V

Vrekais

Lvl 4
M39
Hit 'Em Wear It Hurts.

When the scoundrel has advantage on a weapon attack roll, the attack deals an extra 2d4 damage on a hit.

Attacks, choose one.
  • Rapier Reach 1..

    On damage the Scoundrel can make a Dagger attack against the same target with advantage.

  • Dagger Reach 1/Range 4..

    3d4+2 if with advantage.

remixed from Scoundrel
Level 3 Solo Construct
125DEX+ WIL+
Fire Vulnerability.
After each Hero turn choose one.
  • Silver Stingers (1 Use).

    1d4+3 per target Range 5 up to 2 targets within Reach 2 of each other.

  • Ravage..

    Reach 1. Throws target 15ft away from The Strix.

  • Flying Charge.

    Fly 10 and attack for 1d8+3, Reach 1.

BLOODIED:

Silver Stingers recharges 1 use.

LAST STAND:

The Strix is dying! 30 more damage and it falls apart. Until then, the first time it takes damage each turn it leaps towards it's attacker moving FLY 10.

55
NPC (4).

Unlike normal monsters NPCs don't die at 0HP. They retain the ability to move. Any damage to an NPC whilst at 0HP causes 1 "life threatening injury". If they reach 4 such injuries they die.

Reckless.

Once per turn attack with Advantage, however all attacks against you have Advantage until the start of your next turn.

  • Great Club.
Lvl 1
M20
NPC.

Unlike monsters NPCs don't die at 0HP. They retain the ability to move. Any damage to an NPC whilst at 0HP causes 1 "life threatening injury". If they reach 3 such injuries they die.

  • Cross Bow.
621
Unliving, Undying.

The first time this dies, reset to 1 HP instead.

  • Claws..

    Reach 1. On Damage: Dazed

  • Rock Throw..

    Range 6

Lvl 3
41
Choose one.
  • Longsword.
  • If Dying.

    If reduced to 0HP Ismark instead uses his turn to block the Bloated Zombie from reaching the town square, but does not attack. He Defends for -8 each round if attacked, as usual if no damage is taken Ismark does not take a wound. Ismark can take 6 wounds before dying.

M38
Pack Tactics.

Advantage on attacks when an ally is adjacent to the target.

  • Spear.
4110
Undead Fortitude.

If damage reduces the zombie to 0 hit points, it must make a STR saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Choose one.
  • Slam.
  • Virulent Miasma (1 Use)..

    All enemies within Reach 5 must make a DC14 STR save, take half damage on a sucess. Any creatures reduced to 0HP by this attack take 1 extra wound. If a creature reduce to 0HP by this attack is not healed in 1 rounds it tranforms into a Zombie Minion, any recently deceased NPCs hit but this attack rise as Zombies (Minions) one round later.

Lvl 2 minion
4
  • Scratch.

    1d4

Lvl 10
H6465
Vulnerable.

Silvered Weapons, Magical Attacks.

Innate Magic.

Can't be charmed, frightened, or dazed by magical means.

Choose one.
  • Claws.
  • Ray of Enfeeblement.

    Reach 10. DC14 STR save or become dazed.

Lvl 6
6868
Regeneration.

Regains 10 hit points at the start of its turn. Taking necrotic damage or damage from a silvered weapon disables this ability until the start of the Werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't regenerate.

Pack Tactics.

ADV on attacks if an ally is within 5ft of their target.

Choose one.
  • Claws (2x)..

    Slashing. On CRIT target is grappled, DC13 STR action to escape.

  • Werewolf Bite..

    If the target is Grappled and this attack causes a wound the target must make a DC8 STR/WIL save to fend of the Lycanthropy Curse (see below). -1 to the save for each Wound the target has.

Lvl 4 large
M050