T

TheMechMuffin

FlamingSkeleton
H50
The Last Command.

Undead allies within 3 spaces cannot drop below 1HP and deal +3 damage.

Choose one.
  • Death Touched Longsword.
  • Shield Bash. bludgeoning.

    Target must pass 14 STR save or fall Prone. Rolls below 10 result in being restrained.

Lvl 4 human - Controller
50
Bossy.

Allies within Reach 3 have Adv on rolls.

Motivating Rivalry.

When Untested Water Mage is within Reach 5, Ice Mage gains Medium Armor and +5 to attacks.

Choose one.
  • Nephtear- Ice Lance. 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..

    (Reach 1) On hit: Blinded until the end of their next turn.

Novice Wizard
Lvl 4 human - Aoe
1050
Hesitant spellcaster.

When two enemies are adjacent to Mage, attack with disadvantage.

Water Manipulation.

+5 damage to attacks if within Reach: 12 of a body of water.

Protective Friend.

Medium armor if within Reach: 5 of Confident Ice Mage.

Choose one.
  • Water Whip . slashing.

    (Range 8) Knock prone on crit.

  • Reamstroha (1 use). bludgeoning.

    (Range 8) Water spell that targets a 3x3 square area.

Level 8 Solo Large Human-like
H180
STR
Swift Glide.

(1x round) Moves as a free action when targeted at range. Opportunity attacks disadvantaged.

Dread Visage.

Enemies must roll 18+ to interpose.

Death to the Accursed.

On hit of Cursed Blade Thrust, Pursuer Knight enters Phase 2, it's damage mod increases to 25, and it unlocks magic attacks.

Choose two, but cannot choose the same one per turn.
  • 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

BLOODIED:

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.

LAST STAND:

Moves to the most injured or dying foe and attacks twice.

Lvl 5 human - Ranged
H35
Renowned Leader.

All influence rolls are made with advantage.

Focus your fire!

Once per encounter, Tu can order allies in range 3 to take a free movement and basic attack.

Choose one.
  • Blaster..

    Range 16

  • Anti-tank Rocket..

    Deals half damage to creatures adjacent to the target. Takes a maneuver to load.

Lvl 5 humanoid - Striker
58
Timely Aid.

Each time Encar, the Master is attacked, Phri can make a free movement towards the attacker.

Stimpack.

(1x encounter) As an action, Phri recovers 20 health.

Each turn, choose 1:
  • Sword of Light.
  • Telekinesis..

    Range 6: Hurls objects as projectiles.

Level 5 Solo Humanoid
M150
Mind Trick.

(3x per encounter) Targeted enemy must make a 15 Will Save or be charmed.

Each turn, choose 1:
  • Burning Swordstaff Strike..

    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..

    On Crit, target knocked prone.

  • Electric Judgment..

    Only can target Smoldering opponents and ends condition on hit.

BLOODIED:

Fill out

LAST STAND:

Fill out

Lvl 12 huge ghost manifestation
H8300
Friendly Visage of Imminent Destruction.

(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.

Dark God's Avatar.

Stay Buff Mushmallow Man has advantage on all attacks and rolls until struck with by a magical attack.

Natural Enemies.

Weak to Specter Decimators and their magi-science weapons.

Choose one.
  • Puffy Punch..

    (Reach 4, knockdown) Melee attack against one enemy.

  • Mushmallow Throw!.

    (Range 20, 3x3 square) Hurls a chunk of nearby building or terrain.

Lvl 4 human
20
Who will you summon? .

(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.

Disaster of Biblical Proportions.

Specter Decimators came prepared. Advantage against non-corporeal enemies, particularly specters and ghosts.

Choose one.
  • Photon Apparatus and Nucleus Wand..

    (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.