M

morkaphene

Skeletal Mage
Level 7 Solo Large Undead
M200
STR+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.

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.

Sharpshooter.

Advantage on ranged attacks.

  • Revolvers (2x). (Range 12).
Lvl 5 Ambusher
8855
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.

Wraith.

Move or hide for free. Invisible to Distracted enemies.

  • Dagger (2x)..

    On crit: Dazed.

Lvl 6 Controller
565
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.

Master Planner.

As a free action, you may swap the position of any 2 Dregs.

Sharp Mind.

Advantage on INT saves.

Choose 2 (may choose the same one twice):
  • Crow's Head Cane.
  • Pressure Point Strike..

    On hit: disadvantage on next attack.

  • The Master Plan (1/encounter).

    After Kaz uses his Master Plan ability, both targets immediately make a free attack.

Skeletal Mage
Level 3 Solo Cultist
M100
INT+WIL+
Protect Master!

Minions may interpose for Father Mortis.

After each hero's turn, move 6 and choose one.
  • Summon Minions (1 use).

    Summon (2 x heroes) d4 zombie cultist minions within Reach 2.

  • Necrotic Blast.

    (Range 12). 2d6+4. On crit: Dazed.

  • Sacrificial Dagger.

    3d6+10. On crit: Cursed.

BLOODIED:

Summon Minions recharges.

LAST STAND:

Father Mortis is DYING (not so immortal, after all)! 30 more damage and he's dead. Until then, he gains Necrotic Aura 3. Any creature that enters or ends its turn within this area takes 5 damage.

Skeletal Mage
Level 5 Solo Large Undead
150
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! 50 more damage and it dies. Until then, it makes 2 attacks on each of its turns.

Bandit Captain
Level 8 Solo Boss
M225
DEX++ WIL+
Ninja: Shadow Arts.

Reaction (1/round): after you take damage from an attack, Teleport 3.

Ninja: Sneak Attack.

Advantage on attacks against Distracted targets.

Shadow Shift.

Reaction: when attacked, exchange position with an ally within Range 3. That ally becomes the target of the attack.

After each hero's turn, move 6 then choose one:
  • Ambush! (1/encounter).

    Summon 4 Ninja Minions within Range 3.

  • Poisoned Blade.

    Attack for 3d6+5 damage. On hit: Dazed.

  • Smoke Bomb.

    3d6 damage to each enemy within Range 2 and Ninja Boss becomes Invisible until his next attack.

BLOODIED:

At 113 HP, regains 1 use of Ambush!

LAST STAND:

The Ninja Boss is dying! 80 more damage and he dies. He immediately makes 1 Poisoned Blade attack against each enemy within Range 2.