S

SanityWithIn

Lvl 8 humanoid - Defender
M80
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Royal Guard: Hail to the King!

Can interpose.

  • Knockdown (2x).

    (Reach 2) 1d8+5. On hit: Prone

remixed from Pikemen
Lvl 5 humanoid - Summoner
M34
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Reinforcements!

At the end of each round: Summon 2 Milita Minions (size: d8).

  • Commander's Strike.

    2d8. On hit: +1 damage for each adjacent ally.

remixed from Pikemen
Lvl 3 humanoid - Defender
M30
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Choose one.
  • Poke!

    (Reach 2) 2d8+3.

remixed from Village Patrol
Lvl 2 humanoid - Melee
30
Guardsmen: Formation.

Armor increases 1 step for each adjacent ally (None => Medium => Heavy)

Choose one.
  • Slash (2x).
Level 2 Solo Large giant
H60
STR+ INT-
Thick black Troll Blood.

Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 11 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.

Deck the halls.

Your attacks can't miss bloodied enemies.

After each hero's turn, choose one.
  • Raking Claw.

    Move 6, then strike for 2d4+5. On Damage: Grappled (escape DC 11).

  • X-Mess.

    (a grappled target) rip and tear with both claws to deal 1 Wound, then throw them up to 5 spaces. (They take 12 dmg).

  • Ho Ho Ho (1 Use).

    (enemies within reach 10) DC 11 WIL or 2d4+10 psychic, half on save.

BLOODIED:

At 30 HP Ho Ho Ho recharges.

LAST STAND:

Zantar is dying! 20 more damage and he dies. Until then only fire, radiant or crits can harm him.

remixed from Angor the Mad Troll
Centaur
Lvl 10 large fey - Support
H570
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Choose one.
  • Rooting Shot (2x).

    (Range: 12) 2d6+5. On Damage: Restrained (escape DC 15 or any fire/slashing).

  • Issue Commands.

    A lower level ally takes another turn.

Paper Forge: #29 Centaur
remixed from Centaur Warrior
Lvl 7 large fey - Summoner
580
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Soul Link.

Take 5 damage whenever one of your minions dies. Your minions die when you do.

  • Horn of the Ancients.

    Summon 6 Ancient Spirit Minions (size:d6). They act immediately.

remixed from Centaur Druid
Centaur #2
Lvl 9 large fey - Ranged
580
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Focused Shots.

Next attack deals +10 damage, but can't move and gallop this turn.

  • Piercing Shot.

    (Range: Line 12) 2d6+5

Paper Forge: #46 Centaur #2
remixed from Centaur Warrior
Lvl 7 large fey - Support
560
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Bramble Ward.

Designate an ally. That ally gains heavy armor. Restrains melee attackers when crit (escape DC 15 or any fire/slashing) ending Bramble Ward.

  • Thorn Whip.

    (Reach 2) 2d6. On hit: Prone.

remixed from Centaur Warrior
Centaur
Lvl 7 large fey - Skirmisher
M554
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Trample.

You can Gallop through enemies. Creatures you pass through take 20 damage - DEX save. Hampered targets have disadvantage on their save.

  • Grass Cutter.

    2d6+5. On damage: Prone.

Paper Forge: #29 Centaur
Centaur #2
Lvl 5 large fey - Skirmisher
560
Centaurs: Gallop.

Move your speed in a straight line (1/turn).

Choose one.
  • Point Blank Shot.

    (Range: 2) 2d6+10.

  • Rain of Arrows (1 Use).

    (3x3 area in range: 8) 3d6.

Paper Forge: #46 Centaur #2
Level 5 Solo Large Fey
H120
STR+ WIL+
Naughty List.

Advantage against naughty creatures.

A creature is naughty if it has commited a bad deed this year (lied for personal gain, harmed innocents, stole something etc.).

After each hero's turn, choose one.
  • Supersonic Punch.

    Teleport 6, then 2d6. On Crit: Dazed.

  • Heavy Sack.

    2d6+10. On hit: Knockback primary die spaces.

  • Coal Toss.

    (reach: 6) 2d6 damage against all naughty creatures within reach (can't be defended).

BLOODIED:

At 60 HP Krampus is summoned. Krampus can't be damaged and follows one naughty hero each round. The first time each turn that hero attacks, Krampus deals 10 dmg to them.

LAST STAND:

Santa is dying. 50 more damage and he dies. Until then everyone is on the naughty list.