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DanDraco

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 15. Half Damage 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.

Level 9 Solo Huge Wyvern
M250
DEX ++
Immunities. .

Lightning

The Storm Approaching.

Attacks deal extra die in damage towards Charged Creatures, but removes the condition afterward.

Dark Clouds in Isolation.

Creatures that end their turn in 1 Space of the Storm Wyvern gain the Charged Condition

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

    Slashing. On Crit: Creature gets Charged

  • Horn Charge..

    The Storm Wyvern charges with its movement. DEX Save 14 or take full bludgeoning damage and knocked prone. Half on Save, no prone.

  • Railjack (2/encounter)..

    Charges up a Lightning strike down Line 12. Creatures that are charged within 2 spaces of the attack are also hit. DEX Save 14 or take full damage and are Charged

BLOODIED:

At 125 HP, Dark Clouds in Isolation expands to 3 spaces

LAST STAND:

The Storm Wyvern is dying! 90 more damage and it dies! Until then, Railjack fully refreshes its used.

Level 6 Solo Large Abberant
H135
Totem Summon.

When within Range 12 of a totem, gain Stacking Advantage 1 of all rolls.

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

    (or Range 8)

  • Summon Totem.

    Summon a Totem within Range 8. (Heavy Armored Object: 30 HP)

  • Command Totem..

    Command All Summoned Totems to cause a AoE shock wave within Range 2 of each Totem.

  • Totem Stride..

    Staghead teleports to Range 8 totem and strikes to a target within Range 2 of a Totem

BLOODIED:

At 67 HP, Staghead calls forth 1 Totem/hero.

LAST STAND:

Staghead is dying! 60 More damage and they die! Every Totem now grants Staghead +2 Stacking Advantage.

Level 17 Solo Gargantuan Leviathan
H355
STR ++
Giantic Blows.

Melee attacks on creatures smaller than Jin Daze 1 the target(s), but doesn't stack.

Immunities.

Fire, Cold

Freezing Aura.

Creatures that end their turn adjacent to Jin Dahaad take 1d6 cold damage.

After each Hero's Turn, choose one:
  • Freezing Jet (2 Uses)..

    Cold. Cone 8/Line 12. After freezing the area, create icey difficult terrain and mist blinding those in it.

  • Rend (2x)..

    Advantage on Hampered Targets.

  • Charge.

    Move 8 in a straight line. Those caught make DEX Save 17. Failure: 2d12 Bludgeoning. Success: Avoid damage and move away from Jin's Path.

BLOODIED:

At 177 HP, Jin recharges their Freezing Jet.

LAST STAND:

Jin Dahaad is dying! 170 more damage and it dies!

Jin Dahaad curls its body to use Crystalize, encasing itself in ice for one round being using Ice Coffin. While in Ice Coffin, Jin is immune to all damage. Crits remove this immunity for each damage type.

Crystalize. Range: 20x20, DEX Save 17, Failure: 5d20+10 Cold. Success: Halved damage. If behind total cover, avoid all damage.

Level 14 Solo Large Construct
H295
STR ++ INT++
After each Hero's Turn, choose one:
  • Executing: Mechanized Dash.

    Move 8, create Line 8 aoe. DEX Save 17 or get pushed 2, knocked prone and take 8d6 force. Avoid all on success.

  • Executing: Fist Rockets.

    (2x) 2d10+5 Bludgeoning (or Range 8)

  • Executing: Starboard... (Or was it Larboard?)(1 use).

    Cone 10, 5d10+3 Fire off of Omega's side.

    "... It was portside..."

  • Executing: Wave Cannon (1 Use).

    Line 15. DEX Save 17. Fail: 4d20 force damage. Success: No damage.

BLOODIED:

When Omega Planetes reaches 147 HP, Starboard is recharges, and can become four cone attacks all perpendicular of each other.

LAST STAND:

<beep> Analysis: Omega is Dying. 167 more damage and we perish. Adapting... Must Evolve.... Run: Dynamis...

Lvl 11 celestial
M6106
Valkyries: Soldier Tactics (1/round).

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

War Blessing (1/round).

(Range 8) When an ally crits, roll a extra die.

Choose one.
  • Weapon Strike.(2×) .

    (Or Range 8)

Lvl 2 celestial
6
Valkyries: Soldier Tactics (1/round).

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

  • Strike.

    2d8 (Follows Minions Rules) (Up to Range 8)

Level 14 Solo Large Insect
H295
STR ++ DEX++
Immune.

Poison (Damage and Condition)

Resistances.

Slashing

Crimson Rot.

On Crit, inflict Poisoned. If crit on Poisoned creatures, remove Poisoned to inflict 2 wounds.

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

    Move 6 then, Range 8, 4d8 + 3 Poison.

  • Crimson Whirlwind.

    (2 uses) All in Range 8, DEX Save 16. Failure: 3d10+5 and become Poisoned. Success: Half damage and not Poisoned

BLOODIED:

At 148 HP, Saint of the Crimson Rot can use Pending Sweep twice.

LAST STAND:

Saint of Crimson Rot is dying! 150 HP More health until she dies! Pending Sweep can grapple on hit. Crimson Whirlwind also gains 1 charge.

DanDraco - Nimble Nexus