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CheschireCat

Lvl 20 large stone golem - Melee
H3200
Marble Enchantment.

Crits don't ignore its Armor, Sundered drops to Medium only. Immune to psychic and necrotic.

Choose one.
  • Slam (2x).

    (Reach 2) 3d8+8 bludgeoning, on hit: either knock Prone or Push half the PD in chosen direction.

  • Reverberating Defense.

    Reduce ALL dmg by 20 this turn; deal 1/2 overflowing dmg to the attacker if within Reach 4.

BLOODIED:

At 100 HP, gain access to Sundering Beam (1 use): Line 12, d88 radiant, ignores Cover and Armor OR regain 1 use.

Lvl 10 corrupted advisor - Controller
7120
Gith: Martial Trance.

1/ENC, add +3 to Speed, ignore Difficult Terrain and gain ADV on 1 attack.

Blood Rites.

When a gith dies within Range 8, heal 7 HP to an ally (can be you).

Choose A or B, THEN Cascading Spell:
  • A. Corruption Bolt.

    (Range 12) 3d6+12 necrotic, on damage: Poisoned until the end of their turn.

  • B. Torpor.

    (Range 6, Burst 2) 2d6+6, on hit: Slowed.

  • Cascading Spell.

    On turn 1, cast any T0 spell. On turn 2, cast any T1 spell. On turn 3, cast any T2 spell. On turn 4, get back to 1.

remixed from Gith Defiler
Level 11 Solo Gulg Captain
H230STR++ DEX- INT +
Vicious Combo.

On miss and hit: add +1 to your next attack's PD.

After each hero's turn, choose one:
  • Puncture Skin (1 use).

    (Reach 2) 2d6+24 piercing, on dmg: Bleeding 3.

  • Wind Up.

    Move 6, then regain 1 use of Heavy Trikal Strike.

  • Shave Grass.

    (Reach 2) Move 3, then 2d6+6 piercing, then DC 14 DEX or Prone. On crit: no save.

  • Forbid Step.

    Move 3, then any foe that gets within Reach 2 of you before your next turn takes 2d6 piercing and is Dazed.

BLOODIED:

At 115 HP, you lose Heavy Armor. On the other hand, add +5 to your next crit dmg for each turn since you last crit (current turn counts).

LAST STAND:

You are about to give up! 100 extra damage and you will have to kneel in front of Urken! Until then, your Reach increases to 3 and Puncture Skin inflicts Bleeding 2 on hit.

remixed from Kwasi Uchechi
Lvl 7 lizardfolk spiritist - Defender
M660
Blessed Scales of the Hattori.

A Ssuran of your choice within Reach 8 gains 1/turn, ignore an attack.

Choose one.
  • Chained Healing.

    (Reach 4) A creature regains 1d8+5 HP; target another ally within Reach 4 of the first and repeat that again one last time.

  • Scorching Heatwave.

    (Range 6, Burst 2) 2d8+5 fire, on hit: Slowed.

Lvl 4 lizardfolk warrior
M642
Hattori Tactics.

1/turn, when you Move next to an enemy, they make a DEX DC 11 or are Prone.

Choose one.
  • Gouging Claws.

    2d8v+5 slashing.

  • Pike Hammer.

    1d8+10 piercing, on hit: you and the target Move 2.

Lvl 3 lizardfolk scout - Skirmisher
M630
Hattori Tactics.

1/turn, when you Move next to an enemy, they make a DEX DC 11 or are Prone.

Choose one.
  • Javelin Toss.

    (Range 8) 2d8+6 piercing.

  • Backing Claws.

    2d8 slashing, on hit: Move 3 ignoring AoO.

Lvl 2 cursed plant - Controller
H4430
Barked Ones: Peeling Bark.

Damage degrades Armor 1 step.

Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Choose one.
  • Grappling Vine (2x).

    (Reach 2) 1d8+2 bludgeoning, then at the end of their turn, on hit: STR DC 9 or Grappled (DC +2 if both attacks hit the same creature).

Lvl 6 huge cursed plant - Ranged
H460
Barked Ones: Peeling Bark.

Damage degrades Armor 1 step.

Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Choose one.
  • Toxic Spores.

    (Burst 2) 1d8+4 poison, then STR DC 13 or Poisoned.

  • Poisonous Barbs.

    (Range 6) 1d8+10, then STR DC 13 or Poisoned.

Lvl 11 spirit-tapping defiler - Summoner
M6120
Plantmonger.

1/turn, a Greytouched plant Interposes for you. If none is within Reach, summon a which Interposes.

Unleash Spirit.

At the end of your turn, choose :

  • End the Bloodied Condition and reset your HP to 60.
  • End the Dazed Condition and (Arc 4) 2d8 lightning and Slowed.
  • End the Smoldering Condition and (Blast 2) 3d8 fire, ignore armor.
  • End the Prone Condition and Teleport 6 next to a plant.
  • End the Grappled Condition and summon a .
Choose one.
  • Decaying Touch.

    (Reach 1) 4d8 necrotic, ignores Armor; on hit, Poisoned, if already Poisoned, gain 1 Wound.

  • Overgrowth.

    (Range 4, Burst 3) The area selected becomes Difficult terrain and any Greytouched plant fully within it resets their Barked Ones armor to Heavy.

Lvl 8 huge cursed plant amalgamate - Defender
H85
Barked Ones: Peeling Bark.

Damage degrades Armor 1 step.

Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Lightning Rod.

When hit by lightning dmg, it regains that many HP instead and deals 4d8 lightning at Reach 3.

Choose one.
  • Hill Grasp.

    (Reach 2) 2d8+12, on hit: Grappled.

  • Hill Rush.

    Move 4, then 2d8 to all adjacent creatures.

Lvl 3 killer vines - Aoe
H435
Barked Ones: Peeling Bark.

Damage degrades Armor 1 step.

Greytouched Plants: Greyspores.

On death: release a cloud of deathly spores in an area equal to their Size (if Small-, just 1sq). 1/turn, breathing creatures that begin their turn or traverse it gain Greyspore 1 and take 4 times the Greyspore rating in necrotic dmg.

Swarms: They're Everywhere!

Can move through and share creatures' spaces. ADV on attacks / DIS on a creature's saves when it is entirely within the swarm.

  • Rope In.

    DEX DC 12, if failed: Grappled, if successful: Slowed.

Level 8 Solo Large Psychic Tiger
M175DEX+,WIL+
Psychic Ambusher.

If none of your foes rolls 20+ on their Initiative, you act first, gain LVL*4 temp HP and upgrade your dice by one step.

Ignores invisible or Cover at Range 8.

Awe.

At initiative, all creatures within Range 8 roll WIL DC 15 or become Frightened of you for 1 min (ends when the creature scores a crit against you).

Psychic Shield.

Resistance to dmg from psionics.

After each hero's turn, choose one:
  • Pounce and Rake.

    (Only on targets that are Prone or standing below you) Move 4, then target is Grappled and takes 3d8a+10 slashing, can't be Interposed.

  • Spiked Tail.

    Move 8, then (Reach 2) 1d8+12 piercing, on crit and when you Move at least 6: Pushed 2 and Prone.

BLOODIED:

At 100 HP, you stop playing with your food. You use Awe again, and add psionic speed to your attacks: reactions against your attacks cost +1R and Pounce and Rake automatically inflicts 1 Wound on the target and 2 on their armor.

LAST STAND:

You are dying! 60 extra damage and you will die. Until then, when a hero hits you or you fail an attack, you Move away 8 ignoring attacks of opportunity and dealing Spiked Tail to up to 2 creatures on the way.