GreyTeeth
Advantage against hampered creatures
When The Apprentice is crit, they can choose to lose and rapidly regrow an appendage, summoning a 1d6 minion within 3 Spaces.
All minions under The Apprentice's control gain Eldrich Horde. Enemies adjacent to two or more minions are considered Hampered.
- •Maddening Gaze.
3d6 and Will DC12 or Slowed. Then, move 6, towards a Hampered creature.
- •Shed 'Skin'.
Command all minions to move 10, then attack. Afterwards, summon fresh appendage minions (1/hero, 1d6) within reach 3 and Recharge Envelop.
- •Envelop (1 Use).
A Hampered creature, Reach 3. Restrain (DC 12, ends while no longer withing Reach 3) and 3d6+10 to ALL restrained creatures. While restrained in this manner, a creature cannot be targeted by Maddening gaze or Minions, and can choose to suffer 3d6 to automatically crit on their next attack and end the Restrained condition.
At 70 HP, Shed 'Skin' immediately.
At 35 HP, Maddening Gaze ALL heros (including those restrained), as the Master is now watching...
Advantage against hampered creatures
- •Acrid fumes.1d6+3.
Reach 6. Damage one adjecent creature as well, cannot be defended against.
- •Ichor puddle.
Choose a 2x2 area. This becomes difficult terrain until this is used by this creature again.
Advantage against hampered creatures
- •Barbed Net.1d6+3.
Range 2. On hit: restrained (escape DC 8, or any fire/slashing damage)
- •Bola.1d6+3.
Range 6. On hit: slowed. On Crit: AND prone.
Advantage against hampered creatures
- •Get em!
Summon one Dolgrim Minion (1d6) within 4 spaces
- •Pile on!
Command all minions adjecent to a target to attack. Instead of dealing damage, grapple on hit (escape dc8, with disadvantage for each subsequent minion that grapples)
Advantage against hampered creatures
Can Interpose 2 when commanded to by a smarter creature once per round. Releases all grappled targets when doing so.
- •Grab.1d6.
On hit: Grapple. (escape DC 12, max 2 targets grappled at once)
- •C R U N C H.3d6.
A Grappled Creature. Any die can be used as the primary die. On Crit: deal +10 damage instead of rolling further dice.
Advantage against hampered creatures
Blindsight (range 12) and Immune to Blinded condition
- •Tentacle lash.1d6+5 .
Reach 2. On hit: Slow while within reach 2
- •Psychic Sting.2d6+5.
(A Hampered creature. psychic damage: cannot be defended or interposed) Reach 2. On hit: Dazed until the end of targets next turn
Advantage against hampered creatures
- Crude Weapon.
1d6 (or shoot, range 6)