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Pollywannahacker

Lvl 4 cephalopod jouster - Skirmisher
H6028
Shelled Cephalopod: Kinetic Shell.

Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.

Movement from your actions are considered forced movement.

Pierced.

Creatures Riding you cannot take Reactions or willingly dismount you.

Creatures can make a DC 12 STR Save to dismount you at the beginning of their turn.

No more than one creature your size or smaller can be Riding you.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Slashing (I)

Piercing damage is reflected.

Choose two.
  • Lanceshell..

    On hit: Creatures Riding you take half damage.

  • Aquatic Joust (1/Round)..

    Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.

Lvl 7 large cephalopod sniper - Ranged
H4052
Shelled Cephalopod: Kinetic Shell.

Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.

Movement from your actions are considered forced movement.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)

Choose one.
  • Waterjet. (Range 12).

    On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.

  • Aquatic Blast. (Range 3).

    Each d8 may target creatures adjacent to each other within Range, damage modifier is applied to each hit target. You swim 6 spaces in the opposite direction of this attack's centermost target.

Lvl 2 urban mapach - Melee
M30
Mapach: Scroungecraft.

A Mapach has 1d10 (1 use) item from list, can be used before/after actions (or as a reaction):

  • (1) Lesser Healing Potion: recover 1d4+2 HP, can be used on an adjacent ally.
  • (2) Torch & Pitch: Range 8, create Reach 2 difficult terrain, 1d6 when entering or ending turn on difficult terrain.
  • (3) Rope: Range 4 DC 14 DEX, on fail: Restrained.
  • (4) Bucket: Blinded, Armor increased by 1 increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
  • (5) Mirror: reaction, reflect 1 Cantrip.
  • (6) Telescope: next attack against target has Advantage.
  • (7) Grappling Hook: Move 10, 1d4 +1 per space moved.
  • (8) Quiver & Ammo: 3 targets, Range 12 1d6.
  • (9) Hunting Trap: reaction, enemy moving adjacent to you is Restrained + 1d8.
  • (10) Instrument: Range 6, +1 action to 1 ally.
Choose two.
  • Two-Handed Mace. (Reach 2).

    Next attack on hit enemy has Advantage.

  • Gut Hook Knife..

    Vicious.

Lvl 1 urban mapach - Support
24
Mapach: Scroungecraft.

A Mapach has 1d10 (1 use) item from list, can be used before/after actions (or as a reaction):

  • (1) Lesser Healing Potion: recover 1d4+2 HP, can be used on an adjacent ally.
  • (2) Torch & Pitch: Range 8, create Reach 2 difficult terrain, 1d6 when entering or ending turn on difficult terrain.
  • (3) Rope: Range 4 DC 14 DEX, on fail: Restrained.
  • (4) Bucket: Blinded, Armor increased by 1 increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
  • (5) Mirror: reaction, reflect 1 Cantrip.
  • (6) Telescope: next attack against target has Advantage.
  • (7) Grappling Hook: Move 10, 1d4 +1 per space moved.
  • (8) Quiver & Ammo: 3 targets, Range 12 1d6.
  • (9) Hunting Trap: reaction, enemy moving adjacent to you is Restrained + 1d8.
  • (10) Instrument: Range 6, +1 action to 1 ally.
It's dangerous to go alone! Take this.

Give an adjacent Mapach without any Scroungecraft items 1 Scroungecraft item.

  • Battletinker..

    Craft two items from the Scroungecraft Table.

Lvl 1 small fieldscurry jerbeen - Defender
M25
Jerbeen: Teamwork Makes the Dream Work.

Jerbeen have advantage on a target previously hit by another Jerbeen that round.

Main-Gauche!

1d4 damage is reflected back at the attacker. On 1: Medium Armor is lost, can no longer reflect damage.

May Interpose for allies, 1d4 » 1d8 when Interposing.

Choose one.
  • Rapier.
  • Duel of Wit and Will (1 use).

    Target creature and you are taunted by each other.

Lvl 2 Support
35
Vulpin: Marvellous Guile.

Spend 3 HP to increase or decrease Primary Die roll made by or against you by 1.

Hold the Line!

Whenever an ally dies, use Banner of War for free.

Now, Where Are You Going?

Opportunity Attack with your Falchion against Slowed enemies, on hit: Dazed.

Choose one.
  • Falchion..

    On hit: Slowed.

  • Banner of War (Range 6).

    An ally's next attack has an additional damage dice, their closest enemy is Taunted by them.

Lvl 1/4 small jerbeen minion
Jerbeen: Teamwork Makes the Dream Work.

Jerbeen have advantage on a target previously hit by another Jerbeen that round.

Pass It Along.

Before moving, give an adjacent ally a stolen item.

  • Stiletto.

    1d4. On crit: steal an unequipped item.

Lvl 1/2 urban mapach - Melee
15
Mapach: Scroungecraft.

A Mapach has 1d10 (1 use) item from list, can be used before/after actions (or as a reaction):

  • (1) Lesser Healing Potion: recover 1d4+2 HP, can be used on an adjacent ally.
  • (2) Torch & Pitch: Range 8, create Reach 2 difficult terrain, 1d6 when entering or ending turn on difficult terrain.
  • (3) Rope: Range 4 DC 14 DEX, on fail: Restrained.
  • (4) Bucket: Blinded, Armor increased by 1 increment (No Armor » Medium » Heavy), can be used on an adjacent ally.
  • (5) Mirror: reaction, reflect 1 Cantrip.
  • (6) Telescope: next attack against target has Advantage.
  • (7) Grappling Hook: Move 10, 1d4 +1 per space moved.
  • (8) Quiver & Ammo: 3 targets, Range 12 1d6.
  • (9) Hunting Trap: reaction, enemy moving adjacent to you is Restrained + 1d8.
  • (10) Instrument: Range 6, +1 action to 1 ally.
  • Shortsword.
Lvl 1/4 tiny enemy crab minion
6
Potion Crabs: Healing in the Blood.

On hit: recover 1 HP.

  • Dig In.

    1d4 (Reach 1). On hit: Dug In.

Level 3 Solo Huge Enemy Crab
M110
STR+ DEX-
Potion Crabs: Healing in the Blood.

On hit: recover 1 HP.

Potion Bottle Shell.

The nullified damage modifers for attacks landed against Drinkulus are added to a pool of points that can be spent at the beginning of the round, 1/Round.

(5) Broodling Leak.

Summon 1d4 adjacent (s).

(10) Effusing Brew.

Create Range 4 Difficult Terrain centered on Drinkulus, Disadvantage for attacks made in this area. Doesn't affect Potion Crabs.

(20) The Boss Heals!?

Consume up to 6 (s) within Reach 2, recover 5 HP per Minion consumed.

After each hero's turn, choose one.
  • Big Meaty Claws.

    Move 1, then 2d4 (Reach 2). Each d4 may attack target a different creature in Reach. Grappled on crit.

  • Pot Shot.

    Range 8, a creature is Potionlaid.

  • (BLOODIED) Whirligig.

    Climb 2, then 1d12 (Reach 4). Small/Tiny creatures are pushed 4 spaces, Medium 2, Large 1.

  • (LAST STAND) Crack Open a Cold One.

    Command all Minions to Climb 6 then explode 1d12 (Range 1).

BLOODIED:

At 55 HP, Drinkulus' shell breaks off. Medium Armor is lost. DEX- Save » DEX++ Save. Any excess Potion Bottle Shell points become HP and no more can be gained.

Big Meaty Claws goes from Move 1 » Climb 8 and 2d4 » 2d6. Pot Shot gains Climb 8 and can target 2 creatures.

LAST STAND:

Drinkulus is dying! 37 more damage and he dies.

Potionlaid creates 2 (s). Healing in the Blood recovers 2 HP.