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DorgaJohn

Level 15 Solo Gargantuan Pharmakos
M95/heroALL++
Eternal Torment.

Kleestad lives in eternal pain. Because of this he ignores the extra damage caused by crits. Crits still ignore his armor. When he is crit, his next attack has advantage.

SOLO:
  • Painful Claws (2x).

    Move 6, then 2d12+8 (Reach 4). On hit: Dazed.

  • Excruciating Bite.

    Fly 6, then 4d12 damage. On hit: DC 17 STR save or Incapacitated until end of next turn.

  • Caustic Breath.

    (1 use, Cone 10) DC 17 DEX save or 10d6 acid damage and Poisoned (magical healing ends). Half damage on success.

BLOODIED:

Caustic Breath Recharges.

LAST STAND:

Painful end. Kleestad is dying, 130 more damage until he dies. Until then Kleestad no longer ignores the extra damage from crits, but he now crits on 10+ on his primary die.

Level 13 Solo TIny Demilich
H50/heroINT+++, WIL+
Greater Spell Resistance.

Spells have disadvantage x2 against Zev Ravenka.

SOLO:
  • Necrotic Burst.

    Fly 6, then (Melee or Range 12) 7d6 damage.

  • Grave Dust.

    Fly 6, then DC 16 STR save for each hero he moves by that is adjacent to him, or Blinded 1 round.

  • Baleful Howl.

    (1 use) Each creature in Reach 6 takes 10d6 damage.

BLOODIED:

Baleful Howl recharges.

230
Living Water.

Can enter the space of other creatures, Submerging them.

  • Pull (2x).

    (Reach 8) 3d8, on damage: pull a smaller target into your space.

00
Haunted Trap!

When the heroes enter this room. DC 15 Perception to notice the bell vibrating. Otherwise STR save for each hero.

  • 1-13.

    D66 damage and Deafened 1 hour.

  • 14+.

    D44 damage.

  • Disable Trap.

    DC 15 Arcana or Lore check.

Level 13 Solo Large Ashbringer
M78/heroALL+
Fear Aura.

(reach 6) Heroes make a DC 16 WIL save or Frightened 1 round.

SOLO:
  • Unholy Scythe (2x).

    Fly 12, then (Reach 2) 2d8+10.

  • Blasphemy.

    Fly 6, then (Range 8) DC 16 WIL save or Incapacitated 1 round. On success: Dazed.

  • Chain Lightning.

    (1 use) 3 heroes in Reach 18, 6d10 damage. DC 16 DEX save for half.

BLOODIED:

Recharge Chain Lightning.

Level 14 Dybbuk and her Possession
LEGENDARY DUO.

After each hero’s turn, choose Anizora or the Wyvern to act.

Anizora
60/heroDEX++, WIL+
Feeble Retaliation.

(1/round reaction) When crit, attacker makes a DC 17 INT save or Feebleminded.

  • Pain Touch.

    Fly 12, then 8d6 damage.

  • Malevolence.

    DC 17 WIL save or Dominated. (Rolls are made with disadvantage while Dominated. Anizora spends your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends.)

Taxidermic Wyvern
H32/heroSTR+, DEX+
  • Bite.

    Move 6, then 4d10 damage. On hit: Grappled (escape DC 17).

  • Sting.

    Move 6, (Reach 2) then 1d4+20. On hit: Poisoned (magical healing ends).

BLOODIED:

Anizora can target 2 heroes with Malevolence, and the Wyvern has advantage on attacks.

Level 11 Solo SOlo Bogeyman
M65/heroDEX+, WIL++
Deepest Fear.

Creatures that start with reach 6 make a DC 15 WIL save each turn or become Frightened 1 round. If a creature is already Frightened, they become Incapacitated 1 round. On success, immune for 24 hours.

SOLO:
  • Scary Claws (2x).

    Move 6, then 4d4+5. On Crit: Frightened 1 round.

  • Phantasmal Bolt.

    Move 6, then (Range 8) 4d10 psychic damage (ignoring armor). Then DC 15 WIL save or Frightened 1 round.

BLOODIED:

Terrifying Darkness. When Bloodied, darkness emanates out to Reach 6. Frightened creatures in the darkness take 5 psychic damage at the start of their turn.

Haunted Trap!

When a hero enters the room. DC 15 Perception to notice spatters of blood on the wall and floors. Otherwise DC 15 WIL save for each hero.

  • 1-14.

    The hero is compelled to attack and fight the nearest creature. Multiple heroes who fail fight each other.

  • Disable Trap.

    DC 15 Arcana or Lore check.

Haunted Trap!

When a creature enters the room. DC 15 Perception to notice motes of dust being swept by invisible hands. Otherwise DC 15 WIL save for each hero.

  • 1-14.

    The hero is compelled to start cleaning the castle furiously. Roll 1d20 to determine which room on this floor they must go clean.

  • Disable Trap.

    DC 15 Arcana or Lore check.

Level 14 Solo Huge Winged Nightmare
M90/hero
Enervating Shadows.

On damage, target loses 1 action, summon a Umbral Minion.

Umbral Minion (d10).

On death, grant attacker 1 action.

Life From Death.

Whenever a Dying creature damages you or a minion, you heal that much HP.

SOLO:
  • Entropic Breath.

    (1 use, Cone 5) 8d10.

  • Ebon Claws.

    (Reach 3) 5d10.

  • Umbral Tail.

    (Cone 3) 3d10, Knockback 3.

BLOODIED:

Summon 1 Umbral Minion/hero.

LAST STAND:

Belshallam is dying! 140 more damage until they die! Summon 2 Umbral Minions/hero. Recharge Entropic Breath.

Haunted Trap!

When a creature walks within 4 spaces of an oven. DC 14 Perception to notice the tendrils of smoke rising from the ovens. Otherwise WIL save for each hero.

  • 1-12.

    8d6 fire damage.

  • 13-15.

    4d6 Fire damage.

  • 16+.

    No damage.

  • Disable Trap.

    DC 14 Arcana or Lore check.

Level 14 Solo Graveknight
M360STR+, WIL+
Commander of Dark Devotion.

Knorlott's Squires can attack for 1d10 damage.

ACTIONS:
  • Squire's Attend Me.

    Summon 1 Grave Squire adjacent to you and each hero.

  • Strike!

    Each Grave Squire can move 6 and attack (Req: DC 16 WIL save to Interpose).

BLOODIED:

"Squires, hold fast!" When Knurlott is reduced to 180 HP, he summons 1 Grave Squire per hero. Grave Squires now die only when they suffer 10 or more damage at a time.

LAST STAND:

Knurlott is dying! 140 more damage and he dies. He summons 2 Grave Squires adjacent to himself and each hero, they act immediately.