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CheschireCat

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 6 Solo Large Psychic Tiger
M140
DEX+WIL+
Psychic Ambusher.

If your foes don't roll 20+ on their Initiative, you act first, gain LVL*2 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 13 or become Frightened of you for 1 min (ends when the creature scores a crit against you).

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

    Move 4, then STR or DEX DC 13: if failed, target is Prone and Grappled and takes 3d8a+10 slashing. If succeed, no Conditions and halve the damage.

  • Spiked Tail.

    Move 8, then (Reach 2) 1d8+5 piercing, on crit or when you Move at least 6: Pushed 2 and Prone.

BLOODIED:

At 70 HP, you stop playing with your food. You use Awe again, and add psionic speed to your attacks: Defend and Interpose take an extra R against your attacks, while Pounce and Rake can't fail if your target is Prone or below you.

LAST STAND:

You are dying! 50 extra damage and you will die. Until then, when a hero hits you or you fail an attack, you Move away 12 ignoring attacks of opportunity and dealing Spiked Tail to all creatures in the way.

Level 11 Solo Gargantuan Water Aberration
M300
STR+ DEX++
Water Ambusher.

While submerged in water, acts first and is invisible, and heroes have DIS on Initiative checks. Has a Swimming speed. Invisibility is canceled after 4 successful Bites.

Psionic Immunity.

Resistant to psychic dmg. Can't be detected by psionic powers.

After each hero's turn, choose one:
  • Bite.

    Swim 8, then (Reach 1) 1d10+15, on hit: Grappled, hero loses 1HD and the Fiend gains 11 temp HP; double that in case of crit. Can only attack Grappled target while Grappling this way.

  • Poison Tentacles.

    (Reach 3) 1d10+5 to up to 2 creatures, STR DC 15 or dazed for 1 minute; if failed by 10+, incapacitated instead; end with counterpoison.

  • Synaptic Static (1 use).

    (Reach 12) Concentration, up to 1min, any number of creatures in Range make an INT DC 15. If failed, all concentrations end, they can't use psionics and get DIS2 on any INT- or WIL-based roll (casting a spell, influencing somebody etc.); if passed, they can spend an extra Action to ignore those limitations.

BLOODIED:

At 130 HP, the Fiend automatically constricts the nearest hero (DEX DC 15 or Restrained). From now on, a crit with its Bite can only deal half dmg but another creature at Reach 4 is now Restrained: the Fiend will attempt to drown heroes while they are Restrained.

LAST STAND:

The Cistern Fiend is dying! 110 extra damage and it will bleed out. Until then, it doubles the Poison Tentacles targets and its Bite crits on a 8-10.

Level 10 Solo Veteran Judhaga
260
STR+ DEX ++
Gulg's Nga Jedhayas: Master Ambush.

If your foes don't roll 20+ on their Initiative, you act first, gain LVL*2 temp HP and upgrade your dice by one step.

Harrying Style.

When an enemy at Reach 3 suffers a Condition, deal 10 piercing to them (15 if Master Ambush was triggered).

After each hero's turn, choose one:
  • Sweeping Spear.

    (Reach 2) Move 6, then 2d6+12 bludgeoning, DEX DC 15 or Prone.

  • Bamboo Forest Defense.

    (Reach 2) 2d6+6 piercing, the foes' next attack has DIS and reduce the next dmg on you by that number.

  • Force Vibration.

    (Reach 2) 2d6 piercing, INT DC 15 or 6d6 psychic, Vicious, can't be reduced, on hit: Dazed.

  • Deadly Thrust (1 use).

    (Reach 4) Move 3, then 2d6+18 piercing. Double dmg if the target is Bloodied.

BLOODIED:

At 130 HP, Kwasi gains Thousand Punctures: on hit, he inflicts Slow for 1 turn and the Bleeding 4 Condition. It is cumulative 3 times.

LAST STAND:

Kwasi is on its last leg! 100 extra damage and you will be declared winner. Until then, Kwasi starts with Bamboo Forest Defense then choose another. He recharges Deadly Thrust.

Lvl 2 deformed thrower - Ranged
726
Gith: Martial Trance.

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

  • Barbed Harpoon.

    (Range 8) 1d8+4 piercing, on damage: Pulled 2sq in direction of the gith (4sq on crit).