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DanDraco

Level 5 Solo Large Demon
M150
Lightning Aura.

Crits are negated and crit effects do not trigger. If they would be critted, Voltaic Celesto inflicts the target with Charged. Charges can stack. All creatures that would start next to the Voltaic Celesto will gain a stack of Charged.

Lightning Step.

Before or after attacking, Voltaic Celesto can teleport 12 spaces.

Voltaic Black Knight.

Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.

After each Hero's Turn, choose one:
  • Voltaic Slash (2x)..

    (Or Range 8) On Crit: Inflict Charged.

  • Discharge.

    Range 6: Consume all charges within Range 12 to inflict Lightning Damage. 1d12 for each Charge stack consumed. Dex Save DC12: Failure: Full damage and target's Charged Stacks are not consumed. Success: Half damage and Charged Stacks are consumed.

BLOODIED:

At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!

LAST STAND:

50 More damage and they die! Until then, all charge stacks inflicted double.

Lvl 7 demon
M63
Husk Tactics.

When within 2 spaces of another "Celesto", grant ADV on attacks.

Interpose.

Can interpose for its allies

Parry.

Attacks miss on a 1-2.

Choose one.
  • Strike. .

    (Or Dark Slash: Range 8)

Lvl 15 demon - Melee
H122
Parry & Strike.

Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.

Husk Tactics.

When within 2 spaces of another "Celesto", grant ADV on attacks.

Threat Assessment.

Changes targets when they are crit.

Choose one.
  • Strike (2x) . .

    (Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.

Lvl 3 beast - Striker
M6833
Choose one.
  • Rend (2x).
Level 4 Solo Demon
M125
Will +
Demons: Soul Charge.

When combat starts, Demon(s) gain (2)1d4 souls. When they reduce a non-construct/Undead to 0 HP, they eat its soul and gain 1 soul charge. When Soul Charge is reduced to 0, they have ADV on all attacks and DisADV on all Saves.

After each Hero's Turn, summon a Imp minion (d8) within 8 spaces and choose one:
  • Cappriccio..

    (Or Range 8) Automatically crit on charmed targets, removing it. Spending a soul can inflict a wound.

  • Imp Choir.

    Range 8: Charm a target on a failed DC 12 WIL save. Charmed targets must move toward and dance with the Maestro.

BLOODIED:

At 62 health, Maestro is bloodied! Maestro can use Cappriccio twice.

LAST STAND:

The Maestro Demon is dying! 40 more damage and they will die! The Maestro Demon will start the Finale! With 4 more Crits from the Maestro, the Maestro Demon will reduce all creature's Hit Points to 0.

Lvl 1 construct
0
Pylon of Elemental EEVVVIIIL .

The pylons emit elemental energy. One is immune to one of the elements but vulnerable to another.

  • Immune to Fire; Vulnerable to Water or Ice
  • Immune to Ice; Vulnerable to Fire
  • Immune to Lightning; Vulnerable to Ice or Earth
  • Immune to Wind; Vulnerable to Fire

If a element not immune hits a pylon, it combines with it and isn't destroyed. But its Emit ability changes to the two combined elements. On the next attack, the Pylon will be destroyed.

Choose one.
  • Emit.

    Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.

Level 2 Solo Construct "Evil Wizard"
H55
Pylons of Elemental EEEEEEvvvvvil.

Tutor is powered by the Elemental Pylons. They are immune to each pylon that is of the corrospawning element; Fire, Ice, Lightning, Wind. When each pylon is destroyed, Tutor is vulnerable to that damage type.

Magic Surge?

When an non-(1/use) crits, restore a use of one

Choose one.
  • Magic Bolt..

    On Zapped Targets: Consume and Gain Advantage

    On Smoldered Targets: Consume and Add extra damage die

  • Lightning Bolt! (1/use)..

    AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.

  • Fiiiire Ball! (1/use)..

    Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.

BLOODIED:

At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.

LAST STAND:

Tutor is Dying! (Hopefully not actually) 20 more damage and Tutor will "die". Until then, All 1 use abilities are restored. If already have 1 use, they gain a extra one.

Lvl 13 humanoid - Summoner
M6132
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Worst Nightmare.

Ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. At the start of Enemy turn, spawn a Fear Minion for each creature inside.

1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1, 1d12 each).

Choose one.
  • Psychic Blast (2x). .

    (Or Range 8.) On Hit: Double distance on Telekinetic trait

Lvl 4 humanoid - Striker
M39
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Full Force (1/use).

Can force the damage die to be a crit. If the psion naturally gets a crit, they can restore a use of this ability.

Predator.

Advantage on frightened targets

Choose one.
  • Psychic Flay (2x)..

    (Or Range 6) On Hit, on one creature, force a WIL Save DC 12. On Failure: Force target to relive their worst fear and become frightened On Success: Immune for 24 hours.

Lvl 8 Controller
M673
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Try Again.

Reaction: Range 6: Can choose an ally to increase their Damage Die by 1 or an enemy's die decreases by 1.

Choose one.
  • Time Thief..

    On Hit: Choose 1 to grant to self or allies in Range 8:

    > Gain Temp Hit Points equal to Damage. > Gain Double Speed

  • Playback/Fast forward.

    Can choose 1 creature to teleport 8 Spaces to a spot the Chronopath can see. If creature is unwilling, they must make a INT Save DC 14. On Success: Only move half spaces.

Lvl 2 humanoid
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Choose one.
  • Psychic Knife.

    Range 8: 1d8 (see Minion Rules)

Level 12 Solo Large Humanoid
H255
STR +++
Ashen Idol.

Within Fume Knight's lair and while he is in the lair, 4 Ashen Idols will heal him 10 HP each at the end of every round. (1 HP, Immune to everything, Requires 30 damage in one hit to actually break.)

Surrounded by Fear and Dead Men.

Fume Knight can augment his attacks into single target, Line 3, or Cone 6.

After each Hero's Turn, choose one:
  • Ultra Greatsword x2..

    After every hit, Fume Knight can Move 3. On Crit: Inflict Smoldering. On Smoldered, add another die.

  • Fumes (1 use)..

    AoE Range 6, DEX Save 16. On failure: Full damage and Slowed. Smoldered Targets Auto fail, and are slowed for the whole fight. On success: Half damage and not slowed.

  • Teleport.

    Teleport to an Ashen Idol in Lair.

BLOODIED:

At 127 HP, Fume Knight is bloodied. Fume Knight's range on Surrounded by Fear and Dead Men doubles.

LAST STAND:

Fume Knight is dying! 127 more damage and Fume Knight dies! Any die on Ultra Greatsword can crit.