H

HeartfeltBarbarian

Bonegrinder Coven.

While in combat with her coven, her speed becomes 8 and (1/turn) attacks have disadvantage against her.

Nightmare Shift.

(1/day) When Bloodied, turn into a fiendish elephant. Grow to Huge and immediately move 3, dealing 10 to all enemies she passes by and knocking them Prone.

  • Ray of Putrescence (2x).

    (Range 6) 1d8+6. On damage: Poisoned for 1 round. Against Poisoned: Dazed. OR:

  • Maniacal Mirth.

    (Reach 6) 1d8+16. On damage: Hysteria. On crit: No additional damage, but targets another creature in Reach.

  • Fiendish Trumpet (Only when Bloodied).

    (AoE, Reach 3) DC 13 INT Save or 1d8+16 and Slowed for 1 round, save for half only.

Bonegrinder Coven.

While in combat with her coven, attacks deal a max of 10 damage, attacker takes any remaining damage.

Nightmare Shift.

(1/day) When Bloodied, turn into an undead crocodile. Grow to Large, her crits are Vicious, and she has advantage against Grappled targets.

  • Gouging Claw (2x).

    1d8+6. On damage: Grappled. OR:

  • Crown of Madness.

    (Reach 6) 1 hero makes a DC 13 WIL save or 1d8+16 and Maddened, save for half only.

  • Death Roll (Only when Bloodied).

    1d8+16. On damage: Dazed. Always crits against Hampered targets.

Bonegrinder Matriarch.

While in combat with her coven, gain Medium Armor and (1/round) force Belladonna or Offalia to Interpose, regardless of distance.

Waking Nightmare.

On crit: Frightened for 1 round.

Nightmare Shift.

(1/day) When Bloodied, turn into a shadowy nightmare hag. Frighten all heroes and Teleport 3.

  • Wither and Rot (2x).

    (Reach 6) 1d8+9. On damage: Dread for 1 round. OR:

  • Blightning Bolt.

    (AoE, 2x4 Line) DC 13 STR Save or 1d8+18 and Poisoned for 1 round, save for half only.

  • Inflict Nightmares (Only when Bloodied).

    (Reach 6) 1d8+18. On damage: Dazed and Dread for 1 round.

Level 5 Solo Spirit of Retribution
M150
DEX+ WIL+
Haunting Echoes.

When crit, immediately strike back for half damage.

Traitor's Noose.

(1/round) When attacked in melee, the attack misses and targets another creature in Reach.

ACTIONS. After each hero's turn, Fly 6 and choose one:
  • Foretelling Grasp.

    (Reach 2) 1d8+16. On hit: Grappled and disadvantage on next attack.

  • Lash of Souls.

    (Reach 6) 1d8+12. On hit: Moved to any space within Reach 6.

  • Wisplight Flare.

    (AoE) All in Reach 3 make a DC 12 STR save or take 18 and are Blinded for 3 turns, save for half only.

BLOODIED:

At 75 HP, Haunting Echoes strikes back for full damage, and Lash of Souls also Prones.

LAST STAND:

Leo is dying! 50 more damage and he dies. Until then, (1/turn) he uses Wisplight Flare whenever he is hit.

Unliving, Undying.

The first time this dies, reset to 1 HP (unless minion).

Aura of Sickness.

Each hero within Reach 2 makes their first attack with Disadvantage.

  • Pestilent Slam.

    1d4+15. On crit: Poisoned. OR:

  • Virulent Miasma.

    (1/day) All targets within Reach 4 make a DC 13 STR Save or take 18 damage and Dazed, save for half only.

Lvl 6
M45
Life Drain.

On crit: Gain Heavy Armor for 1 Round.

  • Necrotic Armaments (2x).

    1d4+8 (or Range 8).

55
Deflecting Debris.

(1/round) Reduce the damage of an attack by 3. Its next attack deals only dice damage.

  • Object Strike (3x).

    (Reach 2) 1d4+4 (or Range 6).

Lvl 3
41
Unearthly Writhe.

Immune to Grappled and Attacks of Opportunity miss.

Crushing Embrace.

Crits against Grappled targets.

  • Entangle (2x).

    1d8+4. If both hit the same target: Grappled (esc DC 11).

Lvl 1
M20
Sapping.

On hit: target has disadvantage on their next attack.

Lightfright.

Vulnerable to Radiant and to damage while in Bright Light.

  • Shadow Swipe.

    2d8+2. If this reduces a hero to 0, that hero reduces their Primary Die Rolls by 1 until they complete a Safe Rest.

Lvl 5
58
  • Tentacle Writhe (2x).

    1d8+4. On hit: Grappled.

H20
False Appearance.

Heroes roll Initiative with Disadvantage, and it goes first.

  • Gauntlet.

    1d10+8.

M28
Ethereal Shift.

Can move through solid surfaces as Difficult Terrain, immune to Forced Movement damage. (1/turn) Reduce the damage of an attack by 3.

  • Spectral Blade (2x).

    1d8+2 (cannot Defend).