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Colten

Colten

Level 7 Legendary Vampire Bride
280Str +, Wil +
Regeneration.

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.

Shroud of Shadows.

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.

Sunscorn. .

Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.

After each hero’s turn, choose one:
  • • Dominate.

    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.

BLOODIED:

At 140HP, gain Illusory Shift. Reaction, when attacked (1 use): Swap places with an Enthralled creature, making them the new target of the attack.

LAST STAND:

Ludmilla is Dying! 100 more damage and she dies. Until then, Ludmilla will Feed on every turn: Move 8 and bite for damage + 1 wound (advantage on Enthralled creatures).

M4260
Frightful Presence.

At the beginning of every round, the players in a 6-space cone must succeed on a DC15 WIL save. <10: paralyzed, <15 feared.

Roll a D6: on 5-6, use Acid Breath, otherwise move 4 and attempt to Rend.
  • • 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) .

    . Reach 2.

Lvl 1/3 tiny
810
Mimicry.

mimic simple sounds it has heard, such as a whisper or chitter.

  • Beak.

    . On hit: 1 damage.

Sword and Board.

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).

Lvl 1 small - Ambusher
18
Animated Object: Perfectly Normal Item.

Undetected Animated objects always start combat first (or join as they please).

Cushioned.

Reduce all damage taken by 3.

  • Slam.

Lvl 2 small - Ambusher
630
Animated Object: Perfectly Normal Item.

Undetected Animated objects always start combat first (or join as they please).

Chair Pull.

Moves 1 space back after attacking, ignoring opportunity attacks.

  • Jab (2x).

Lvl 4 Ambusher
650
Animated Object: Perfectly Normal Item.

Undetected Animated objects always start combat first (or join as they please).

Boxing Springs.

Knockback 1 after taking bludgeoning damage.

Feathery Down Explosion.

Rushed attacks start at Disadvantage 2.

  • Slam.

Lvl 5 large
660
Animated Object: Perfectly Normal Item.

Undetected Animated objects always start combat first (or join as they please).

Perfectly Normal Rug.

Knock Prone any creature standing on you as you take your first turn.

Mutual Harm.

You take half damage from attacks while Grappling (they take the other half)

  • Constrict.

    . on hit, Grappled (escape DC 13, or any slashing damage)

Level 6 Legendary
Incorporeal .

Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.

Choose one.
  • • 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 .

BLOODIED:

"It's just a dream"! Currently dying heroes gain 1 HP and 1 action.

LAST STAND:

Varushka is dying! 80 more damage and she dies! Deathly Wail Recharges, and she uses it immediately.

Level 5 Legendary Hag Coven
50/heroINT+, WIL+
Fiendish Resistance.

Resistant (-10) to cold, fire, and physical attacks that aren't silvered.

Nightmare Forms.

Use the Hag attack rotation until bloodied, then change to the Nightmare attack rotation.

After each hero’s turn, pick the next action:
  • • Hag Morgantha: Withering Rot.

    Range: 8. necrotic. On cit: poisoned (magical healing ends). Move 6.

  • • Hag Bella: Putrid Radiance.

    Range: 8. A greenish light burst dealing radiant withing a 2x2 square. On hit: blind until end of next turn. Move 6.

  • • Hag Offalia: Bestow Curse.

    Range 8. necrotic. DC 15 WIL save: Cursed - take necrotic every time you make an attack. Move 6.

  • • Nightmare Morgantha: Inflict Nightmare.

    Range: 8. psychic. DC 17 WIL save: on fail, stunned until end of next turn. Teleport 6.

  • • Nightmare Bella: Death Roll.

    Move 8. : on hit: grappled. If target is already grappled, additionally inflicts Daze.

  • • Nightmare Offalia: Charge and Gore.

    Move 4 in a straight line dealing piercing to each creature in its path.

BLOODIED:

Morgantha is surrounded by a shroud of swirling shadows. Bella transforms into a monstrously huge crocodile. Offalia transforms into an elephant with twisted tusks.

LAST STAND:

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 necrotic. When Bella takes damage from a creature within 10ft, use Tail Lash: . When Offalia is attacked, use Shadow Step: take half the damage and teleport 6 spaces.

Level 10 Legendary
M275
Close Quarters Fighter.

doesn't have disadvantage on his ranged attack rolls when within 5 feet of a hostile creature.

Screams of the Dead.

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.

After each hero’s turn, choose 1:
  • • 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.

    . On damage: may push 1 space; on crit: may push and knock prone

  • • (X3) Thorn and Chain.

    Thorn: . On damage: bleeding (DC 19 STR on start of turn or take damage. (Healing or save ends) Chain: On hit: restrained (cannot move)

  • • Poisoned Dart.

    Reach 12. poison. DC 15 Str save or be poisoned until the end of their turn.

BLOODIED:

When Rahadin drops to 160 hit points, he stows his saber and draws his twin scimitars, Thorn and Chain.

LAST STAND:

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.

Level 8 Legendary Huge Dragon
M230
Enervating Shadows.

On damage, target loses 1 action, summon a Umbral Minion.

Life, from Death.

Whenever a Dying creature damages you or a minion, they heal that many HP.

Choose one.
  • • Entropic Breath (1 use, Cone 5).

  • • Ebon Claws.

    . (Reach 3)

  • • Umbral Tail.

    . (Cone 3) Knockback 3.

BLOODIED:

(115hp): Summon 1 Umbral Minion/hero.

LAST STAND:

(80hp). Summon 2 Umbral Minions/hero. Recharge Entropic Breath.