Finnyous
While grouped up, they have advantage against feared conditions. Additionally each of them gains: (1/Encounter) Free action - help.
Has advantage on STR saving throws.
- Strike.1d8+5.
Melee or range 8
When crit, immediately make a Stormquill attack against the attacker.
- •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.
At 88 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.
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.
- •Ravage.2d8+4 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.
When crit, immediately make a Stormquill attack against the attacker.
- •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.
At 112 HP, Lucky becomes Invisible and may immediately move up to 8 spaces.
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.
Pennywise takes +10 damage from radiant attacks
Pennywise can move across walls and ceilings without making a check.
Pennywise can alter his appearance at will and create horrifying visions of people's worst nightmares.
- •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.
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.
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.
When damaged, teleport 4
- Arc Lightning (Range 12).3d8.
Also strikes the next closest creature. On Miss: damage self instead
Melee attackers suffer 2 fire damage and gain Smoldering
- •Heart's Fire (Reach 8).
An ally can move or attack. Then:
- •Pyromancy (Range 8).3d8+10 to a Smoldering Target
Melee attackers suffer 2 fire damage and gain Smoldering
- •Heart's Fire (Reach 8).
An ally can move or attack. Then:
- •Pyromancy (Range 8).3d8+10 to a Smoldering Target