Chaosknight MST-7
They gain advantage on their attacks if within 5ft of an ally.
- • Axe Throw.
2d8+4. Range 10ft.
- • Axe Swing.
2d10+5. Melee
- • Clubbin' Time.
With a mighty swing of her club, she deals 2d12+10 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 1d12+5 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 4d4 sonic damage and loses one action.
Jr has covered himself in junk. If removed his armor goes down to None.
- • 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 2d8+5 damage.
If a creature starts within 5ft of this creature, they must make a DC 10 Dex Save or take 1d6 damage from stone shards emitting from it's body.
When targeted by an fire attack heal 1d4.
If hit by 18 points of cold damage it loses its next action.
- • Bite.
Deals 4d12 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
The flames grow more intense. Fracturing hide now deals 2d6 damage, the bite deals +4 fire damage, and Volcanic Howl can now be used every 3 actions.
The Magma Wolf is dying and the flames grow even more intense. The flames turn blue and every melee hit deals 4d4 damage.
Allies within 10ft have adv against fear, sleep, and mind control.
If targeted by a range attack roll 2d6 to reduce the damage. If the damage is nullified throw the projectile towards a hero for the remaining damage.
- • Chain Attack.
2d6+3. 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.
1d4+4. You may target up to two targets within 60ft, or the same target twice.
Dragonskull Hermitcrab is slow outside of the water. He acts after every 3 actions. If engaged in the water, he acts after every turn.
- • Claws.
2d8+5 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 4d4+5 damage.
(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.
Final Lunge: Before dying attacks the two nearest heroes with the claws at disadvantage.