honey.roasted
Attacks with advantage and attacks against the cultist have advantage.
- Stab.1d6+4 .
(Vicious).
(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.
- •Chant.
(Concentration) Reduce all damage done to allies who can hear you to 1.
- •Ravings.
2d6 psychic damage to all enemies who can hear you.
- •Censor Flail.1d6+6
(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.
While not at max HP, make all rolls at advantage.
- •Blade.2d6+4
- •Command.
Command a lower level cultist to attack the closest enemy.
When dealt fire damage, the golem instead heals for half the damage.
When the golem misses, it must use Blaze on its next turn.
- •Piston.2d8+9.
On hit: push target 2 spaces.
- •Blaze.(Reach 2) 1d8+3.
Targets all creatures within Reach. Can't miss.
When dealt fire damage, the golem instead heals for half the damage.
- Claw.1d10+2.
On hit: Grappled. Advantage against Grappled targets.
When dealt fire damage, the golem instead heals for half the damage.
- •Arcane Flux.
Range 3. Coat 4 spaces in flux. The first time a spell would pass through or near the coated area, the flux absorbs the magic, nullifying the spell.
- •Slam.1d10+9
When crit, make a single Shard Whip attack in return.
When Bloodied, the Mirror can teleport up to 8 spaces as its movement.
- •Shard Whip (2x).
Reach 3, 1d8+6
- •Mirror Minions.
Summon corrupted reflections of the heroes (1/hero, size:1d8); each acts after its original.
AT 75 HP, the Mirror releases a blast of energy, dealing 5d6 damage to all creatures within Reach 8. Each affected creature must make a DC 12 WIL save or be brought to its Mirror Realm.
50 more damage and the Mirror dies. It summons 3 mirror minions/hero and minions inflict Dazed on death to creatures within Reach 1.
The nothic chooses one creature it can see and learns one fact or secret about them. The target is immune to this effect for 24 hours.
A nothic's mind cannot be read by simple, magical or mundane effects.
- •Claw (2x).1d10+6.
On Crit: Target is pushed 3 spaces.
- •Mind Blast.2d8+9.
Cone 4. DC 12 INT save or Silenced for one turn.
The nothic chooses one creature it can see and learns one fact or secret about them. The target is immune to this effect for 24 hours.
A nothic's mind cannot be read by simple, magical or mundane effects.
- •Claw (2x).1d10+3
- •Rotting Gaze.2d6+2.
DC 12 STR save or Poisoned for one turn.

(1 use) Creatures who hear this make a DC 14 WIL save or are Frightened for 1 turn.
While Bloodied, +3 speed if moving toward enemies.
- •Rend and Tear.2d8+9
- •Charge and Bite.1d10+6.
DC 12 STR save or knocked Prone.
If the elk moves at least 4 spaces straight forward and hits a creature with a ram attack, the target takes an extra 2d6 damage and is knocked Prone.
- •Ram.2d6+4
- •Hooves.3d6+4.
Target must be Prone.
When the worm takes 25 or more damage from a single attack, it lets out an ultrasonic noise. DC 13 WIL save or become Dazed.
Any creature that shields its thoughts is Invisible to the worm.
- •Bite.
Move 4, 3d6+10.
- •Plated Tentacles (2x).
Reach 2, 1d6+4. On Crit: Grappled.
- •Alter Prey (1 use).
The worm causes an awful thrum to emanate from its body. One creature it can sense suffers one of the following effects (Action: DC 13 WIL save to end the effect):
1. Forgotten Training. Lose the use of one random class feature.
2. Lost Potential. Reduce an ability score by 2.
3. Heavy is the Head. The creature is Slowed.
4. United at Last. The creature is Charmed. The creature can only attempt to save when it takes damage.
At 62 HP, Alter Prey recharges.
The worm is dying! 40 more damage and it dies. Until then, it can move 6 spaces each turn, and it gains Heavy armor.