F

Finnyous

Lvl 1 human - Melee
26
Castle: Good Morale.

While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.

Bulky.

Has advantage on STR saving throws.

  • Strike..

    Melee or range 8

remixed from Swordsman by HHolyTrolly
Level 6 Solo Birdfolk
175DEX, INT
Strike Back.

When crit, immediately make a Stormquill attack against the attacker.

Choose one.
  • Heart Piercer (dagger) .

    Move 6: 3d10+10 (Reach 1). On an 6+ on the primary die: Poisoned. (3d10a+10 damage when the target is surprised)

  • Move 4: Stormquill (Crossbow).

    2d4+8 (Range 12).

  • Explosive Quill (Crossbow).

    2d4+8 (Range 8). On a hit, the quill becomes embedded in the target. (1/Round.)

    At the start of Lucky's next turn, the embedded quill explodes. The embedded creature takes 🔥 2d20+5 damage, and every other creature within 2 spaces takes 10 damage. 10+ on the primary die: the embedded creature is Dazed.

    On the turn the quill explodes, Lucky may only move 6. This movement does not provoke Opportunity Attacks.

    A creature may spend 1 Action to pull an embedded quill from itself or an adjacent creature and make a DC 12 DEX check. On a success, remove it safely and immediately throw it at a creature within Range 6. Roll 1d6: 1–3, the target dodges; 4–6, the quill becomes embedded in the target.

    On a failure, the quill is still removed, but the creature removing it takes 5 damage.

BLOODIED:

At 88 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.

LAST STAND:

Lucky is dying, he has 60 HP until he's dead!

  • +2 Speed to every action.
  • His attacks deal +10 damage for the rest of the fight.
remixed from Lucky
Lvl 7 corrupted beast - Skirmisher
679
Choose one.
  • Ravage. Slashing.

    If the Rabig Owlbear moved at least 4 spaces straight toward the target immediately before attacking, deal +5 damage and the target is Prone.

  • Screech.

    1/Encounter. The owlbear unleashes a thunderous screech. All other creatures within 6 spaces make a DC 13 CON Save.

    Failure: 4d8 Thunder damage and Incapacitated until the end of their next turn.

    Success: Half damage.

Level 8 Solo Birdfolk
225DEX, INT
Strike Back.

When crit, immediately make a Stormquill attack against the attacker.

Choose one.
  • Heart Piercer (dagger) .

    Move 6: 3d10+15 (Reach 1). On an 6+ on the primary die: Poisoned. (3d10a+20 damage when the target is surprised)

  • Move 4: Stormquill (Crossbow).

    2d4+10 (Range 12).

  • Explosive Quill (Crossbow).

    2d4+10 (Range 8). On a hit, the quill becomes embedded in the target. (1/Round.)

    At the start of Lucky's next turn, the embedded quill explodes. The embedded creature takes 🔥 2d20+10 damage, and every other creature within 2 spaces takes 15 damage. 10+ on the primary die: the embedded creature is Dazed.

    On the turn the quill explodes, Lucky may only move 6. This movement does not provoke Opportunity Attacks.

    A creature may spend 1 Action to pull an embedded quill from itself or an adjacent creature and make a DC 12 DEX check. On a success, remove it safely and immediately throw it at a creature within Range 6. Roll 1d6: 1–3, the target dodges; 4–6, the quill becomes embedded in the target.

    On a failure, the quill is still removed, but the creature removing it takes 10 damage.

BLOODIED:

At 112 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.

LAST STAND:

Lucky is dying, he has 80 HP until he's dead!

  • +2 Speed to every action.
  • His attacks deal +10 damage for the rest of the fight.
Level 8 Solo Large Abberation
71/heroSTR, WIL
Radiant Weakness.

Pennywise takes +10 damage from radiant attacks

Spider Climb.

Pennywise can move across walls and ceilings without making a check.

Horrifying Illusionist.

Pennywise can alter his appearance at will and create horrifying visions of people's worst nightmares.

After each hero's turn, choose one:
  • Claw.

    Move 6, then attack a creature within Reach 2 for 1d12+10 damage. On hit, Pennywise may Grapple the target.

  • Bite.

    (Grappled or Frightened creature) 2d12+15 damage.

  • Eldritch Lights.

    pennywise extends it's mouth and brilliant orange lights begin to shine in a creature face

    (1/round, Cone 6) 2d12+15 psychic damage. Creatures damaged make a DC 14 WIL save or become Frightened until the end of Pennywise's next turn.

BLOODIED:

When Pennywise becomes Bloodied, gravity suddenly reverses. Every other creature in the encounter falls upward 12 spaces, stopping early if they collide with a ceiling or other surface.

Creatures that collide with a surface take normal falling damage.

Until Pennywise's Last Stand, gravity remains reversed. Creatures walk along ceilings and fall upward instead of downward.

A creature who fails its save against Eldritch Lights becomes Paralyzed and Frightened.

LAST STAND:

Pennywise is dying! 80 more damage and he dies.

His body tears apart as he transforms into a massive spider-like aberration. He immediately uses Eldritch Lights.

  • He becomes Huge.
  • His Reach increases to 2.
  • His Claw and Bite deal +5 damage.
  • Before or after each action, Pennywise may move up to 4 spaces.
M24
  • Bash.
Spark Step.

When damaged, teleport 4

  • Arc Lightning (Range 12)..

    Also strikes the next closest creature. On Miss: damage self instead

remixed from Bandit Fire Mage
Fiery Shield.

Melee attackers suffer 2 fire damage and gain Smoldering

  • Heart's Fire (Reach 8).

    An ally can move or attack. Then:

  • Pyromancy (Range 8). to a Smoldering Target
remixed from Bandit Fire Mage
Fiery Shield.

Melee attackers suffer 2 fire damage and gain Smoldering

  • Heart's Fire (Reach 8).

    An ally can move or attack. Then:

  • Pyromancy (Range 8). to a Smoldering Target
remixed from Bandit Captain
  • Slice (3x). .

    (or Shoot, Range 8)

remixed from Bandit Minion
  • Stab .
remixed from Assassin
Lvl 2
24
Sneak.

You are invisible until you attack

  • Poison Blade (2x)..

    On Damage: Dazed

remixed from Bandit