H

honey.roasted

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 4 Solo Large Invasive Abberation
M125
STR+ WIL+
Agonizing Rebuke.

When the worm takes 16 or more damage from a single attack, it lets out an ultrasonic noise. DC 12 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 12 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.

Lvl 2 half-orc pirate - Support
M27
Spinesinger Infected: Fractal Bone.

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

Choose one:
  • Marrow Cloud.

    Reach 4, create a 4x4 area of light fog. Allies within can teleport to any space inside the fog as part of their movement.

  • Condense.

    If Marrow Cloud is active, all enemy creatures within the fog are Slowed until the end of their next turn. Marrow Cloud ends.

Lvl 5 human pirate - Skirmisher
458
Spinesinger Infected: Fractal Bone.

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

Parry.

Treat attacks against you that roll a 2 a miss.

Choose one:
  • Dagger..

    (or Throw, Range 6)

  • Bone Claw..

    On damage, Grappled (escape DC 12).

Lvl 4 human pirate - Melee
49
Spinesinger Infected: Fractal Bone.

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

Parry.

Treat weapon attacks against you that roll 2 as a miss.

  • Slash (2x).
Level 6 Solo Aberation
M175
INT+WIL+
Bone Spur.

Creatures it hits are considered Infected. A creature is no longer Infected if it is damaged by Spinal Bloom or if the Spinesinger takes radiant damage.

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

    Move 6, attack for 3d8.

  • Warpbone Lance.

    Range 8, 4d8+8. On crit: Restrained.

  • Spinal Bloom.

    (1 use) All Infected enemies within Reach 12 suffer 4d8 damage (ignoring armor). DC 13 STR save or become Dazed for 1 round.

BLOODIED:

At 85 HP, when it damages an Infected creature, all other Infected creatures take 4 damage. Spinal Bloom recharges.

LAST STAND:

The Spinesinger is dying! 60 more damage and its dead. Until then it will use Plated Tentacle the first time it is hit (1/round).