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hauk119

Level 4 Solo Large Crystal-Studded Wyrm
H20/heroALL+
Level 5 Solo Huge Lumpy Killer
H25/heroSTR+, DEX+, WIL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Commanding Growl.

Enemies roll initiative with disadvantage.

Choose one.
  • Sinuous Charge.

    Burrow 8. 1d20.

  • Tail Swipe.

    2 Targets. Reach 3: 1d20.

  • Caustic Bile breath.

    Cone 4. 2d20. DC 10 DEX for half.

BLOODIED:

One enemy in 6: DC 12 WIL or spend their next action to flee.

LAST STAND:

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.

Level 7 Solo Huge Silver Serpent
H30/heroALL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Hypnotic Gaze.

Roll WIL save with disadvantage instead of Initiative.

Choose one.
  • 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.

BLOODIED:

All in 6: DC 13 WIL or Dazed.

LAST STAND:

The Wyrm is dying! 70 more damage and it dies. Until then, gain Oozing Phlgem: Enemies who end their turn in 3 are Dazed.

Level 9 Solo Gargantuan Human-Faced Wyrm
H35/heroALL+
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Charming Voice.

Roll a WIL save instead of Initiative. If you roll less than 14, the Wyrm spends one of your actions for you to move.

Choose one.
  • 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.

BLOODIED:

DC 14 WIL save or the Wyrm spends one of your actions for you to move.

LAST STAND:

The Wyrm is dying! 90 more damage and it dies. Until then, it gains Oozing Blood: enemies in 3 have disadvantage to attack it.

Level 11 Solo Gargantuan Mishapen Monstrosity
H45/heroALL++
Wyrm: Humorous Immunity.

Immune to Acid and Poison.

Aura of Fear.

Roll a WIL save instead of initiative. If you roll less than 15, you are Frightened on your first turn.

Burst of Knowledge.

Vulnerable to Psychic Damage, but causes enemies in 6 to take half the damage it takes.

Choose one.
  • 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.

BLOODIED:

Immediately use Acidic Bile Breath.

LAST STAND:

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.

M10
Unliving, Undying.

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

Brittle.

Resist Piercing. Vulnerable to Bludgeoning (+5 damage instead of -5, bypasses "Unliving, Undying").

  • Ancient Sword.

    1d4+2.

Level 12 Solo Gargantuan Nightmare Dragon
H50/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+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.

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

H25
Come To My Aid!

Allies can interpose for you.

Lead From The Front.

Adjacent allies have Advantage on attacks.

  • Longsword (2x).

    1d8+5.

Lvl 4 demi-fae monster
840
Sensitive Antennae.

Can "see" invisible creatures.

Flammable.

Vulnerable to Fire (+10 dmg).

Choose one.
  • Claws (2x).

    2d6+4.

  • Frosty Breath.

    (Cone 6, 1 use) DC 12 DEX save or 4d6 damage (halved on success) and Slowed this Encounter.

BLOODIED:

At 20 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
32
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).