C

Cazalugias113

13
Chain of Command.

Will act on Kaelin's turn, following his orders.

  • Strike. (or Shoot, Range 8).
Level 3 Solo Huge Botanic Beast
H100
STR+ DEX-
Acid Sap.

Melee attackers take half the HP lost in return as acid damage.

After each hero's turn, choose one.
  • Thorn Burst.

    All creatures within a Cone 6 must make DEX save (DC 11) or take 4d6+4 damage. Half on save.

  • Acid Bomb.

    All creatures standing in a 2×2 area within Range 8 must make a STR save (DC 11) or take 6d6 acid damage. Half on save.

  • Tangle Whip.

    (Reach 12) 2d6+4. On hit: Restrained and pulled up to adjacent (escape DC 15, or any fire or slashing crit).

  • Chomp.

    Swallow a Grappled creature. They take 5 acid damage at the start of their turn. Their attacks cannot miss and ignore armor; any crit will make you spit them out.

BLOODIED:

At 50 HP, its Armor degrades to Medium, Swallowed creatures now take 10 damage instead and Acid Bomb area is increased to 3×3.

LAST STAND:

Planterror is dying! 50 more damage and he dies. Until then, Armor degrades to None, Swallowed creatures take 15 damage instead and creatures hit by Thorn Burst are Poisoned until healed.

Lvl 6 small
6845
Fey Touched.

You take half damage from all magical effects, double from weapons made of metal.

Now You See Me...

(1/round) When you would be attacked. Choose another creature within Range 8 to swap places with you on a failed WIL save (DC 13), they are attacked instead.

Now You Don't!

Whenever you teleport you become Invisible until you take damage.

Choose 1 (Radomly):
  • (1) BUUURN!

    Others within Reach 3 take 2d20+10 damage on a failed DEX save (DC 13). Half damage on save.

  • (2) Icy-Spiky.

    Chose 5 contiguous spaces within Reach 12; for up to 1 minute, this area is difficult terrain and creatures suffer 2d6 damage for each space they touch.

  • (3) Fidgety-Fizzing.

    Up to 1 minute. An ally you touch gains the Charged condition, can make an additonal attack each turn and doubles their speed.

  • (4) Blast Off!(Range 12) .

    Enemies within a 5×5 area must repeat a STR save (13) until they succeed. Each time they fail they go up 2 spaces.

  • (5) No-Dying Trick.(Reach 8).

    Bring an ally that died in this encounter back to life up to half their original HP. Alternatively, heal an ally for 20 HP.

  • (6) Blood Drainer.(Reach 8).

    Other damaged creatures must make a WILL save (DC 13) or take 3d20 damage, half on save. Bloodied creatures roll with disadvantage.

remixed from Wyrdling
Lvl 3 small
4630
Fey Touched.

You take half damage from all magical effects, double from weapons made of metal.

Now You See Me...

(1/round) When you would be attacked. Choose another creature within Range 8 to swap places with you on a failed WIL save (DC 10), they are attacked instead.

Choose 1 (Radomly):
  • (1) Stab-Go-Stabber.

    Up to 1 minute, an ally's weapon you touch now deals +5 damage.

  • (2) Cold Nap.

    On a failed STR save (DC 10), creatures in a 2×2 area within Reach 12 become Incapacitated until they get hit or are woken up by an ally. They are Dazed instead on a success.

  • (3) Zippy-Zapper.(Range 12) .

    Also damages the next closest creature to your target. On miss: the lightning fails to find ground and strikes you instead.

  • (4) Windy Bumper.(Range 12) .

    On hit: move a Medium target 4 spaces away (double if smaller, half if bigger). Forced movement deals +5 damage instead for each die you would roll.

  • (5) Feel-Good Juice.(Reach 4).

    Heal an ally within for 10 HP.

  • (6) Splitting Spook.

    Summon a 2d12 minion adjacent to you. When it dies, it explodes into 2 1d12 minions.

remixed from Wyrdling
Lvl 2 large
M728
Savage.

Always crits when attacking a Grappled creature

Stampede.

If you move at least 4 spaces in a straight line, you can move through smaller creatures, pushing them aside and dealing 1d6 damage.

  • Rip Apart (2×)..

    On hit: Grappled (escape DC 10).

remixed from Worg
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Regimented.

Gain Advantage on all attacks while being adjacent to an ally.

  • Sever..

    Can also damage a 2nd target within Reach. OR:

  • Crossbow. (Range 8).
remixed from Hobgoblin
M40
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

  • Smash.(Reach 2) .

    OR:

  • Twister.

    Attack ALL creatures within Reach 2 for 2d6+6 damage. You become Dazed.

remixed from Bugbear
Lvl 1 large
245
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Considerable Volume.

Spaces you occupy are considered full cover for smaller allies.

  • Poke..

    OR:

  • Rollover.

    Move through smaller enemies in a Line a number of spaces up to 2x the number of allies adjacent to you. ALL creatures in your path must make a DEX save (DC 10) or take 2d6 damage and fall Prone.

Lvl 1/2
1016
  • Crunch..

    On damage: Slowed until the end of your next turn. OR:

  • Manic Laughter.

    1d6 psychic damage to an enemy who can hear you. On damage: Taunted.

Lvl 4
M45
Fearless.

You are immune to the Frightened condition.

  • Greatclub (2×)..

    On damage: Prone

Lvl 1/3
61012
Skirmisher.

After you land a hit, you may immediately move up to half your speed for free.

  • Ankle-Biter..

    On crit: Prone

Lvl 1 large
1028
Savage.

Always crits when attacking a Grappled creature

  • Rip Apart (2×)..

    On hit: Grappled (escape DC 10).