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DanDraco

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.

Lvl 8 large demon - Defender
H655
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.

Painful Shrek (1 Soul).

Upon taking damage, the Manok chooses a creature to take the same damage they took.

Choose one.
  • Rend (2x)..

    On hit, target is Grappled

  • Wail of Agony (1 Soul)..

    Psychic. Range 6: All creatures make a WIL Save DC 14. On Failure: Full damage. On success: take half.

Lvl 6 demon - Skirmisher
M54
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.

Ruin (1 Soul).

When a creature heals within 5 spaces of the Misophaes, the creature makes a STR Save DC 13. On Failure: They do not heal, and all creatures in Range 5 take the healing in Necrotic Damage instead.

Skirmisher.

After hitting, the Misophaes can move 3.

Choose one.
  • Claw (2x).
Lvl 2 demon - Skirmisher
34
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.

Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (or Range 8)

Lvl 3 demon - Skirmisher
41
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.

Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (or Range 8)

Lvl 2 small demon
6
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.

Horrid Stench.

If a creature starts its turn within 2 spaces of 3 Pitlings, the creatures are poisoned

Choose one.
  • Stab.

    1d6 (follows minion rules)

Level 18 Solo Huge Dragon
H375
STR +++
Grimm Virus.

Grimm Fenrir can infect those it crits against with Grimm Virus Charge. When 5 charges are reached, the creatures make a STR Save DC 19 or be infected with the Virus. Remove all charges on a success. Creatures infected gain the following:

  • Any die is able to crit, even on AOE attacks.
  • Vicious on other Frenzied targets.
  • They cannot be healed
  • They must attack the nearest the target.

Only specific remedies or healing over 20 can cure the virus. At the end of each of the infected's turns, repeat the save to reduce 1 charge.

Immunities.

blind, charmed, grimm virus, frightened, stunned

Patient Zero.

Grimm Fenrir is under only the first effect of the Grimm Virus: Any die is able to crit, even on AOE attacks. Vicious on other Frenzied targets.

After each Hero's Turn, choose one:
  • Gore..

    (or range 8) On Crit: Infect a charge of Grimm Virus.

  • Grimm Rush (1/use)..

    Charge down 8 spaces. Those caught within the path make a DEX Save DC 19. On failure, full necrotic damage and a charge of Grimm Frenzy. On success: half damage, cannot be critted against it, & move away 2 spaces from the path.

    The pathway moved leaves a path of the Grimm Virus. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.

  • Dread Breath (1/use)..

    Necrotic, Cone 10, DEX Save 19. On failure: Full damage, gain a Grimm Virus Charge. On a Success: half damage, no charge gained.

    The breath attack lingers in the space it was used in. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.

BLOODIED:

At 187 HP, Grimm Fenrir is bloodied! The Grimm Fenrir can move 4 spaces after each attack.

LAST STAND:

Grimm Fenrir is dying! 180 more damage and they die! Grimm Virus Paths are made whenever Grimm Fenrir moves.

Lvl 5 celesital - Striker
M658
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Choose one.
  • Spear Strike (2x)..

    (or Throw: Range 8). On crit: Target is Slowed. If on the same target, and both crit, Target is Dazed instead.

  • Bolster (1/encounter).

    Allies within Range 4 are cleased of Charmed or Frightened and are immune to it.

Lvl 8 celestial - Support
691
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Seer to Victory (1/round).

When Initiative starts or as a action, roll 3d8s, record them. The Oracle can replace any roll with those recorded rolls.

Choose one.
  • Divining Bolt..

    After hitting, next attack is 1 die higher.

  • Not your time yet.

    Use a die from Seer to heal a ally by the amount +1.

Lvl 3 celestial - Defender
641
Valkyries: Soldier Tactics (1/round).

Advantage on attacks when an ally is adjacent to the target.

Formation.

Armor increases 1 step for each adjacent ally (None, Med, Heavy) for all allies

Leap to Defense.

Can interpose for bloodied allies

Choose one.
  • Weapon Strike..

    (Or Bow: Range 8) Can push foes number of spaces equal to primary die.

Level 11 Solo Huge Wyvern
H235
STR +++
Immunities.

Fire, Smoldering

Fire in the Hole.

Scales are left behind by Cinderashe when they move every 4 spaces. Scales explode when they are hit by AoE damage that isn't ice. They deal 2d10 3x3 AoE Fire damage

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

    Slashing/Bludgeoning. The Cinderashe dislodges a scale from its mane in the space it attacks.

  • Fire Breath (1 Use)..

    Fire. Cone 8. DEX Save DC 15. Half Damage on success.

  • Charge..

    AoE. Charges forward and Moves 8 spaces. Those caught make a DEX Save DC 15 and pushed 1 space away. Half on success.

BLOODIED:

At 150 HP, Cinderashe doubles the amount of scales it drops.

LAST STAND:

Cinderashe is dying! 110 more damage and Cinderashe dies! Cinderashe enters a super heated state and can trigger all scales to explode as a action.

Level 17 Solo Gargantuan
H355
STR +++
Seige Monster.

Deals double damage to structures and vehicles.

False Appearance.

While buried, it is a fortress

Heavy blows.

Attacks Daze creatures

Immunities.

Hempered, prone

After each Hero's Turn, choose one:
  • Bite..

    On Hit: Grapples

  • Burrow..

    Burrows in the earth and gains Speed 10. Path becomes difficult terrain. DEX Save 18. Failure: full damage and restrained. Success: Half and not restrained.

    The Atlus Snapjaw can also bury itself into the sands to be immune to everything.

  • Fortress Volley (2/encounter)..

    Those of the fortress fire a volley at a 5x5 AoE within Range 10. DEX Save 18. Failure: Full damage and knocked back 2 spaces. Success: Half damage.

  • PROTECT OUR HOME!

    Summon minions (1d4/hero, size:d8); they act only when commanded. Command: All of your spiderling minions to move up to 6 spaces and attack once each.

BLOODIED:

At 177 HP, Fortress Volley's AoE increases to 7x7.

LAST STAND:

The Altus Snaping Turtle is dying! 170 more damage and they die! Until then, all damage lowers creatures armor by 1.