DanDraco
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.
- Emit.
Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.
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.
When an non-(1/use) crits, restore a use of one
- •Magic Bolt.2d6+2.
On Zapped Targets: Consume and Gain Advantage
On Smoldered Targets: Consume and Add extra damage die
- •Lightning Bolt! (1/use).3d8+4.
AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.
- •Fiiiire Ball! (1/use).5d6.
Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.
At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.
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.
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.)
Fume Knight can augment his attacks into single target, Line 3, or Cone 6.
- •Ultra Greatsword x2.2d12+5.
After every hit, Fume Knight can Move 3. On Crit: Inflict Smoldering. On Smoldered, add another die.
- •Fumes (1 use).3d20+6.
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.
At 127 HP, Fume Knight is bloodied. Fume Knight's range on Surrounded by Fear and Dead Men doubles.
Fume Knight is dying! 127 more damage and Fume Knight dies! Any die on Ultra Greatsword can crit.
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.
Upon taking damage, the Manok chooses a creature to take the same damage they took.
- •Rend (2x).2d10+5.
On hit, target is Grappled
- •Wail of Agony (1 Soul).3d8+12.
Psychic. Range 6: All creatures make a WIL Save DC 14. On Failure: Full damage. On success: take half.
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.
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.
After hitting, the Misophaes can move 3.
- Claw (2x).1d8+4
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.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+3.
(or Range 8)
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.
When another Demon of higher level is attacked, Minor Baatez can interpose for them.
- Strike (2x).1d8+4.
(or Range 8)
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.
If a creature starts its turn within 2 spaces of 3 Pitlings, the creatures are poisoned
- Stab.
1d6 (follows minion rules)
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.
blind, charmed, grimm virus, frightened, stunned
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.
- •Gore.4d12+5.
(or range 8) On Crit: Infect a charge of Grimm Virus.
- •Grimm Rush (1/use).3d12.
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).8d12.
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.
At 187 HP, Grimm Fenrir is bloodied! The Grimm Fenrir can move 4 spaces after each attack.
Grimm Fenrir is dying! 180 more damage and they die! Grimm Virus Paths are made whenever Grimm Fenrir moves.
Advantage on attacks when an ally is adjacent to the target.
- •Spear Strike (2x).1d8+5.
(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.
Advantage on attacks when an ally is adjacent to the target.
When Initiative starts or as a action, roll 3d8s, record them. The Oracle can replace any roll with those recorded rolls.
- •Divining Bolt.3d8+12.
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.
Advantage on attacks when an ally is adjacent to the target.
Armor increases 1 step for each adjacent ally (None, Med, Heavy) for all allies
Can interpose for bloodied allies
- Weapon Strike.2d8+6.
(Or Bow: Range 8) Can push foes number of spaces equal to primary die.