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Shihotori

Shihotori

Level 9 Legendary Horror
M230INT+,WIL++
Decaying Body.

Adjacent creatures can ignore armor, but they suffer the same damage they deal to this creature (can't Defend).

After each hero's turn, move 6 spaces and choose one:
  • • Necrotic Burst.

    (Reach 2 or Range 12) necrotic damage. On damage: for 1 round.

  • • Bug of Decay.

    Summon a Bug of Decay minion ( each). On miss: the minion dies, one adjacent creature suffers necrotic damage and for 1 round.

BLOODIED:

At 115 HP, gain Wounding Touch. (1/round) Creatures in Reach 6 succeed a DC 14 STR save or suffer one of: (1/encounter) reduce to 0 HP, necrotic damage on save; or suffer necrotic damage, half on save.

LAST STAND:

The Seed of Decay is dying! Only 90 more damage until it's defeated! Until then, it uses Necrotic Burst one more time on each of its turn.

Level 14 Legendary Humanoid
M300ALL+
Your loss, not mine.

When there are 2 or more creatures adjacent to Mortis, he takes one more action on each of his turn.

After each hero's turn, move 6 spaces and choose one:
  • • Scythe of Death.

    slashing damage (crit on 8 or more).

  • • Slaygore.

    (1/round) Each creature in a 4x2 Cone takes slashing damage and becomes for 1 round when it fails a DC 17 DEX save. Half damage only on save.

  • • Killer Bees.

    (1/round) Free action: shoot out 2 bees, each can hit any creature within Reach 6 (may target the same creature). Each target succeeds a DC 17 WIL save or takes piercing damage and has Disadvantage on rolls for 1 round.

  • • For all...

    (1/encounter) Free reaction, triggered by Death comes...: Each creature within Reach 20 succeeds a DC 18 STR save or takes necrotic damage and gains 2 Wounds. Half damage and 1 Wound on save.

BLOODIED:

At 150 HP, gain and use this action on the first turn of next round:

Death comes... (1/encounter) Gain 75 temp HP and Heavy armor for 1 round. If any temp HP remains after all heroes have taken their turn, use For All...

LAST STAND:

Mortis is dying! 140 damage until he's defeated. Until then, his attacks no longer miss on a 1 and he moves 8 spaces each turn instead.

Level 10 Legendary Large Humanoid
M80/heroSTR+,DEX+
Power Suit.

Gain Charge from attacks, max 3.

After each hero's turn, move 6 spaces and choose one:
  • • Heat Blade.

    (Reach 2) piercing damage and gain 1 Charge (2 On Crit). With Charge: change to fire damage and no longer miss on a 1; +1 damage die/Charge expended.

  • • Power Shotgun.

    (Range 6) fire damage and gain 1 Charge (2 On Crit). With Charge: +2 damage/Charge expended; expending 3 charges grants +1 damage die.

  • • Sweep.

    (1/round, adjacent creature) Free action: DC 15 DEX save or .

BLOODIED:

+1 action each turn. Gain: Stomp. (Reach 1) DC 15 STR save or suffer bludgeoning damage and for 1 round (Disadvantage if it is ). Half on save.

LAST STAND:

Regain 25/hero. Upgrade armor to Heavy.

Lvl 9 huge cloudera mutant - Aoe
H670
Feral Mutants: Cloudera-infected Constitution.

Advantage on STR saves. Immune to .

Impregnable Mind.

Immune to being or .

Sinking Curse.

A creature with this curse takes extra psychic damage (cannot be defended) when taking damage from the Divine Mistake and Disadvantage on WIL saves.

Brittle Build.

(1/round) An attack that crits or deals 15+ bludgeoning damage on hit makes the Divine Mistake Vulnerable to ALL damage for 1 round.

Each turn, move 6 spaces and choose one:
  • • Tremor.

    Creatures in Reach 3 succeed a DC 14 DEX save or suffer bludgeoning damage and .

  • • Despairing Whistle.

    Creatures in Reach 6 succeed a DC 14 WIL save or suffer the Sinking Curse for 1 minute. On Save: suffer psychic damage only (cannot be defended).

  • • Call of Gloom.

    Creatures in Reach 6 succeed a DC 14 WIL save or suffers psychic damage (cannot be defended) and for 1 round. Creatures with the Sinking Curse also suffer 1 Wound and lose the Sinking Curse.

Lvl 9 mutant humanoid - Support
M667
Shuiqing Guardians: Mutated body.

Immune to .

Flawed Flight.

(1/round) Free action: take off from or descend to the ground. Before the end of its next turn, it must descend to the ground to avoiding falling.

Phoenix's Wrath.

While Smoldering, attacks that deal fire damage always crit but lose 10 HP at the end of its turn.

Choose one:
  • • Flame Dart.

    (Range 8) fire damage. On crit, target is Smoldering for 1 round.

  • • Scorching Breath.

    Each creature in a 5x5 Cone succeeds a DC 14 STR save or takes fire damage (Smoldering creatures automatically fail). Half on save. The Lesser Suzaku is Smoldering for 1 round.

  • • Heart's Fire.

    (Range 5) One ally gains an extra action.

Lvl 9 mutant humanoid - Skirmisher
8112
Shuiqing Guardians: Mutated body.

Immune to .

Predator's Instinct.

Advantage when attacking creatures that Frightened, Prone, or behind Cover.

Choose one:
  • • Controlled Strike.

    slashing damage. On crit, target becomes for 1 round.

  • • INDISCRIMINATE REND!!

    Each creature within Reach 2 succeeds a DC 14 WIL save or takes slashing damage and becomes for 1 round. Half on save.

  • • Devour.

    One creature succeeds a DC 14 STR save or gains 1 Wound and becomes for 1 round (creatures that are or automatically fail).

Lvl 9 mutant humanoid - Defender
H6675
Shuiqing Guardians: Mutated body.

Immune to .

Mind Reader.

(1/encounter) Read the surface thoughts of a creature within Reach 6. Creatures can detect this action. Attacks from the target has Disadvantage when attacking the Lesser Genbu.

Choose one:
  • • Shadow Weapon.

    (Reach 2) necrotic damage (or Range 8).

  • • Devil Eye.

    One creature within Reach 6 succeeds a DC 14 WIL save or takes psychic damage (cannot be defended) and suffers a crit from the next attack that hits it.

  • • Shadow Trap.

    (1/encounter) An adjacent Medium or smaller creature succeeds a DC 14 WIL save or suffers necrotic damage (doesn't miss nor crit) and becomes . Half on save.

Lvl 9 mutant humanoid - Ambusher
M8871
Shuiqing Guardians: Mutated body.

Immune to .

Assassination.

Always crit against creatures adjacent to the Lesser Seiryu's allies or .

Vicious Opportunist.

Always crit while .

Choose one:
  • • Stab.

    piercing damage. (1/encounter) On damage, for 1 round. On crit, deal extra damage.

  • • Venomous Pierce.

    (1/encounter) Each creature within Reach 4 succeeds a DC 14 STR save or takes necrotic damage and becomes for 10 minutes.

  • • Ambush.

    (1/round) Free action if it's obscured: become . Lose this condition after making an attack.

Level 12 Legendary Humanoid
M90/heroSTR++,DEX++
Propelled Halberd.

Has 6 ammo which he expends to enhance attacks.

Deflect & Riposte.

(1/round) Roll against an attack: suffer no damage and make one attack for free on 4 (does not miss).

I'm out!

While out of ammo: Disadvantage on attacks but +1 damage die.

After each hero's turn, move 8 spaces and use Reload or Predator's Mark, then choose one that he has not chosen yet:
  • • Reload.

    (2/encounter) Regain all expended ammo.

  • • Predator's Mark.

    (1/round) Mark a creature in sight as Prey for 1 round. Liwei resists the Prey's damage, and one attack crits against the Prey 1/round.

  • • Searing Slash.

    (Reach 2) slashing damage. On Crit: for 1 round. (1 ammo) + fire damage, target is Smoldering.

  • • Tremor Blast.

    (2 ammo, creatures in 2×2 Cone) DC 16 STR save or and suffer fire damage (adjacent creatures automatically fail). Half on save.

  • • Unloading everything!

    (3 ammo, creatures in 2x2 area) DC 16 STR save or suffer fire damage and for 1 round (Smoldering creatures automatically fail). Half on save.

BLOODIED:

While out of ammo, Liwei can use ammo attacks, but they are Weakened 10.

LAST STAND:

Regain 30/hero. Liwei's attacks gain +1 damage die and Empowered 15.