TheMechMuffin

Undead allies within 3 spaces cannot drop below 1HP and deal +3 damage.
- •Death Touched Longsword.2d8+3
- •Shield Bash.2d6+3 bludgeoning.
Target must pass 14 STR save or fall Prone. Rolls below 10 result in being restrained.
Allies within Reach 3 have Adv on rolls.
When Untested Water Mage is within Reach 5, Ice Mage gains Medium Armor and +5 to attacks.
- •Nephtear- Ice Lance.1d6+3 cold or piercing .
(Range 12) On hit: Slowed.
- •Rimeblades (2 uses).
(Reach 12) Conjure razor-sharp icy spikes in 5 contiguous spaces within Reach; this area is difficult terrain. Creatures that enter these spaces (or who are in the area when you conjure them) suffer 2d6+3 damage for each space they touch.
- •Snowblind.1d6+3.
(Reach 1) On hit: Blinded until the end of their next turn.

When two enemies are adjacent to Mage, attack with disadvantage.
+5 damage to attacks if within Reach: 12 of a body of water.
Medium armor if within Reach: 5 of Confident Ice Mage.
- •Water Whip .1d6+3 slashing.
(Range 8) Knock prone on crit.
- •Reamstroha (1 use).2d8+3 bludgeoning.
(Range 8) Water spell that targets a 3x3 square area.
(1x round) Moves as a free action when targeted at range. Opportunity attacks disadvantaged.
Enemies must roll 18+ to interpose.
On hit of Cursed Blade Thrust, Pursuer Knight enters Phase 2, it's damage mod increases to 25, and it unlocks magic attacks.
- •Sword and Shield Strike.
(Reach 2) 1d10+20 slashing and 1d6 bludgeoning, Stunned on crit
- •(Reach 2) Cursed Blade-thrust.
(1x round) 1d10+20 piercing damage. On hit, Pursuer Knight enters Phase 2.
- •Blade Sweep.
(Range 8) 1d10+20 slashing, 2 spaces wide
- •(2nd Phase) Orb of Light Lances.
(Range 10) 3d8+20 magic, up to 3 targets
- •Devastating Orb Storm.
(1x round, Range 8 circle around Knight) 1d10+20 magic
Enraged Cry: (Range 10) Roll 18 WIL save or be Frightened. Can be rerolled once per round. Pursuer's abilities no longer limited per round and regains 100 HP.
Moves to the most injured or dying foe and attacks twice.
All influence rolls are made with advantage.
Once per encounter, Tu can order allies in range 3 to take a free movement and basic attack.
- •Blaster.3d4+2.
Range 16
- •Anti-tank Rocket.3d10+2.
Deals half damage to creatures adjacent to the target. Takes a maneuver to load.
Each time Encar, the Master is attacked, Phri can make a free movement towards the attacker.
(1x encounter) As an action, Phri recovers 20 health.
- •Sword of Light.1d10+2
- •Telekinesis.2d8+2.
Range 6: Hurls objects as projectiles.
(3x per encounter) Targeted enemy must make a 15 Will Save or be charmed.
- •Burning Swordstaff Strike.1d10+3.
Adds Smoldering on hit.
- •Mighty Leap.
Once per encounter, Encar 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.
Fill out
Fill out
(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.