J

Jaymz H.

M30
Choose one.
  • • Slice (x3).

    1d8 +1

  • • Shoot.

    1d8+1. Range of 8

Lvl 4 small
36
Echo Casting (1 use) Choose a 2nd Target for your Flame Blast.
Choose one.
  • • Flame Blast.

    1d10+15. (Range 10)

  • • Flamethrower.

    1d10+5. (Cone 3)

Lvl 4 small gerblin
42
Choose one.
  • Attack.

    2d6+11

Level 7 Solo Large Monstrostiy
H145
Break Off.

Bludgeoning damage or any crit causes bones to splinter off and animate, forming a skeletal minion (size:d10).

Carapace.

vulnerable to bludgeoning. (ignores armor) Resistant to

After each hero's turn, Choose one.
  • • Devastating Strike.

    (Reach 2) 1d4+25 damage. On hit: Knockback 6.

  • • Trample.

    Move 10. Deal 1d4+10 damage to up to 2 targets along the path. On hit: Prone.

  • • Tentacles.

    The 2 furthest heroes make a DC 13 DEX save or are moved adjacent to Slobberath.

LAST STAND:

at 0 HP, Turns into 20 minions that try and escape. If any do, at sunrise they reassemble.

Lvl 4
58
Goopy.

When crit or dealt any slashing damage: summon (P3) Slime minions (size: d6); their attacks inflict Digested

Digested.

Deal an additional (P3) damage for each time the target has been Digested this encounter.

Choose one.
  • Acidic Touch.

    (2×) 1d6+2. Digested

remixed from Slime
Lvl 1
28
Goopy.

When crit or dealt any slashing damage: summon (P2) Slime minions (size: d6); their attacks inflict Digested

Digested.

Deal an additional (P2) damage for each time the target has been Digested this encounter.

Choose one.
  • Acidic Touch.

    (2×) 1d6+2. Digested

Level 3 Solo Cowboy
175DEX+
StrikeBack.

When crit, make a Heart Piercer or Stormquill attack in return

After each hero's turn, Choose one.
  • • Revolver.

    (Reach 8) 2d4+10

  • • Calvery Saber.

    Move 6, 2d4 damage. On CRIT: Dazed

BLOODIED:

@87 HP, Smoke Bomb. Flint Blinds all Heroes for 1 round, then moves 6, ignoring opportunity attacks. (Blinded creatures are attacked with advantage and attack with disadvantage)

LAST STAND:

Tucker Flint is dying, 30 more damage and he's dead. Until then, whenever he takes damage for the first time each round he uses Strikeback.

Lvl 6 undead
1068
Midboss.

After each hero's turn one of the Undead Cowboy's gets a turn

Choose one.
  • • Whip.

    1d8. Reach 4, On Damage: Grapple and drag

  • • Shoot.

    1d6+5. Reach 12

Level 3 Solo Huge Plant
200STR+
Brutal.

Treat the highest die rolled as the Primary Die. On crit: knock Prone.

After each hero's turn, Choose one.
  • • Savage Screech.

    (1 use) All enemies within reach 12 suffer 2d6 damage (ignoring armor). DC 11 WIL save or become Frightened for 1 round.

  • • Bramble Rush.

    Move 8, then attack 2d6

  • • Thrash.

    Attack for 2d6+5

BLOODIED:

@100 HP, Savage Screech Recharges

LAST STAND:

The Chaos Behemoth is dying, 30 more damage and it dies. Until then its attacks do d10's instead of d6's

Lvl 2 plant
825
Blur.

(1/round) When attacked, first move 4 spaces, taking no damage if you are now out of range or have Full Cover.

Choose one.
  • DoubleStrike.

    ( 2x ) 2d6+2

Level 5 Solo Vampire
M150STR+ DEX+
Zeal.

Whenever Albus is CRIT: He can FLY 10 imediately

After each player's turn Choose one.
  • • Dawnstrike.

    ( 1 use ) Reach 3, 5d12

  • • Rampage.

    attack for 1d12+16

  • • Fluttering Strike.

    Fly 10, attack for 1d12+6 damage.

BLOODIED:

@75 HP Dawnstrike recharges.

LAST STAND:

Albus is dying! 50 more damage and he dies. Until then, the first time each turn he takes damage, he uses Move + Claw.

Lvl 1 small plant
20
Choose one.
  • Seed Shot.

    2d6+4. Ranged