items.
- •Deconstruction Pistol (defend).
If a Creature casts a spell, Nezznar can sacrifice his next action to "Counterspell" it if any die of 4d10 is equal to or greater than the spell's Tier. If all are less than the Tier, the action is still sacrificed.
- •Nezznar's Web.
(Range 6, 4d4 Area) DC19 STR save or 1d10 Acid damage and Restrained (Escape DC19). Each time they fail an escape attempt, they take 1d10 Acid damage.
- •Slow Down! (1 use).
(Cone 6) DC19 STR save or Slowed and Dazed.
Nezznar "reconstructs" himself and regains Slow Down! and gains Last Resort.
Last Resort. Move 10, then Unarmed Slash (2x) 4d10+5 Force (ignores Defense). On Crit: +1 Wound.
Nezznar "reconstructs" himself and 180 more damage until he's defeated. Until then, spells deal half damage and all saves vs spells are successes. He allows himself to use Time Stop when halfway through Last Stand.
Time Stop. (1 use) Time is stopped for 1 full Round or until Nezzar attacks, whichever comes first. If he uses it to escape, narrate it as him being there one moment and then suddenly gone.
Notes Rather than being a single block of HP, Nezznar treats each threshold as dropping to 0 HP. He then "reconstructs" himself to his original state. He can do this twice, which are represented by Bloodied and Last Stand. Alternatively, you can also play this out with each threshold being per Hero (120 HP).
Nezznar uses a Speed of 6 until Bloodied, then reveals that his actual move Speed is 10.
Last Resort is an Unarmed Strike that slashes with a flat palm.
Narratively, Nezznar can use Time Stop to enter an already active Time Stop, but this is unlikely to happen unless you specifically create a scenario where it could happen (which is the case for me).
Use Shadow Shroud primarily at the very beginning when the Heroes are testing the waters and during Last Stand when magic damage is more likely to be fully reduced.