TheMechMuffin
Each time The Master is attacked, The Apprentice can make a free movement towards the attacker.
- •Sword of Light.1d10+2
- •Telekinesis.2d8+2.
Range 6: Hurls objects as projectiles.
- •Burning Swordstaff Strike.1d10+3.
Adds Smoldering on hit.
- •Mighty Leap.
Once per encounter, ____ can leap double his speed in any direction as a free action.
- •Helmet Hat Hurl.1d4+3.
On Crit, target knocked prone.
- •Electric Judgment.3d8+3.
Only can target Smoldering opponents and ends condition on hit.
(1/Encounter Start, Range 30) DC 15 WIL save for all enemies within range. On failed save, disadvantage in all attack, might, or influence checks. On hero's turn, WIL save can be rerolled.
Stay Buff Mushmallow Man has advantage on all attacks and rolls until struck with by a magical attack.
Weak to Specter Decimators and their magi-science weapons.
- •Puffy Punch.2d8+8.
(Reach 4, knockdown) Melee attack against one enemy.
- •Mushmallow Throw!3d10+8.
(Range 20, 3x3 square) Hurls a chunk of nearby building or terrain.
(1/Safe Rest) If heroes call for help against specters or ghosts, in one round, 4 specter decimators will arrive as allies and leave at the end of the encounter.
Specter Decimators came prepared. Advantage against non-corporeal enemies, particularly specters and ghosts.
- •Photon Apparatus and Nucleus Wand.1d6+4.
(Lightning dmg, Range 8) Highly effective against non-corporeal enemies, especially specters and ghosts.
- •Specter Snare.
(1/Encounter) Range 2) Specter Decimator lays snare. DC 14 STR save for all non-corporeal enemies within range to escape, otherwise contained. Escape DC 20 STR save once contained.