H

hauk119

M10
Unliving, Undying.

(1 use) On death: reset to 1 HP.

Brittle.

Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5).

  • Ancient Sword.

    1d4+4.

Level 10 Solo Gargantuan Nightmare Dragon
M60/hero
Mind Melt.

Heroes roll a WIL save with Disadvantage instead of Initiative. If you roll less than 15, Frightened until you damage Big Chook.

After each hero's turn, choose 1:
  • 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.

BLOODIED:

Nightmare Aura. Attacks against Big Chook have Disadvantage 2. Damage suppresses this effect until the end of the next hero’s turn.

LAST STAND:

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).

Lvl 7 knight commander of the order of st sedge
H50
Defender of the Realm.

(1/round, Reach 4) Can interpose for allies.

Veteran.

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

H30
Come To My Aid!

Allies can interpose for you.

Lead From The Front.

Adjacent allies have Advantage on attacks.

  • Longsword (2x).

    1d8+2.

Lvl 4 demi-fae monster
850
Sensitive Antennae.

Can "see" invisible creatures.

Flammable.

Double damage from Fire.

Choose one.
  • Claws (2x).

    2d6+4.

  • Frosty Breath.

    (Cone 6, 1 use) DC 12 DEX save or 5d6 damage (halved on success) and Slowed this Encounter.

BLOODIED:

At 25 HP, regain Frosty Breath.

Lvl 1/2 small bat-faced demi-fae goblin
12
  • Mad Revelry.

    (AoE, Faeries have Advantage) DC 10 WIL save or (choose one): Dance (immobilized), Laugh (can't speak, move 1/2 speed or fall prone), or Mount (spend 1 action trying to ride nearby creatures).

Lvl 3 forest folk
40
Woodland Stealth.

Advantage on Initiative (or PCs have Disadvantage) if unseen.

Choose one.
  • Cudgel (2x).

    1d8+4.

  • Call Woodland Creatures.

    (1 use) 3x3 area, DC 12 DEX save or 2d8 damage and Taunted for 1 round (by animals which don't stick around).

Lvl 4 small milky-white owl
1050
Haunting Screech.

Enemies have Disadvantage on Initiative.

Shadow Servants.

A creature killed by the Witch Owl becomes a Shadow Minion (size: d12).

Choose one.
  • 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.

Lvl 8 high priestess of the south
90
Bramble Marked.

Attackers take 4 damage.

Choose one.
  • 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.

BLOODIED:

Choose which Snakebite die is Primary.

remixed from Sadewyn Gallbucket
Lvl 8 high priestess of the north
90
Bramble Marked.

Attackers take 4 damage.

Choose one.
  • 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.

BLOODIED:

Regain Curse of the Open Sky

remixed from Sadewyn Gallbucket
Lvl 8 high priestess of the east
90
Bramble Marked.

Attackers take 4 damage.

Choose one.
  • 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.

BLOODIED:

Regain Dream Vapours.

Lvl 7 corrupted faerie
1070
Fearful Visage.

Disadvantage 2 to strike the Unicorn until you damage it.

Choose twice.
  • 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.