Chuminguano
If the heroes start the round seeing Mothman, they are Dazed for 1 round. Also they gain the Cursed effect for 1 round
- •Giving Bad Luck.
Move 8, attack for 2d12+5 piercing damage, the target must succeed on a DC 15 WILL save or be Cursed for 1 round and have disadvantage on the next attack roll
- •Induce Disaster.
On a Cursed target, attack for 2d20+10 psychic damage (Range 12).
At 120 HP, Mothman can select one cursed target and become invisible for it.
Mothman is dying! 60 more damage and he dies. Until then, Mothman will start flying and will try to escape in 3 more rounds.
- •Join the Merry Men.
One Hero of you choice up to 12 spaces make a 12 WIL DC, on a fail they are on your control. Can make the save once per round and can only have one Hero controlled
- •Dissonant Whispers.
2d8+6 attack, ignores armor and forces to make a 12 WIL DC or be dazed 1 round.
- •Headshot.
Teleport up to 12 spaces and make a (Range 12) longbow attack (2d12+10)
At 60 HP, Dissonant Whispers make 2d12+6 damage
Robin Hood is dying! 40 more damage and he dies. Until then, He can focus up to two Heroes with the Join the Merry Men ability
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- Stab.1d8.
(follows minion rules).
When it hits 0 HP, it explodes in a radius of 6 spaces doing 2d20+9 Fire damage
Attacks also knockback a number of spaces equal to the primary die rolled.
- •Slam.2d12+7.
Run 8 spaces and slam against the first enemy
- •Sucker Punch.2d20+9
Attacks that would hit Will Stutely instead miss, attacks that would miss, hit instead
- Neener Neener!
Reaction, when a hero's attack misses a Goblin or when a hero could opportunity attack a Goblin, but doesn't: Deal 4 psychic damage.
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- •Goodbye friend.
Teleport up to 12 spaces to a visible place
- •Bullseye.2d8+6.
Range 12
- •Volley.1d8+4.
Attack up to 3 creatures in 12 spaces range
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
Attacks also Daze the target
- •Aggressive.
Run its movement to the nearest Enemy
- •Bonk.2d10+9.
Mace Attack
Choose one element for its abilities (Fire, Ice, Lightning, Acid, Thunder, Psychic, Necrotic, Radiant)
- •(Element) Breath (1/Encounter).
In a 12 spaces cone attack 2d20+15 (Element)
- •Dash and Bite.
Fly 8 spaces and attack 2d12+6
At 40 HP, recharge (Element) Breath
(Element) Dragon is dying! 30 HP more and is dead. now Dash and bite damage is 2d20+6