M

morkaphene

Lvl 4 Ranged
40
Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Aim.

If this creature does not move this turn, it attacks with Advantage.

  • Sniper Rifle..

    (Range 16)

Animated Armor
H40/heroSTR++,DEX+
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

After each hero's turn, choose one:
  • Ma'amedevistan (1/encounter).

    Move 12. Any creature adjacent to the path of movement takes 3d8+20 damage, DC 15 DEX save for half. Does not provoke attacks of opportunity.

  • Minigun (Firearm).

    Move 6. (Range 8) 2d8+10 damage to 2 adjacent creatures.

  • Arm Cannon (Firearm).

    Move 6. (Range 12) 3d8+20.

  • Cyber Fist.

    Move 6. (Reach 2) 2d8+15 and Prone.

  • Stomp.

    (vs Prone creature) 2d8+30.

BLOODIED:

Madame Smasher regains 1 use of Ma'amedevistan.

LAST STAND:

Madame Smasher is dying! 100 more damage and she dies. Until then, her Minigun does 3d8+10 damage.

Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose one.
  • Carbine (x2)..

    (Range 12).

  • EMP grenade..

    3x3 square. DC 13 DEX save for half. On hit: Hackable targets are Dazed.

Lvl 3
M30
Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose two:
  • Carbine..

    (Range 12). On hit: creatures adjacent to the target take half damage.

  • Taser..

    (Range 3). On hit: Dazed.

Lvl 1
25
Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose one.
  • Gun..

    (Range 12).

  • Stun Baton..

    On crit: Dazed.

Cops: Call for Backup.

Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

  • Baton or Gun.

    1d6 (Range 12).

Skeletal Mage
Level 7 Solo Large Undead
M200STR+,DEX+
Vulnerable.

Bludgeoning damage.

Bone Shrapnel.

When the bone golem takes damage from a bludgeoning melee attack, the attacker takes 1d6+3 damage.

After each hero's turn, move 8 and choose one:
  • Rending Bone Claw.

    (Reach 2). 3d6+20. On hit: Cursed (attacks against you always crit until you or an ally takes 1 action to end the condition).

  • Bone Spear.

    (Range 12). 3d6+5.

BLOODIED:

Creatures that start their turn within Reach 2 of the bone golem take 10 points of slashing damage.

LAST STAND:

Bone Golem is DYING! 70 more damage and it dies. Until then, it makes 2 attacks on each of its turns.

remixed from Bone Golem
Critty Cats: Good Kritty!

Attacks crit on a 2, 3, or 4.

Critty Cats: Bad Critty!

Attacks against this creature miss on a 1 or 2.

  • Claw..

    Vicious (roll 1 additional die when you roll crit damage).

Cat
Lvl 1 small
4825
Critty Cats: Good Kritty!

Attacks crit on a 2, 3, or 4.

Critty Cats: Bad Critty!

Attacks against this creature miss on a 1 or 2.

  • Claw.
The Dregs: No mourners, no funerals.

If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.

Choose one:
  • Timed Charge..

    Pick a space within Reach 2. At the beginning of Wylan's next turn, all creatures adjacent to this space take damage.

  • Fire Bomb (Throw 4)..

    All creatures adjacent to target also take damage.

  • Flash Bomb (Throw 4)..

    All creatures within Reach 3 of target make a DC 12 STR save or Blinded until the end of their next turn.

The Dregs: No mourners, no funerals.

If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.

Choose one:
  • Brawl (2x).
  • Rifle (Range 12).
The Dregs: No mourners, no funerals.

If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.

The Small Science. (Range 8). 1d8+5 and choose one (on crit, choose 2):
  • Brittle.

    Target suffers 2 damage for each space it moves (or is moved) until the end of its next turn.

  • Vulnerable.

    The next attack against the target is a crit.

  • Withered.

    Target's next attack against a friendly creature is made with Disadvantage.