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ollesealey

Lvl 3 humanoid - Ranged
543
Heavy weapon.

Can't move and attack.

Choose one:
  • Boomstick..

    Range 8. On miss: Jams and can't fire again this encounter.

  • Hand axe.
Lvl 3 humanoid - Defender
544
Form a line.

1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.

  • Hammer blow..

    On crit: Prone.

  • Radiant weapons..

    On crit: Can't be defended against.

Lvl 12 large sky ray - Ambusher
8149
Distorting moan.

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.

Choose one.
  • Latch..

    On hit: Gain riding.

  • Feed (only on latched targets)..

    On hit: Causes one wound.

Lvl 7 culinary creature
M63
In this kitchen I am god.

Invulnerable while standing over her cauldron.

Enchanted kitchen.

Starts combat with 2x tiny kitchenware minions/hero.

Choose one.
  • 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!.

    On hit: Pull 2. If hero is pulled into the cauldron they take 10 extra damage and become dazed.

H18450
Minazorond the mad.

Minazorond believes all monstrosities are normal people and vice versa.

Argonath the dead.

Argonath's ressurection is an end-state to the campaign.

Fast movers.

Attacks against dragons are at disadvantage unless they are on the ground. They are immune to prone and hampered while flying.

Choose one.
  • 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.

Level 7 Solo Huge Door
H210
STR ++ INT - WIL -
I am the gate.

Cannot move or be moved.

Gate controls.

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!

Choose one.
  • 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!"

BLOODIED:

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.

Lvl 5 tiny controller
H635
Choose one.
  • Luring lights (range 6).

    DC 12 Wil save or pull 6 and dazed

  • Feed..

    can only be used on wounded target. On crit: Causes wound.

Level 11 Solo Gargantuan Nightmare
M300
STR ++
Tunneler.

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.

Massive strength.

Immune to prone and hampered.

Spiked body.

Attacks against the body that miss inflict 10 damage against the attacker.

Swallowed.

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.

Choose one.
  • 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.

BLOODIED:

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.

LAST STAND:

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.

Lvl 11 large angelic guardian statue
H380
Gargoyle.

Indistinguishable from a statue when still. Cannot be critted by sharp weapons.

Choose one.
  • Hammer smash..

    Reach 2. Disadvantage 2 if target successfully assessed in their last turn. On hit: Prone

  • Fist.
Lvl 12 huge
M4130
Fear of fire.

If hit by fire your next round's attacks are at disadvantage unless directed at the source of the fire damage.

Grasping roots.

All terrain in reach 4 is difficult.

Choose three.
  • Kick..

    On hit: Push 6

  • Pull..

    Reach 4. On hit: Pull 4

  • Sweep..

    Hits all enemies in reach 1.

Lvl 6 monstrosity
68
  • Binding vines..

    On hit: Grappled, escape DC 13. Then, if Lenore is present:

  • Kneel to her..

    On grappled target, on crit: dazed and prone until grapple is broken.