CheschireCat
Crits don't ignore its Armor, Sundered drops to Medium only. Immune to psychic and necrotic.
- •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.
At 100 HP, gain access to Sundering Beam (1 use): Line 12, d88 radiant, ignores Cover and Armor OR regain 1 use.
1/ENC, add +3 to Speed, ignore Difficult Terrain and gain ADV on 1 attack.
When a gith dies within Range 8, heal 7 HP to an ally (can be you).
- •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.
On miss and hit: add +1 to your next attack's PD.
- •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.
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).
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.
A Ssuran of your choice within Reach 8 gains 1/turn, ignore an attack.
- •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.
1/turn, when you Move next to an enemy, they make a DEX DC 11 or are Prone.
- •Gouging Claws.
2d8v+5 slashing.
- •Pike Hammer.
1d8+10 piercing, on hit: you and the target Move 2.
1/turn, when you Move next to an enemy, they make a DEX DC 11 or are Prone.
- •Javelin Toss.
(Range 8) 2d8+6 piercing.
- •Backing Claws.
2d8 slashing, on hit: Move 3 ignoring AoO.
Damage degrades Armor 1 step.
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.
- 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).
Damage degrades Armor 1 step.
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.
- •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.
1/turn, a Greytouched plant Interposes for you. If none is within Reach, summon a which Interposes.
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 .
- •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.
Damage degrades Armor 1 step.
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.
When hit by lightning dmg, it regains that many HP instead and deals 4d8 lightning at Reach 3.
- •Hill Grasp.
(Reach 2) 2d8+12, on hit: Grappled.
- •Hill Rush.
Move 4, then 2d8 to all adjacent creatures.
Damage degrades Armor 1 step.
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.
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.
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.
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).
Resistance to dmg from psionics.
- •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.
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.
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.