hauk119
(1 use) On death: reset to 1 HP.
Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5).
- Ancient Sword.
1d4+4.
Heroes roll a WIL save with Disadvantage instead of Initiative. If you roll less than 15, Frightened until you damage Big Chook.
- •Hunt.
Swim 8, then 1d12+10. On hit: Grabbed.
- •Rip & Tear.
(Grabbed target) 2d12+20. On hit, 1 wound.
- •Shriek.
(AoE 12) DC 15 WIL save or take 4d12 Psychic (ignores armor, halved on success) and be Frightened.
Nightmare Aura. Attacks against Big Chook have Disadvantage 2. Damage suppresses this effect until the end of the next hero’s turn.
Big Chook is dying! 100 more damage and it dies (for now). It loses its Nightmare Aura, instead gaining Nightmare Form. Big Chook's attacks have advantage and ignore armor (Psychic).
(1/round, Reach 4) Can interpose for allies.
The first time you would drop to 0hp, reset to 16hp and use Inspire the Troops immediately.
- •Inspire the Troops.
Allies gain +5 damage on their next strike. THEN:
- •Greatsword.
1d8+20
Allies can interpose for you.
Adjacent allies have Advantage on attacks.
- Longsword (2x).
1d8+2.
Can "see" invisible creatures.
Double damage from Fire.
- •Claws (2x).
2d6+4.
- •Frosty Breath.
(Cone 6, 1 use) DC 12 DEX save or 5d6 damage (halved on success) and Slowed this Encounter.
At 25 HP, regain Frosty Breath.
Enemies have Disadvantage on Initiative.
A creature killed by the Witch Owl becomes a Shadow Minion (size: d12).
- •Hunter's Gaze.
(Range 6) DC 12 WIL save or Dazed, and the Owl has Advantage on its next attack against you.
- •Psychic Drain.
1d4+15. On Crit, Dazed and lose part of your psyche.
Attackers take 4 damage.
- •Hedge Curse.
1d4, target is Cursed 25 (the next time you take damage this round, it deals +25 damage).
- •Meld Into Earth.
(1 use) For 1 round, gain Heavy armor, then Medium armor for the rest of the encounter.
- •Serpent Form.
(1 Use) Until the end of the combat, make a free 2d4 Snakebite every turn. On crit: Poisoned.
Choose which Snakebite die is Primary.
Attackers take 4 damage.
- •Hedge Curse.
1d4, target is Cursed 25 (the next time you take damage this round, it deals +25 damage).
- •Curse of the Open Sky.
(AoE, 1 Use) DC 13 DEX save or 6d8 damage (halved on success) and Slowed.
- •Call Storm.
(Range 8) 4d8, also damage the next closest creature.
Regain Curse of the Open Sky
Attackers take 4 damage.
- •Hedge Curse.
1d4, target is Cursed 25 (the next time you take damage this round, it deals +25 damage).
- •Beastshift.
(1 use) For 1 round, gain Med armor, +4 speed, and double Bramble Marked damage. Attack for 4d8, Vicious.
- •Dream Vapours.
(AoE, 1 Use) DC 13 WIL save or 5d8 Psychic damage (ignores armor, halved on success) and Dazed.
Regain Dream Vapours.
Disadvantage 2 to strike the Unicorn until you damage it.
- •Cursed Horn.
1d4 damage. On hit: Cursed 20 (the next time you take damage this round, it deals +20 damage).
- •Hooves.
1d4+10. On crit: Prone.