hauk119
Immune to Acid and Poison.
Enemies roll initiative with disadvantage.
- •Sinuous Charge.
Burrow 8. 1d20.
- •Tail Swipe.
2 Targets. Reach 3: 1d20.
- •Caustic Bile breath.
Cone 4. 2d20. DC 10 DEX for half.
One enemy in 6: DC 12 WIL or spend their next action to flee.
The Wyrm is dying! 50 more damage and it dies. Until then, it gains Oozing Bile: Creatures that end their turn in 3 take 5 damage.
Immune to Acid and Poison.
Roll WIL save with disadvantage instead of Initiative.
- •Sinuous Charge.
Move 10. 1d20+4.
- •Tail Sweep.
2 targets. Reach 3: 1d20+4.
- •Venemous Phlegm Breath.
3x3 burst in 12. 2d20. DC 13 DEX for half.
All in 6: DC 13 WIL or Dazed.
The Wyrm is dying! 70 more damage and it dies. Until then, gain Oozing Phlgem: Enemies who end their turn in 3 are Dazed.
Immune to Acid and Poison.
Roll a WIL save instead of Initiative. If you roll less than 14, the Wyrm spends one of your actions for you to move.
- •Sinuous Charge.
Fly 12. 1d20+7.
- •Tail Sweep.
2 Targets. Reach 3: 1d20+7.
- •Boiling Blood Breath.
Cone 6. 2d20. DC 14 DEX for half.
DC 14 WIL save or the Wyrm spends one of your actions for you to move.
The Wyrm is dying! 90 more damage and it dies. Until then, it gains Oozing Blood: enemies in 3 have disadvantage to attack it.
Immune to Acid and Poison.
Roll a WIL save instead of initiative. If you roll less than 15, you are Frightened on your first turn.
Vulnerable to Psychic Damage, but causes enemies in 6 to take half the damage it takes.
- •Sinuous Charge.
Fly 12. 1d20 + 10.
- •Tail Sweep.
2 Targets. Reach 4: 1d20 + 10.
- •Acidic Bile Breath.
Cone 6. 3d20. DC 15 DEX for half.
Immediately use Acidic Bile Breath.
The Wyrm is dying! 110 more damage and it dies. Until then, gain Oozing Bile: enemies that end their turn in 3 take 10 acid damage.
(1 use) On death: reset to 1 HP.
Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5, bypasses "Unliving, Undying").
- Ancient Sword.
1d4+2.
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+15. On hit: Grabbed.
- •Rip & Tear.
(Grabbed target) 1d12+30. 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+5.
Can "see" invisible creatures.
Vulnerable to Fire (+10 dmg).
- •Claws (2x).
2d6+4.
- •Frosty Breath.
(Cone 6, 1 use) DC 12 DEX save or 4d6 damage (halved on success) and Slowed this Encounter.
At 20 HP, regain Frosty Breath.