Colten
Regains all HP within a Catch Breath if not in sunlight or running water. Radiant damage or holy water damage the previous round will slow this effect.
Surrounded by a shroud of shadows that grant her the benefits of heavy armor during the 1st and 2nd round, medium armor the 3rd round, and is dissipated at the start of the 4th round.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- • Dominate.
1d10 psychic (ignoring armor). (If no creatures are Enthralled) Choose three heroes to suffer psychic damage and a DC 13 WIL save or Enthralled as well.
- • Command.
Move 8. (Reach 8) DC 13 STR save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 140HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.
Ludmilla is Dying! 100 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for 2d10+10 damage + 1 wound (advantage on Enthralled creatures).
At the beginning of every round, the players in a 6-space cone must succeed on a DC15 WIL save. <10: paralyzed, <15 feared.
- • Nightmare's Acid Breath.
DC 18 Dex save. Failure: takes no damage. Instead, the acid transforms into a writhing tangle of jewel-encrusted gold chains, which restrain the target until the end of its next turn - cannot move at all. Success: has its legs partially wrapped by the chains, and is slowed until the end of its next turn.
- • Rend (2x) .
1d20+20. Reach 2.
Each turn, flip a coin. Heads: holds the longsword in two hands (+2 damage each attack). Tails: one-handed with a shield (-10 damage one time).
- Longsword (x2).
1d8
Undetected Animated objects always start combat first (or join as they please).
Reduce all damage taken by 3.
- Slam.
1d6+2
Undetected Animated objects always start combat first (or join as they please).
Moves 1 space back after attacking, ignoring opportunity attacks.
- Jab (2x).
1d6
Undetected Animated objects always start combat first (or join as they please).
Knockback 1 after taking bludgeoning damage.
Rushed attacks start at Disadvantage 2.
- Slam.
2d6+10
Undetected Animated objects always start combat first (or join as they please).
Knock Prone any creature standing on you as you take your first turn.
You take half damage from attacks while Grappling (they take the other half)
- Constrict.
2d6+6. on hit, Grappled (escape DC 13, or any slashing damage)
Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.
- • Deathly Wail.
(1/Encounter, Reach 12) DC 13 WIL save or drop to 0 HP. On save, lose half max HP. Adv (or immune) if hearing is protected.
- • Animate Objects.
Possess surrounding small inanimate objects, creating 1 tiny minion/hero (d6)
- • Stonemelt.
Warp the floor within 5 ft into quicksand. Spaces immediately cease to be quicksand if no creature is sunk into it.
- • Ghastly Touch.
Fly 4 then 2d10+10.
"It's just a dream"! Currently dying heroes gain 1 HP and 1 action.
Varushka is dying! 80 more damage and she dies! Deathly Wail Recharges, and she uses it immediately.
Resistant (-10) to cold, fire, and physical attacks that aren't silvered.
Use the Hag attack rotation until bloodied, then change to the Nightmare attack rotation.
- • Hag Morgantha: Withering Rot.
Range: 8. 3d8 necrotic. On cit: poisoned (magical healing ends). Move 6.
- • Hag Bella: Putrid Radiance.
Range: 8. A greenish light burst dealing 2d6 radiant withing a 2x2 square. On hit: blind until end of next turn. Move 6.
- • Hag Offalia: Bestow Curse.
Range 8. 2d6 necrotic. DC 15 WIL save: Cursed - take 1d8 necrotic every time you make an attack. Move 6.
- • Nightmare Morgantha: Inflict Nightmare.
Range: 8. 2d10 psychic. DC 17 WIL save: on fail, stunned until end of next turn. Teleport 6.
- • Nightmare Bella: Death Roll.
Move 8. 2d10: on hit: grappled. If target is already grappled, additionally inflicts Daze.
- • Nightmare Offalia: Charge and Gore.
Move 4 in a straight line dealing 2d10 piercing to each creature in its path.
Morgantha is surrounded by a shroud of swirling shadows. Bella transforms into a monstrously huge crocodile. Offalia transforms into an elephant with twisted tusks.
The Coven is breaking! 60 more damage and they are all dead! When Morgantha takes damage, attack back with Matron's Rebuke: DC 17 Dex save or 2d10 necrotic. When Bella takes damage from a creature within 10ft, use Tail Lash: 2d10+5. When Offalia is attacked, use Shadow Step: take half the damage and teleport 6 spaces.
doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.
Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. 2 psychic damage at the beginning of their turn.
- • Wind Strike.
Rahadin moves up to his speed in a straight line toward an unoccupied space he can see, including through enemy spaces. Each creature he passes through takes 14 damage.
- • (2X) Saber.
1d8+6. On damage: may push 1 space; on crit: may push and knock prone
- • (X3) Thorn and Chain.
Thorn: 1d6+6. On damage: bleeding (DC 19 STR on start of turn or take 1d6 damage. (Healing or save ends) Chain: 1d6+6 On hit: restrained (cannot move)
- • Poisoned Dart.
Reach 12. 1d4+10 poison. DC 15 Str save or be poisoned until the end of their turn.
When Rahadin drops to 160 hit points, he stows his saber and draws his twin scimitars, Thorn and Chain.
Rahadin is dying! 100 more damage and he's dead! Until then, the Screams of the Dead becomes a Deathly Choir and deals 9 psychic damage to each creature within 2 spaces on start of each of his turns.
On damage, target loses 1 action, summon a Umbral Minion.
Whenever a Dying creature damages you or a minion, they heal that many HP.
- • Entropic Breath (1 use, Cone 5).
5d10
- • Ebon Claws.
3d10. (Reach 3)
- • Umbral Tail.
2d10. (Cone 3) Knockback 3.
(115hp): Summon 1 Umbral Minion/hero.
(80hp). Summon 2 Umbral Minions/hero. Recharge Entropic Breath.