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Goblin Alchemist
Lvl 5 small solo partner hero - Ranged
45
Dizzying Hex (1/Round).

If a Creature hits with an attack, they must make a WIL save or miss instead.

Choose one.
  • Hex Wrench (2x).

    (Reach 8) 2d4+5 Psychic (ignores Armor).

  • Fakery Fumes.

    (Reach 6) Create an illusion that Taunts an enemy within Reach, DC12 INT save or Taunted by the Illusion (ends after attacking the illusion).

  • Grease Pile (1/Encounter).

    (Reach 6, 2x2 Area) The Area becomes Difficult Terrain for 1 minute. Each Creature inside makes a DC12 DEX save or become Prone, repeating the save when entering or ending their Turn in the area.

Barbarian
Lvl 5 solo partner hero - Melee
60
Sword Block (1/Round).

Defend for 10 HP. Can also Interpose for allies.

Big Strength.

STR saves and checks are made with Advantage.

Choose one.
  • Greatsword (2x).
  • Heavy Crossbow.

    (Range 10) 3d6+1.

Level 12 Solo Huge Frost Giant
M40/hero
DEX/WIL++
Wolf Wrangler.

Wystra commands 1/Hero Frost Wolves. Each Frost Wolf has 50 HP and is Unarmored. Wystra can use subsequent Turn to have a wolf Interpose for her if within Reach 3. When a wolf is dropped to 0 HP, they die and can no longer be called upon. When all wolves die, their Actions can't be chosen anymore.

Antifreeze Magic.

Immune to Cold. When Slowed, she gains 2x Speed instead of having it halved.

Choose one.
  • Frost Axe.

    Move 8, then 2d6+20, Advantage VS Hampered.

    On Hit VS Hampered targets: +10 damage.

    On Kill VS Hampered: The target's blood freezes and explodes, and Creatures in Reach 3 must make a DC14 DEX save or suffer 2d6+10 Cold and Restrained (Escape DC14), half damage only on save.

  • Chilling Gust.

    Move 4, then (Line 8) DC14 STR save or 1d6+10 Cold, Slowed, and Knockback 2. Half damage only on save.

  • Deathly Glare (1/Round).

    (Range 8) DC14 WIL save or +1 Wound and Frightened.

  • Wolfbite.

    2 Frost Wolves move 8, then 2d6+5 Cold, Prone.

  • Pack Attack (1/Round).

    (A Creature in Melee of at least 2 wolves) DC14 STR save or 2d6+5 Cold/wolf, Prone, half damage only on save.

BLOODIED:

Cryostasis: When Wystra is Bloodied, she gains Heavy Armor by becoming covered in thick ice. She has Speed 0, but has Resistance to all remaining damage types except Fire. After each Hero Turn that she takes no damage, she regains 10 HP. Wystra can't use Frost Axe while in this form.

LAST STAND:

The ice shield and any remaining Frost Wolves shatter and give Wystra a final surge! 120 more damage and she dies. Until then, she loses Heavy Armor and its Resistances, but all DCs become 18 and all Actions gain +4 Move.

Lvl 10 humanoid (half-orc) - Summoner
6100
Anchorites of Talos: Blood Curse.

On damage: Dazed.

Necrotic Shapes.

The Anchorite can freely change between half-Orc, Boar, and Thunderbeast forms.

Choose one.
  • Bloodclaw Gauntlet. Necrotic.

    On damage: Poisoned (healing ends).

  • Storm Boar's Tusk.

    Move 4, then 4d6+20 Lightning. On damage: Prone.

  • Thunderbeast's Tail.

    Become Large, pushing adjacent Creatures to the nearest free space, then (Reach 2, AoE) DC14 DEX save or 4d6+5, Knockback 2. Revert back to Medium when you use a different ability.

  • Blood Rain (1 use).

    (Reach 6, AoE, Concentration) Enemies must make a DC14 WIL save or become Slowed and their Primary dice are reduced by 1 face.

remixed from Anchorite Warrior
Lvl 2 humanoid (half-orc) - Melee
25
Anchorites of Talos: Blood Curse.

On damage: Dazed.

Necrotic Shapes.

The Anchorite can freely change between half-Orc and Boar forms.

Choose one.
  • Bloodclaw Gauntlet. Necrotic.

    On damage: Poisoned (healing ends).

  • Blood Bolt. Necrotic.

    (Range 6). On damage: Pull 2.

  • Booming Blast (1 use).

    (Reach 2, AoE) DC11 STR save or 3d6 Thunder, Knockback 2, half damage only on save.

remixed from Anchorite Warrior
Lvl 6 humanoid (half-orc) - Melee
60
Anchorites of Talos: Blood Curse.

On damage: Dazed.

Necrotic Shapes.

The Anchorite can freely change between half-Orc and Boar forms.

Choose one.
  • Bloodclaw Gauntlet (2x). Necrotic.

    On damage: Poisoned (healing ends).

  • Boar's Tusk.

    Move 2, then 2d6+20. On damage: Prone.

  • Booming Blast.

    (Reach 2, AoE) DC13 STR save or 3d6 Thunder, Knockback 2, half damage only on save.

  • Lightning Bolt (1 use).

    (Line 8) DC13 DEX save or 8d6 Lightning, half on save.

Lvl 15 huge construct - Ranged
H3100
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.50 damage.

    (Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.

  • Crushing Blow..

    DC14 DEX save or Grappled, then 2d20v+20, damage only on save. Auto Crits on Hit vs Grappled targets.

  • Mana Cannon (1 use).

    (Range 8, 2x2 Area) DC14 DEX save or 4d20. On damage: Knockback 2.

BLOODIED:

Abort! Abort! When Crit while Bloodied, the Golem malfunctions and all Creatures in Reach 4 need to make a DC15 DEX save or take 2d20, half on save. It also ejects the pilot, summoning 1 from the wreckage.

Lvl 10 large construct - Melee
H475
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.4 damage x [].

    (Range 6).

  • Lightning Rod. Lightning.

    On damage: Dazed.

  • Repelling Shockwave.

    (Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.

Lvl 1 tiny construct - Skirmisher
M9010
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Spying Eye.

Everything it sees and hears is relayed back to its controller.

Choose one.
  • Emergency Protocol.2 Lightning damage x [].

    (Range 4). On damage: Dazed and Slowed.

  • Camouflage Cloak.

    Hide (Spot DC 15) even if directly observed.

Lvl 8 agent of the black spider
M55
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Illusory Cloak.

The Agent can make themself look like anyone they've seen before.

Infiltrating Recruiter.

Advantage++ to Influence checks.

Choose one.
  • Shadow Knife (2x)..

    (Reach 4)

  • Camouflage Cloak.

    Hide (Spot DC x) even if directly observed.

Lvl 7 agent of the black spider - Melee
M6925
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Drow Deathblade.
  • Shadow Blast (2x)..

    (Range 4)

  • Camouflage Cloak.

    Hide (Spot DC 13) even if directly observed.

Lvl 4 agent of the black spider - Ranged
M25
Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Snipe (1 use).50.

    (Range 24). Roll 1d4 to check for Hit, Miss, or Crit. Disadvantage at Range 9 or less.

  • Reload.

    Regain use of Snipe.

  • Camouflage Cloak.

    Hide (Spot DC 13) even if directly observed.