Pope
You deal +1 damage for each Rat Minion on your team.
As long as you are fighting alongside another rat, you have heavy armor.
- •Rat Breath.
Move 4, then attack for 1d8 (Range: Cone 4). On hit: Summon 2 rat minions (1d4) next to each creature hit.
- •Tooth and Claw.
Fly 6, then attack for 1d6 and attack for 1d10 (Reach: 2).
- •They Come From The Dark (Once).
Summon 10 rat minions anywhere within Reach: 8.
Toraxio is Bloodied! His minions now deal 1d6 damage and he immediately uses They Come From The Dark.
Toraxio is dying! 110 more damage and he's dead. Until then, he can use They Come From The Dark each time he acts.
You deal +1 damage for each Rat Minion on your team.
You cannot take more than five damage from one weapon attack. When you take damage, summon a Rat Minion (1d4) next to you.
- Chomp Chomp Chomp!4d4+8.
On crit: Dazed
You deal +1 damage for each Rat Minion on your team.
- •I have friends!
Summon a Rat minion (1d4). THEN:
- •Bite.4d4+2
You deal +1 damage for each Rat Minion on your team.
- •I have friends!
Summon a Rat minion (1d4). THEN:
- •Bite.4d4+2
At any point you'll leave if offered 20 gold. You'll switch sides if offered 40...
- Scimitar (×2).1d8+3
You regenerate all of your health (or 50 HP) at the start of your turn. If you start your turn in running water and sunlight, you die.
- •Claw (2x).1d8+1.
On hit: Prone. Then use Sword.
- •Sword.1d8+10.
Vicious.
- •Charm.1d4.
Range: 4. On hit: Charmed. Then use Bite.
- •Bite.1d10+20.
Misses unless target is Charmed. On hit: Poisoned and reduce target's max HP by damage dealt until the poison is healed.
You regenerate all of your health (or 25 HP) at the start of your turn. If you start your turn in running water and sunlight, you die.
- •Claw (2x).1d8+5.
On hit: Prone
- •Charm (1 time).1d4.
Range: 4. On hit: Charmed
Every time you are hit a magical torch nearby ignites with blue light. You take an extra 200 damage when you are hit by one of these torches.
- •Chill Touch.1d10+4.
On hit: Spooked
- •Extinguish.
3 torches within Reach: 6 go out.
If at the beginning of your turn an enemy has Smoldering, Charged, is Hindered, and is Bloodied, cute those conditions and transform into your demon form (you become large, gain Heavy armor, and a fly speed of 6).
- •Flame Poke.1d2.
Cannot crit. On hit: Smoldering.
- •Demons Claws (demon form only).2d8+12.
On hit: Slowed.
The first time you die, reset to 1 HP instead (excluding minions).
- •Flame Punch.1d10.
On crit: Smoldering
- •Ignited Punch.4d8.
Only against Smoldering. On hit: Remove Smoldering.