S

SanityWithIn

Cave Fisher
Lvl 14 large animal - Ambusher
H4100
Sniper.

Skip move to double the range of attacks this turn.

Choose one.
  • Water Spit.

    (Range: 12) d66.

  • Claws (2x)..

    On damage: Grappled.

Lvl 3 construct - Aoe
6
Clockwork Constructs: Wind Up.

Increment the die size each round (d4>d6>d8>d10>d12>d20).

Swarm: Swarming.

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

  • Whirring Blades.

    (Reach 0, AoE) HPd4.

Mechanical Homunculus
Lvl 1 small construct - Melee
226
Clockwork Constructs: Wind Up.

Increment the die size each round (d4>d6>d8>d10>d12>d20).

  • Pickaxe.
Druid
Lvl 12 humanoid - Summoner
H100
Barkskin.

Damage degrades armor (Heavy => Medium => None).

Treestep.

Can teleport from tree to tree.

Actions in order:
  • Ambush!

    Summon 4 Animated Bush Minions (size: d6). They act immediately. Then

  • Thorn Whip.

    (Reach 4) 1d6+10. On damage: Poisoned (magical healing ends).

BLOODIED:

(At 50HP) Entangle. (Reaction: Reach 8) DC 16 DEX save or Restrained (escape DC 16)

Lvl 5 undead - Controller
454
Undead: Unliving, Undying.

The first time this dies, reset to 1 HP instead (excluding minions).

Vulnerable to Fire.
  • Slam (2×)..

    On damage: Dazed.

remixed from Mummy by NNimble Co.
Medusa
Level 5 Solo Possessed Gorgon
M35/heroDex+,Wil-
Not in her right mind (1/round).

Dazed after taking psychic damage.

Flesh to Stone.

Creatured Dazed by the gorgon remain so for 10 minutes or until the gorgon is Dazed. Dazed 3 times = Petrified.

After each hero's turn, choose one.
  • Slash.

    Move 6, then 1d6+9.

  • Coiling Strike.

    4d6+10. On damage: Grappled.

  • Stone Gaze.

    Daze a grappled target.

BLOODIED:

Reaction at 50% HP. She turns the surrounding snakemen statues back to flesh. Summon 2 Snakemen Minion/hero (size:1d6).

LAST STAND:

Zithis is dying! 50 more damage and she dies. Until then she can't be dazed and has advantage against dazed targets.

Lvl 1 obvious hazard!
Static Threat.

Trigger Summon Skeletons every round.

  • Summon Skeletons.

    Summon 1 Skeleton Minion/hero (size:1d4).

    Spellweaving:

    Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Necrotic spellcasters can spend 2 actions and 2 mana (or 1 use of pilfered power) to destroy a group of skeletal minions (1/hero) or 1 non-minion undead in the area.

remixed from Necrotic Rune
Zombie 1
Lvl 1/2 undead
15
Undead: Unliving, Undying.

The first time this dies, reset to 1 HP instead (excluding minions).

Coiling Strike.

On melee crit: Grappled (escape DC 10).

  • Crunch..

    On damage: Grappled.

remixed from Zombie by NNimble Co.
Bandit Spellcaster
Lvl 14 humanoid - Controller
6160
Counter Scribe (1/round).

The first time you are the target of a tiered spell each round, counter that spell and turn it into a scroll.

Choose one.
  • Shush.

    d66 necrotic. On damage: Silenced (until magically healed).

  • (2x) Paper Cut.

    1d20+10. On Crit: Set HP to 0.

BLOODIED:

(reaction at 45HP) Scrollstorm. Enemies are restrained by paper (escape DC15 or any fire damage)

Lvl 5 obvious hazard!
Static Threat.

Trigger Discharge every round.

  • Discharge.

    3d8+10 lightning to creatures between Lightning runes.

    Spellweaving:

    Lightning and Earth spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Lightning spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Discharge.

remixed from Necrotic Rune
Lvl 5 obvious hazard!
Static Threat.

Trigger Summon Shadows every round.

  • Summon Shadows.

    Summon 4 Shadow Minions (1d12).

    Spellweaving:

    Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Necrotic spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Summon Shadows.

remixed from Flame Rune
Lvl 5 obvious hazard!
Static Threat.

Trigger Fireblast every round.

  • Fireblast.

    1d20+10 fire damage to creatures in the area.

    Spellweaving:

    Fire and Ice spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Fire spellcasters can spend 2 actions and 3 mana to trigger Fireblast.