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Chaosknight MST-7

Chaosknight MST-7

Lvl 3 humanoid - Skirmisher
40
Pack Tactics.

They gain advantage on their attacks if within 5ft of an ally.

Choose one.
  • • Axe Throw.

    . Range 10ft.

  • • Axe Swing.

    . Melee

Level 5 Ogre
Momma and Baby
Huge
130+Str - Wis
After each hero action choose either Momma or Jr to act
  • • Clubbin' Time.

    With a mighty swing of her club, she deals damage and knocks back the hero 10 ft unless they succeed on a DC 12 Str save.

  • • Kick the Baby.

    She sends her baby flying towards one of the heroes. They must make a dc 15 Dex save or take damage and become distracted until they remove the baby with a DC 12 Str check. While distracted every action and save they take are at disadvantage.

  • • Do the Roar!

    She bellows a loud roar. Everyone must make a DC 10 dex save or takes sonic damage and loses one action.

Jr
M50+Str - Wis
Junk Armor.

Jr has covered himself in junk. If removed his armor goes down to None.

After each hero action choose either Momma or Jr to act
  • • Cry.

    Jr cries loudly. Each creature within 10 ft must make a DC 10 Str save or lose an action next round.

  • • Bite and Kick.

    Jr deals damage.

Level 5 Solo Large Elemental
M130
Fracturing Hide.

If a creature starts within 5ft of this creature, they must make a DC 10 Dex Save or take damage from stone shards emitting from it's body.

Heat Recuperation.

When targeted by an fire attack heal .

Cold Adversion.

If hit by 18 points of cold damage it loses its next action.

Choose one after every hero action
  • • Bite.

    Deals damage and the target must make a DC 10 str save or be knocked prone.

  • • Volcanic Howl.

    6 actions to recharge. The Magma Wolf howls causing the cave to shake and erupt. Everyone within 15ft must make a DC 10 Dex save or take

BLOODIED:

The flames grow more intense. Fracturing hide now deals damage, the bite deals +4 fire damage, and Volcanic Howl can now be used every 3 actions.

LAST STAND:

The Magma Wolf is dying and the flames grow even more intense. The flames turn blue and every melee hit deals damage.

Lvl 5 humanoid - Controller
M46
Aura of Order.

Allies within 10ft have adv against fear, sleep, and mind control.

Deflect missile.

If targeted by a range attack roll to reduce the damage. If the damage is nullified throw the projectile towards a hero for the remaining damage.

Attacks:
  • • Chain Attack.

    . Can target up to 2 targets within 10ft. On a successful hit choose one of the following additional effects:

    Target drops an item of choice if they fail a DC 12 str save.

    Target must succeed on a DC 12 Dex save or fall prone.

    Target must succeed on a DC 12 str save or become dazed.

  • • Throwing Blade.

    . You may target up to two targets within 60ft, or the same target twice.

Level 6 Solo Large
H115str
Slow to Act.

Dragonskull Hermitcrab is slow outside of the water. He acts after every 3 actions. If engaged in the water, he acts after every turn.

Attacks:
  • • Claws.

    Can target two creatures at once. If it targets only one creature it gains advantage. Reach 2. On hit: .

  • • Crush.

    If a creature is restrained in its claws, deal damage.

BLOODIED:

(75HP) Cornered Beast: The shell starts to crack reducing armor to Medium and Dragonskull Hermitcrab can now act after each hero's turn. At 35HP, remove the armor. All attacks gain +8 damage.

LAST STAND:

Final Lunge: Before dying attacks the two nearest heroes with the claws at disadvantage.