W

Will Brall

Level 22 Solo Gargantuan Angelic Dragon
M600
All+++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose two.
  • Slink.

    Move 12

  • Slash.

    1d12+23

  • Tail.

    2d20

  • Wing Buffet.

    Push 5

  • Bite.

    5d10+25

  • Cone of Saint Elmo (once).

    Cone 20, DC 22 Dex save for half of 5d20 Fire + Lightning

BLOODIED:

300 HP, recharge Cone of Saint Elmo. Slink becomes free.

LAST STAND:

250 more. Entomb all tapped in heroes in ice, forcing them to tap out. Lose bite.

Level 18 Solo Large Angel
M475
All++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Blitz.

    Move 10, 1d10+20 Lightning + Fire.

  • Flash.

    Teleport 5, 3d10 Fire.

  • Entomb.

    Range 10. DC 19 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Reliable Spear.

    50 damage.

  • Roar (locked) (once).

    All in range 10 must succeed a DC 19 Wil save or gain Fear for the rest of this combat. Fear means you can't approach Firnhalo.

  • Draconic Explosion (locked) (once).

    5d20 Fire + Lightning + Cold to all tapped in heroes. Moves Firnhalo to the final stage.

BLOODIED:

230 HP, unlock Roar.

LAST STAND:

180 more. Unlock Draconic Explosion.

Level 15 Solo Large Angel
H315
Wil++++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Immune: Cold, Fire, Lightning, Necrotic.
Choose one.
  • Entomb.

    Range 5. DC 17 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.

  • Shards.

    All in range 4, 1d4+20 Cold.

  • Ice Bolt.

    1d4+42 Cold.

  • Spark (locked).

    3d20 Lightning

  • Tribeam (locked).

    4d4 Cold, 2d20 Lightning and 3d6 Fire. Can be different targets.

BLOODIED:

155 HP, unlock Spark.

LAST STAND:

150 more. Unlock Tribeam. Entomb becomes free.

Level 20 Solo Large Angel
H415
All+++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Choose two.
  • Dash.

    Move 10.

  • Bash.

    1d8+23.

  • Shackles.

    DC 20 Wil Save or be Shackled. Shackled heroes have movement halved until The Warden is no longer on this plane.

  • Bolt.

    Range 8, 1d8+23.

  • Ball of Light (once).

    All heroes make a DC 20 Dex save or take 3d20 Radiant.

BLOODIED:

205 HP, Recharge Ball of Light.

LAST STAND:

200 more. Recharge Ball of Light. Dash becomes free.

Level 17 Solo Angel
M450
Dex++ Wil+++
Angel: Immortal.

Angels don't die, they get sent back to their host realm and get stuck there for a year and a day.

Angel: Hard to Look At.

Angels are bright; creatures have disadvantage when attacking them.

Choose two.
  • Blip.

    Teleport 10, even to the air.

  • Sword of Saint Elmo.

    1d6+21 Fire + Lightning. On Crit: Prone.

  • Arcing Flame.

    Range 5, 1d6+21 Fire + Lightning.

  • Explosion (costs 2).

    Range 2, 1d6+45 Fire + Lightning.

  • Soulrend (uncharged).

    Range 10, DC 18 Wil save or be dropped to 0 HP.

BLOODIED:

225 HP, Recharge Soulrend.

LAST STAND:

170 more. Recharge Soulrend.

Level 17 Solo Huge Giant (Frost)
M450
All++
Frost Giants: Towering.

All melee attacks Prone on hit.

Frost Giants: Cold Immune.

Take no Cold damage.

Choose one.
  • Spear.

    Range 10, 1d20+14

  • Charge.

    Move 8, 1d20+14

  • Gore.

    1d20+38

  • All Out (once).

    Stomp everyone in a circle of 6. 1d20+38. DC 18 Dex for half.

BLOODIED:

225 HP, recharge All Out.

LAST STAND:

170 more. Spear and Charge are free.

Level 14 Solo Huge Giant (Frost)
H295
DEX++ STR+
Frost Giants: Towering.

All melee attacks Prone on hit.

Frost Giants: Cold Immune.

Take no Cold damage.

Choose one.
  • Stomp.

    Move 6, 1d20+11.

  • Crush.

    1d20+22.

  • Grab and Toss.

    1d20+22. On hit: throw 10.

BLOODIED:

150 HP, Hurl Axe: Range 10, 1d20+22. Grab and Toss hits two targets now.

LAST STAND:

140 more. Stomp becomes free.

Level 12 Solo Huge Giant (Frost)
325
STR+++
Frost Giants: Towering.

All melee attacks Prone on hit.

Frost Giants: Cold Immune.

Take no Cold damage.

Choose one.
  • Dance.

    Both twins move 5.

  • Dash n Smash.

    One moves 8, the other does 1d12+13.

  • Doubleteam.

    both attack the same target for 1d12+32.

  • Person-pong. (once).

    The twins pick up a hero and toss them between themselves a number of times. Eventually, they drop them. 1d12+6 per toss, drop on miss.

BLOODIED:

150 HP, recharge Person-pong.

LAST STAND:

120 more. Recharge Person-pong.

Level 19 Solo Huge Elemental
H395
Wil+++
Immune: Cold.
Choose one.
  • Plod.

    Move 2.

  • Hunk.

    Range 10, 1d6+23

  • Frostbite.

    1d6+50 Cold. On Crit: Freeze target for 1 round.

  • Nova (once).

    Range 10, all in range, 1d6+23 Cold. No save.

BLOODIED:

200 HP. Nova recharges.

LAST STAND:

190 more. Nova recharges each round.

Level 12 Solo Large Beast
M325
Dex++ Str++
Immune: Cold.
Choose one.
  • Bum Rush.

    Move 6, 1d12+13

  • Fists of Fury.

    Three strikes, 1d12+13

  • Rock Toss.

    Range 6, 1d12+32

BLOODIED:

150 HP, Fists of Fury becomes five strikes.

LAST STAND:

120 more. Fists of Fury becomes eight strikes.

Level 10 Solo Huge Aberration
H215
STR+++
Spider Climb.

The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Venom.

On Crit: Paralyze. DC 15 Wil save each round to end.

Choose one.
  • Lunge.

    Move 8, if moved at least 4: 1d10+29 Poison.

  • Nibble.

    1d10+12 Poison.

  • Gush (once).

    All in range 6, DC 15 Dex save or 1d10+12 Poison. On Critical Failed Save, Venom.

BLOODIED:

105 HP, Gush recharges.

LAST STAND:

100 more. Gush recharges again.

Level 8 Solo Small Aberration
H175
Wil++++
Rusting Touch.

Any metal that touches the Rust Monster withers to dust at the end of the turn.

Choose one.
  • Rust Rush.

    Move 6.

  • Pounce.

    Move 4, touch target's metal. DC 14 Dex save to avoid metal touching the monster.

  • Spit.

    Range 2, 1d6+12 Acid. Doesn't rust metal.

BLOODIED:

80 HP, Spit range increases to 4.

LAST STAND:

80 more, choose two now.