CheschireCat
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after the giant hits with Smash!, the enemy rolls STR DC16 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute if Move 4 before at least.
• Tusk Gore: crit on 5 and 6 and 1/2 damage on another target within Reach 2.
- •Smash!
1d6+10 bludgeoning.
- •Homing Boulder! (2 uses).
(Range 12, arc 4) 1d6+10 bludgeoning, on crit: +10 damage.
Yg'aq attacks reduce enemies' STR by 1. If STR is already -1, take 1 Wound instead.
Upon Initiative, all enemies within Reach 8 roll WIL DC 14: if failed, they take 2d10 psychic and are Frightened (end after 1 turn not in sight of Yg'aq). If successful, they only take 1/2 damage.
- •Rotting Claws.
2d6+6 necrotic, on hit: reduce the maximum HP by half that number, OR the total number if the target is Charmed.
- •Ego Cleave.
(Cone 6) 3d8 psychic, on damage: Dazed.
At 100 HP, Yg'aq uses Stench of Fear and then conjures a Defiler Demon from the leeched STR. It has (10x lost STR) HP, Heavy Armor, can freely Interpose 1/turn at Reach 6. Yg'aq gains Demonic Rend: the demon Moves 4, then Reach 2, 1d20+10 slashing, on damage: take 1 Wound. Life Draining Touch now adds 10HP per STR lost to the demon each time.
Yg'aq is bleeding and snarling! 90 extra damage and he will die. He regains Toll of the Bell, and the Demon can Interpose 2/turn now.
On being damaged, move 2 and ignore opportunity attacks. Move ignores Difficult terrain.
Willy's attacks are Vicious. Negate for 1 turn when a hero reduces damage to 0 or is no longer Dying.
- •Dart Throw.
Move 6, then 2x 1d4+2 piercing (Range 4). If a hero is next to Cover, on two hits: Restrained, end STR DC 11.
- •Vicious Bite (1 use).
Move 4, then 2d4+5, any die can crit. On crit: target is Prone.
- •Furniture Armor.
Willy has Cover and Heavy armor. Ends with any fire or bludgeoning damage.
At 50 HP, Willy goes mad with fear. His Vicious Bite recharges; the DC and damage of his attacks increases by 1.
Willy is on his last leg! 30 more HP and he surrenders. All his Moves are increased by 4. He throws 1 extra dart with every action. Vicious Bite recharges again.
On being damaged, move 2 and ignore opportunity attacks. Move ignores Difficult terrain.
On hit: STR DC 10 or Poisoned for 2 turns.
- Dart Throw.
(Range 4) 1d4+3 piercing.
Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- •Mind Claws.
(Range 8) 2d6+4 slashing, on damage: Taunted.
- •Heavy Bite.
1d6+10 piercing, WIL DC 13 or Slowed for 1 minute.
- •Silt Blessing.
(Reach 2, Silt Runner only, concentration) the creature gains an aura with Reach 4: it provides Cover and ignores difficult terrain. When it Moves, every square traversed becomes silt as well.
Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.
- •Claws.
1d6+1 slashing, then...
- •Bite.
1d6+6 piercing, on crit: gain half that in temp HP.
Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- Claw.
1d6 slashing (minion rules).
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after he hits with the Greatclub, the enemy rolls STR DC15 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute.
• Tusk Gore: crit on 5 and 6.
- •Greatclub (2x).
1d6+10 bludgeoning.
- •Homing Boulder!
(Range 16, AoE burst 1) 2d6+15 bludgeoning.
Whenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
2/turn, after taking damage, Lash Out.
- •Cursed Cleave.
2d8+8 radiant, on damage: Poisoned (end DC 12 or any dispelling magic).
- •Lash Out.
Move 4 then 1d8+4 slashing, on hit: push 2 and Prone.
Whenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
If you move at least 4 spaces in a straight line, attack with ADV and add 4 to your damage this turn.
- Hexed Bite (2x).
1d8+3 radiant, on crit: Grappled (end DC 12) and Poisoned.
Whenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
Enemies at Reach 6 who take radiant damage can't heal until the end of their next turn.
- Reinforcements.
Summon 1 Cursebound goblin next to you. It immediately moves 4.
Whenever you take damage, deal half that in radiant to the attacker. If you inflict 10 or more, the creature is Poisoned until the end of its next turn.
Each turn, summon goblin minions (1/hero, size: d6) next to Cover at Reach 8; they move 6 immediately.
- •Wiggly Fingers' Curse.
(Range 6) 1d8+8 radiant, on crit: Dazed (end with STR DC 13 or any dispelling magic).
- •Rampant Curse.
(Reach 6) Up to 1 goblin minion per hero is transformed into a Cursebound Goblin.
At 100 HP, Frikkus begins to lose his grasp on the curse. He gains Medium size and armor. He gains Cursed Belch: in a Cone 4, non-cursed creatures roll WIL DC 13; on fail, 3d8+8 radiant and Prone, on success: halve damage and no Prone; on goblin minions, they become Cursebound Goblins.
Frikk is going to explode! 90 more punishment and the curse will burst. He becomes Large, gain ADV on all saves and attacks and Heavy armor, and is considered Cover for Call the Gobs. Call the Gobs now summons Cursebound Goblins. Upon death, all creatures within Reach 3 roll WIL DC 15 or be pushed 2d6 squares away.