H

honey.roasted

Lvl 2 cultist - Melee
34
Fanatic.

Attacks with advantage and attacks against the cultist have advantage.

  • Stab. .

    (Vicious).

Lvl 4 half-orc cultist - Support
M39
Spinesinger Infected: Fractal Bone.

(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.

Choose one:
  • 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.
remixed from Second Mate Thebrak
Lvl 3 cultist - Melee
40
Spinesinger Infected: Fractal Bone.

(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.

Fanatical Zeal.

While not at max HP, make all rolls at advantage.

Choose one.
  • Blade.
  • Command.

    Command a lower level cultist to attack the closest enemy.

Lvl 3 construct - Support
41
Heimilth Forge Golems: Fiery Heart.

When dealt fire damage, the golem instead heals for half the damage.

Backfire.

When the golem misses, it must use Blaze on its next turn.

Choose one.
  • Piston..

    On hit: push target 2 spaces.

  • Blaze.(Reach 2) .

    Targets all creatures within Reach. Can't miss.

Lvl 2 construct - Controller
M27
Heimilth Forge Golems: Fiery Heart.

When dealt fire damage, the golem instead heals for half the damage.

  • Claw..

    On hit: Grappled. Advantage against Grappled targets.

Lvl 4 construct - Defender
49
Heimilth Forge Golems: Fiery Heart.

When dealt fire damage, the golem instead heals for half the damage.

Choose one.
  • 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.
Level 5 Solo Huge Mirror
M150
STR+ WIL+
Reflective.

When crit, make a single Shard Whip attack in return.

Warp Space.

When Bloodied, the Mirror can teleport up to 8 spaces as its movement.

After each hero's turn, choose one:
  • Shard Whip (2x).

    Reach 3, 1d8+6

  • Mirror Minions.

    Summon corrupted reflections of the heroes (1/hero, size:1d8); each acts after its original.

BLOODIED:

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.

LAST STAND:

50 more damage and the Mirror dies. It summons 3 mirror minions/hero and minions inflict Dazed on death to creatures within Reach 1.

Lvl 6 large aberration
M54
Weird Insight.

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.

Chaotic Mind.

A nothic's mind cannot be read by simple, magical or mundane effects.

Choose one.
  • Claw (2x)..

    On Crit: Target is pushed 3 spaces.

  • Mind Blast..

    Cone 4. DC 12 INT save or Silenced for one turn.

remixed from Nothic
Lvl 2 aberration
34
Weird Insight.

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.

Chaotic Mind.

A nothic's mind cannot be read by simple, magical or mundane effects.

Choose one.
  • Claw (2x).
  • Rotting Gaze..

    DC 12 STR save or Poisoned for one turn.

remixed from Nothic by TTivaan
Bear
Lvl 4 huge beast
M39
Fearsome Roar.

(1 use) Creatures who hear this make a DC 14 WIL save or are Frightened for 1 turn.

Aggressive.

While Bloodied, +3 speed if moving toward enemies.

Choose one:
  • Rend and Tear.
  • Charge and Bite..

    DC 12 STR save or knocked Prone.

Lvl 2 large beast
34
Charge.

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.

Choose one.
  • Ram.
  • Hooves..

    Target must be Prone.

Level 5 Solo Large Invasive Abberation
M150
STR+ WIL+
Agonizing Rebuke.

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.

Psychic Sense.

Any creature that shields its thoughts is Invisible to the worm.

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

BLOODIED:

At 62 HP, Alter Prey recharges.

LAST STAND:

The worm is dying! 40 more damage and it dies. Until then, it can move 6 spaces each turn, and it gains Heavy armor.