Woggy Sognart
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
Ranged attacks have Disadvantage, except Wind and Lightning spells which have Advantage.
- •Cacophonous Blow.
Fly 8. 1d10+10. On hit: pushed Primary Die spaces
- •Building Charge.
(Range 6 Aoe) Enemies are Charged.
- •Lightning Storm.
(Charged enemies exposed to the sky) 40 damage (DC 18 DEX save for half, Fail: Dazed).
At 50% HP, Building charge increases to Range 10.
Raijin is dying! 170 more HP and he dies. Until then: (1/Turn) use lightning storm for free against the highest altitude Hero (ignoring requirements).
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
Enemies have Disadvantage on their first attack against you each round.
- •Touch of Ages.d88.
On damage: Wounded.
- •Fleeting Blossoms.
(Range 12; 3x3 Area) 20 psychic(ignores defense) DC 19 STR or Dazed. Allies in the area lose any negative conditions and gain 20 Temporary HP.
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
(1/Round) Interpose and attack back with your katana.
- •Katana (2x).2d8+10.
On hit: Taunted
- •Divine Arrow.2d8+10.
(Range 8) You can also heal that much HP to an ally.
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
Fall Prone to have an attack miss you. While prone you can climb 6.
- Papercut.4d4.
Vicious
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
(1/Round) When an enemy deals damage, they take that much spirit damage (ignores defense).
- Curse.10.
(Range 10) spirit damage (ignores Defense). DC 13 WILL save, Fail: Hexed
Hexed: you miss on a 1 or 2, and on miss: damage yourself.
(Reach 2) Enemies that end their turns take 5 damage and you regain 5 HP. Shadow spells have Advantage in the area.
Vulnerable to fire. When you take fire: deal double damage this round.
- Tongue.4d6.
(Reach 3) On damage: Grappled (Escape DC 14)
Clear skies follow you wherever you go. You don't provoke Opportunity Attacks, and Wind spells have Disadvantage.
- Flap Wings.2d6+20.
(Reach 2 AOE). On hit: targets are knocked back primary die spaces. On crit: Prone
You decide which targets can or can't arrive to or leave your island. Act first on your island.
- •Conductive Downpour.
(Reach 12 Aoe) The area is foggy 1 minute: (Disadvantage on ranged attacks; wind spells cut through), enemies are Damp, and the area is difficult terrain. You ignore downsides.
- •Electrifying Pierce.4d20.
(Reach 4 Line). On hit: Grappled (Escape DC 20). Damp targets take double damage.
- •Devour.2d20+30.
(Grappled target) On hit: Swallowed
Swallowed: You have full cover, and your attacks can't miss. At the end of your turns you take 30 damage and 1 Wound.
At 175 HP: Use Conductive Downpour for free.
(Reach 2) When an enemy heals, tsuneni regains the HP instead. If dealt radiant, suppressed for 1 turn.
When dealt radiant: summon adjacent shadow minions (1/Hero; Size:1d12).
- •Typhoon Strike.2d12+20.
adjacent 3x3 square. A target can fall Prone as a Reaction to take half.
- •Void Step.
Teleport 8. On arrival: (Reach 3 Aoe) 20 damage, DC 18 STR save or pulled adjacent and Restrained (Escape DC 18 or any Radiant)
- •Dark Orders.
(Prone target) immediately spend 3 actions for the target (they immediately regain these actions).
At 50% HP, hungry shadow increases to Reach 4 and deals 5 damage to targets that end their turns in it.
Tsuneni is dying! 170 more HP and he's dead. Until then, hungry shadow increases to 8, isn't suppressed by radiant and the damage increases to 10.
On initiative: the closest Hero is Frightened.
(1/Round) An attacker must succeed a DC 15 INT save or attack another creature.
- Contagious Whisper.20.
psychic (ignores defense) DC 15 Will (gain Advantage per fail). Fail: Curse of Gab
Curse of Gab: You must spend one action whispering to an adjacent ally, triggering contagious whisper and ending the condition. If there are no adjacent allies, you must spend actions moving to do so.
(1/Turn) When a target moves within 4 of your egg, take a free turn.
Take 20 damage each time you are Poisoned.
- •Floodwaters.20.
(12 Line) DC 16 DEX save for half; Fail: pushed 4
OR:
- •Constrict.2d6+20.
(Reach 2). On hit: Grappled (Escape DC 16).
(Reach 3) Radiant spells are disrupted. Shadow spells have Advantage.
(1/Turn) When crit: (Range 6 AOE) 20 damage DC 18 DEX save or Blinded (save/healing ends). Regain Lunar Burst.
Fire(R), Cold(R).
- •Lunar Burst.
(Range 2 Aoe) 20 damage. DC 18 STR save or Dazed. Regain Solar Flare.
OR:
- •Pounce(2x).1d4+20.
On hit: Prone. On crit: Grappled (Escape DC 18; you can bring the Grappled target when teleporting)