uruzrune
- •Entropic field.
(Range 8) 1 damage to all non-Gremlins.
- •Mischief?
Make a mess, knock things over, steal tools, or break an Invention (until the end of combat).
- •More!
(Range 8) Summon a gremlin. They do not act this turn.
(1/combat) Can be enraged while bloodied (DC 12 skill check). Loses enraged if healed above bloodied.
- Pinch!2d8+4.
Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).
- •Hack and Slash.1d6+6 (x2).
- •Shield Bash.2d6+8..
On damage: Push 2 spaces. On crit: Dazed and Prone.
- Claws!1d4.
(Follows minion rules.) On 12 or more damage from group: Poisoned. (Magical healing ends.)
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- •Blargh!
(1 use) 4d4+4 (Cone 4) necrotic, DC 11 DEX save for half.
- •Thump.2d4+2.
On crit: Blargh! recharges.
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Claws!1d4+3 (x2)..
On damage (both hit): Poisoned. (Magical healing ends.)
When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Hamfist!2d4+12..
On crit: Prone. On miss: Clod becomes Prone.
Zap! damage done to targets wearing or made of metal has an increased crit range (5-6).
- •Zap!1d6+6. (Range 8).
On crit: Zap! the nearest target up to 4 spaces away that has not been zapped this turn.
- •Give Me Your Metal!(Range 4).
(Metallic mail or plate only) DC 12 STR save or Restrained until the end of their next turn, or Incapacitated if already Restrained.
Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).
- Shield Bash.1d6+2..
On damage: Push 1 space. On crit: Push 1 space and Dazed.