ollesealey
Can't move and attack.
- •Boomstick.1d4+20.
Range 8. On miss: Jams and can't fire again this encounter.
- •Hand axe.1d8+5
1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.
- Hammer blow.2d6+5.
On crit: Prone.
Any creature that can hear the cloaker must make a DC16 INT save at the start of their turn or become frightened of it and miss on a 1-3. They perceive there to be many duplicates, all unfolding and folding in impossible geometries.
- •Latch.1d4+30.
On hit: Gain riding.
- •Feed (only on latched targets).1d4.
On hit: Causes one wound.
Invulnerable while standing over her cauldron.
Starts combat with 2x tiny kitchenware minions/hero.
- •Service!
Summons 2x tiny kitchenware minions / hero.
- •Yes, chef!
Range 6, DC 13 WIL save or hero immediately uses an action to move controlled by the hag.
- •More ingredients!1d6+20.
On hit: Pull 2. If hero is pulled into the cauldron they take 10 extra damage and become dazed.
Minazorond believes all monstrosities are normal people and vice versa.
Argonath's ressurection is an end-state to the campaign.
Attacks against dragons are at disadvantage unless they are on the ground. They are immune to prone and hampered while flying.
- •Breath weapon (requires concentration).1d66.
AOE 4x4 (fire) for Argonath or line 8 (Electricity) for Minazorond. Dex DC 20 save for half damage.
- •Reposition.
Starts concentrating on the breath weapon. Can be interrupted with a crit.
Cannot move or be moved.
On the other side of the gate are a lever and a winch that controlled the gate. The gate will react violently to anyone trying to pass!
- •Seize the intruder!
Attack, reach 3, 2d6+10, on hit: grappled.
- •Bring them here!
On grappled target: Attack 2d6+10, on hit: pull 3.
- •Drop the portcullis!
On grappled target: 1d4+30 damage, on hit: prone and dazed.
- •Open the gates!
Attack 2d6+10, on hit: push 3 and prone.
- •Withdraw!
The guards meld back into the gates, which shut fast. The gate is invulnerable until it takes an action other this one.
- •Bar the door! (reaction to someone trying to get through the gate).
DC 15 Dex save or stopped and attacked with "Seize the intruder!"
At 150 HP. The gates have been damaged, they are slower to react and it's easier to get to the controls. The DC for getting through the door is lowered to 12.
- •Luring lights (range 6).
DC 12 Wil save or pull 6 and dazed
- •Feed.1d6.
can only be used on wounded target. On crit: Causes wound.
The Wurm is made up of a heavily armoured head and medium armour body. Represent these with two different minis. When the head emerges the body will follow after the head burrows back in. The body stays in place until the head emerges in a new place.
Immune to prone and hampered.
Attacks against the body that miss inflict 10 damage against the attacker.
A target swallowed by a high bite attack takes 20 damage at the start of their turn, are blinded, grappled and dazed. The wurm has no armour from attacks made by swallowed targets.
- •Breach.
The head emerges anywhere, then all creatures in reach 1, 10 damage, 1 push and prone, DC 15 Str save for half damage and no prone.
- •Massive jaws.
The head moves 3, then attack reach 3, 1d20+20, on a roll of 17+ the target is swallowed.
- •Regurgitate (reaction).
A target who does 30+ damage in a turn is immediately pushed 6.
- •Submerge.
The head disappears and is replaced by the body.
- •Death throes (while dying).
All terrain within 4 of the head and body are difficult terrain. The head and body both attack all heroes in reach 4, 1d10+10. On hit: pull 4. On crit: prone.
150 HP. The wurm's hard casing has been shattered, it's driven into a frenzy. It loses armour where the last blow fell (body or head). Until it dies it can emerge and bite on the same action.
The wurm is dying. 110 damage and it dies. Until it does it goes into its death throes which threaten to swallow heroes into a thrashing whirpool of wurm and ground. Every action is death throes.
Indistinguishable from a statue when still. Cannot be critted by sharp weapons.
- •Hammer smash.1d8+40.
Reach 2. Disadvantage 2 if target successfully assessed in their last turn. On hit: Prone
- •Fist.1d10+15
If hit by fire your next round's attacks are at disadvantage unless directed at the source of the fire damage.
All terrain in reach 4 is difficult.
- •Kick.1d10+5.
On hit: Push 6
- •Pull.1d10+5.
Reach 4. On hit: Pull 4
- •Sweep.1d10+5.
Hits all enemies in reach 1.
- •Binding vines.1d6+20.
On hit: Grappled, escape DC 13. Then, if Lenore is present:
- •Kneel to her.1d6.
On grappled target, on crit: dazed and prone until grapple is broken.