PatSagor
- •Jade axe attack.
Move 6. Attack for 2d6 damage.
- •Jade axe swipe.
Attack up to 3 targets adjacent to each other for 2d6 damage.
- •Tail whirlwind.
All adjacent targets Might save DC12. If fail: prone.
- •Frenzy.
(1 use) Move 3, attack all in path or adjacent to path for 3d6 damage.
At 50 HP, Frenzy recharges.
Gaxaka is dying! 30 more damage and she dies. Until then she uses Frenzy after each hero's turn.
Medium armor against attacks the Younger Colonist can see.
- •Weak Mana Strike.2d8+6.
Reach 8.
- •Weak unique talent.
Be creative!
All attacks made in full sight of the Elder Colonist are with Disadvantage.
- •Mana Strike.2d8+12.
Reach 12.
- •Unique Power.
Be creative!
The Crazed Oyu is immune to all damage.
Each level of spell cast at or upon the Crazed Oyu causes it to grow in size. After 5 levels he becomes Large, after 10 levels he becomes Huge and starts wobbling, after 15 levels it explodes for 4d6 damage to all within 4 spaces / 3d6 5-6 spaces / 2d6 7-8 spaces.
- Mana shots.
Send bolts of Mana worth 3d6 of damage / 6d6 when Large / 9d6 when Huge to enemies within 8 spaces (split the d6s as wanted between enemies).
Attacks miss on a 2. When a melee attack misses you, Slash the attacker.
- Slash.2x(1d6+8)
When staying still, disadvantage on spotting them. If detected, disadvantage on shooting at them.
Can walk at normal speed on vertical surfaces.
- •Sticky tongue.
Range 6. Might save DC12, if failed: prone OR dragged to contact and grappled.
- •Stab or Shoot (Range 12).1d6+2
When still, disadvantage to spot. If detected, disadvantage to shoot.
Walks on vertical cliffs at normal speed.
- •Stab.1d6+2
- •Shoot.1d6+2.
Range 8.
- •Mana Spray!!!
(1 use) Speed becomes 10, Stab becomes 2x(1d8+1), +15 temp HP, fights to the death.
Resistant to Fire damage.
Allies automatically save and take no damage from your spells.
- •Quarterstaff.1d6+1 Bludgeoning
- •Devastating Bolt.
(Range: 2-12) 2d4+2 Force. On crit: Target is knocked prone.
- •Fireball.
(2 Uses). (3x3 area within range: 12) 8d6 fire. DC 11 Dex save for half.
Can use its Climb Speed to jump over chasms, and go full speed up and down the steepest of cliffs.
- •Butt.2d8+9
- •Demonic Glare.
All facing Cliffhanger within 6 squares check WILL DC12 or become Frightened until the end of Cliffhanger's next round.
Father Hunger has Heavy Armor against Slashing and Piercing damage.
Father Hunger is attached to the wall by an umbilical cord of stone, which has 30 HP, and Heavy Armor against Slashing and Piercing damage. If the umbilical cord gets severed at 0 HP, Father Hunger cannot take the Return to Inanimate action anymore, but he gets Speed of 3.
- •Engulf Life.
Exit the wall adjacent to a hero, who must make a DC 15 WILL check or be Grappled and Incapacitated. If out of the walls and not grappling a hero, an adjacent hero must make a DC 10 WILL check or be Grappled and Incapacitated.
- •Sweet Nectar .
5d6 dmg against Grappled target.
- •Return to Inanimate.
Father Hunger re-enters the wall, letting go of Grappled victim who loses conditions. Combat ends.