Curse of the Crimson Throne
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Advantage on attacks when an ally is adjacent to the target.
- Bite.
1d6+2. On hit: Grappled (escape DC 9).
At 0 HP you lash out and attack an adjacent creature.
- Reefclaw (2x).
1d4, on hit: Grappled (escape DC 10). On cit: Poisoned 1 round.
Advantage on saves against being Grappled.
- Bite.
1d6. On hit: Poisoned 1 round.
At the beginning of combat, heroes make a DC 13 WIL save or start Frightened. Ends when 1 wolf dies.
- Vicious Bite.
2d8+2, Vicious.
When adjacent to an ally, attacks against you have disadvantage.
- Strike.
1d6+1.
Your attacks have advantage on creatures that are injured,
- •Bite.
2d6+2. On hit: Grappled (escaped DC 10), OR:
- •Death Roll.
(A Grappled creature) 2d8 damage. Cannot be defended.
When hit, the attacker makes a DC 10 WIL save or Confused 1 round.
the GM spends your next action.
- Bite.
2d4+6.
You can turn into a tiny handheld object at will, such as a one-handed weapon or treasure.
- Bite.
2d4+4. On hit: Poisoned (magical healing ends). On cit: Dazed.
When damaged, Yargin tosses a vial of acid onto his attacker dealing 2 acid damage.
- Stab (2x).
1d6+2 (or Acid Wand, Range 8).
Treat attacks against you that roll a 2 as a miss.
- •Dagger.
Move 4, then 1d4+3. On crit: Dazed.
- •Shortbow.
Move 4, then 1d6+2 (Range 12).
Gaedren can now move 7 spaces and attack, ignoring opportunity attacks.
Gaedren is dying! 10 more damage and he's dead. Gaedren's attacks deal an extra 1d8 until then.
When a creature stands in the room at least 2 rounds. DC 10 Perception to spot it and avoid it. Otherwise DEX save.
- •1-8.
2d4 acid damage.
- •9+.
1d4 acid damage.
- •Disable Trap.
DC 10 Arcana or Finesse check.
(1 use) On death: reset to 1 HP.
- Grave Strike.
2d8+4 (Melee or Range 8).
Wulnerability to radiant. Advantage on saves against spells and spell attack s against you have disadvantage.
- •Hook Strike (2x).
1d4+4. On crit: Prone. OR:
- •Crossbow.
1d6+2 (Range 8).
The first time this dies, reset to 1 HP instead.
- Rend (2x).
1d10 damage. On hit: Prone.
When adjacent to an all, attacks against you have disadvantage.
- Longsword.
1d8+6 (or Longbow, Range 16).
1d8 damage to enemies that start their turn in reach 2. When crit, this ability ends.
- Radiant Strike.
(Melee or Range 10) 2d6+6 damage or heal.
If a creature is Poisoned by you isn't cured within 24 hours, they become a wererat themselves and the GM gains control of them.
- •Bite.
1d8+3. On hit: DC 11 STR save or Poisoned (magical healing ends).
- •Claw.
1d8+3.
- •Bite.
2d8+6. On crit: Incapacitated 1 round. OR:
- •Dance of Death.
DC 11 WIL save for each creature in Reach 6 or Dazed.
- •Vicious Cacophony.
(Reach 6) DC 11 WIL save or 2d4+6 and Dazed. Then:
- •Taunt.
A creature in reach 6 has disadvantage on the next attack, skill check or saving throw.
- •Grabby Claws.
2d4+8, on hit: Grappled (escape DC 11). OR:
- •Choke.
(Grappled target), SIlenced, and suffer 1 Wound each round (escape DC 11, or when crit by an enemy).
(1 use) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 10) and deal 1d8 damage.
Attackers take 3 damage.
- •Longbow.
(Range 12) 1d8+8. OR:
- •Maul.
1d12+8.
Creatures that start their turn in Reach 6 are Poisoned 1 round.
- Plague Strike (2x).
1d10+4. On hit: Dazed.
- •Tentacle (2x).
1d10+3. On hit: Grappled (escape DC 12). Then:
- •Hurl.
(A Grappled creature) throw a Grappled hero at another hero. DC 12 DEX save for both or 2d6damage and knocked Prone, half on save.
Advantage VS Bloodied creatures.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- •Rend.
1d10+9. OR:
- •Feed.
(If you have advantage) 1d20+9.
Vulnerable to radiant. Advantage on saves against spells, and spell attacks against you have disadvantage.
- •Arcane Blast.
(Melee or Range 8) Move 6, then 2d8 damage.
- •Call Undead.
Summon zombie minions (1'hero, size: d6); they act only when commanded.
- •Tear Asunder! .
Command all your zombie minions to move up to 5 spaces and attack once each.
Rise my Hoard! Summon 3 zombie minions/hero anywhere within Reach 6.
Vreeg is dying! 40 more damage and he dies. Until then, Call Undead after each of his turns.
When crit: DC 12 INT save, or 1 Wound.
- •Quipper Swarm.
Summon 1/hero quipper minion (d4), then:
- •Claws (2x).
1d4+8, on damage: Dazed.
Reduce all incoming damage by 2.
(1 use) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 13) and deal 1d8+8 damage.
- Starknife (2x).
(Melee or Range 6) 2d4+8.
- •Radiate Strike.
1d8+10 (ignores Cover, cannot be Defended or Interposed). OR:
- •Final Judgement.
(vs a creature who killed an ally this round) 2d8+20.
When adjacent to an ally, attacks against you have disadvantage.
- Longsword (or Longbow) (2x).
1d8+8.
(1 use) On death: reset to 10 HP.
Deal +1 damage for each space you moved toward your target this turn.
- Greataxe (2x).
2d10+2.
Attacks on you have disadvantage. If hit, effect ends 1 round.
- •Rapier.
Move 6, then 2d4+6. On crit: Dazed.
- •Bite.
Move 4. then 1d8+6. On hit: Poisoned (magical healing ends).
- •Call Rats.
Summon 1/hero rat minions (d4).
(1 use) When an enemy would move adjacent to you, move them back 1 space. Restrain them (escape DC 12) and deal 1d8+8 damage.
- Longbow (2x).
(Range 12) 1d8+8.
When a creature touches the mold it explodes in a 2x2 area. DC 13 STR save or 2d10 poison damage and Poisoned for 1 minute. While Poisoned, 1d10 damage each round until successful save or cured by magical healing.
- Disable Hazard.
DIrect sunlight or fire damage destroys the mold patch.
When a creature looks at it. DC 13 (14) Perceptuin check to spot it. Otherwise DC 13 (14) STR save or a creature falls asleep (Incapacitated).
- Disarm Trap..
DC 13 (14) Arcana check.
Allies attack with advantage so long as you have not moved (or been moved) since your last turn.
Reduce all incoming damage by 3.
- •Twin Strike (2x).
1d10+6. OR:
- •Vicious Mockery (2x).
(Range 12) 1d4+5, Taunted for 1 round.
During the day the manananggal looks like a normal humanoid woman. At night she can use an action to separate her upper half from her torso. The lower torso is Incapacitated when separate and shares the same HP as the upper half. If she is separate from her lower torso during the day, she takes 1d6 radiant damage each round she is separated.
- •Bite.
4d4. On crit: gain 2d4 temp HP. Then:
- •Claws.
3d8.
Spell attacks have disadvantage and you have advantage on saves against spells.
- •Cytilliflash.
(1 use) All creatures in Reach 8 make a DC 13 WIL save. On a failure, Incapacitated 1d4 rounds. On a success, Confused 1 round. Confused. The GM spends 1 action this round. OR:
- •Bite.
1d10+20. On hit: Poisoned (magical healing ends).
Orcs have Medium armor, except against magic damage.
When crit: deal 5 to an adjacent enemy.
- •Cleave.
2d10+8, to up to 2 enemies in Reach. OR:
- •Heavy Javelin.
(Range 8) 2d6+8.
(Reach 2) Enemies here gain Frightened (DC 13 WIL save or ends, or when crit).
- Fiery Charge.
2d10. +2 damage for each space you moved toward your target this turn.
(1/Round, Reach 2) Reaction: When an enemy escapes Entangle, strike them for 3d8.
- •Verdant Growth (2x).
(Reach 8) 3d8, Entangle: half speed (escape DC 13, or any slashing/fire damage). OR:
- •Crushing Vines.
3d8+10 to all Entangled enemies.
When a hero looks at it. DC 13 Perception check to spot it, otherwise DC 13 WIL save or Frightened 1 minute.
- Disable Trap.
DC 13 Arcana check.
When a hero looks at it. DC 13 Perception check to spot it, otherwise DC 13 WIL save or Incapacitated 1 minute.
- Disable Trap.
DC 13 Arcana check.
When a creature touches this chest. DC 13 Perception check to spot it. Otherwise DC 13 STR save or Poisoned (magical healing ends).
- Disarm Trap.
DC 13 Arcana check.
Morgmora is vulnerable to Fire. If Mogmora is crit with Fire damage, he loses his armor for 1 round.
- •Pouncing Strike.
Move 10, 2d10+8. On crit: Prone.
- •Disappear.
Mogmora turns invisible until he attacks again.
I’m your friend! Mogmora tries to Charm all enemies. Each enemy within Reach 4 makes a DC 14 WIL save or is Charmed by Mogmora. If Mogmora attacks a Charmed enemy, on a hit it crits.
Vulnerable to Cold damage, gains advantage on next attack.
- •Cleaver (2x).
3d8 damage. On crit: target and each adjacent creature takes 5 fire damage. OR:
- •Burning Smoke.
(Range 8) DC 13 STR save or Dazed and Poisoned each round until success.
When crit or death, summon 1/hero slime minions (d6).
- Slime Touch.
2d8+5. On hit: Poisoned and Slowed 1 round.
When a creature hits 0 hp, create 1/hero shadow minions (d6).
- Draining Touch.
4d10, on hit: Poisoned 1 round. On crit: 1 wound.
All heroes make a WIL save, the lowest is Possessed: Gain 1 action that only the Ghost can spend at will. The Ghost also takes damage whenever the hero does, and whenever they are healed.
- Fearful Aspect.
Frighten 1 creature for this round.
Advantage VS Bloodied creature.
The polong has a bottle it can return to and heal and must stay within 1 mile of it. If the bottle is destroyed the polong is Incapacitated for 24 hours.
- Vicious Touch.
4d12 damage. On crit: Bloodied and Frightened 1 round.
Attackers take 4 damage. Then DC 13 STR save or Incapacitated 1 round.
- Bite.
4d8+10. Advantage in darkness.
When adjacent to an ally, attacks against you have disadvantage.
- Longsword (2x).
2d8+4 (Or Longbow Range 18).
When damaged, teleport up to 4 spaces.
- •Dagger Flurry.
(Range 12) 6d4 damage against 2 heroes in range. OR:
- •Undead Horde.
Summon 1/hero zombie minions (d6) within reach 6.
At the start of his turn, either summon 1/hero zombie minion (d6), or command each minion to move 6 and attack.
- Plague Burst.
(Reach 4) 16 necrotic damage, enemies are also Dazed and Poisoned (magical healing ends) on a failed DC 14 STR save. (Reach 12) 8 damage instead and advantage on save.
When a creature touches the door. DC 14 Perception to notice the door is trapped. Otherwise DEX save.
- •1-10.
3d4 damage and Poisoned (magical healing ends).
- •11-14.
2d4 damage and Poisoned (magical healing ends).
- •15+.
1d4 damage.
- •Disable Trap.
DC 14 Arcana or Finesse check.
Creatures in Reach 6 take 5 necrotic damage at the start of their turns.
Spell attacks have disadvantage on Andaisin.
- •Claw Sweep.
Fly 8, then 2d4+10 to each adjacent creature.
- •Necrotic Gaze.
Fly 6, then 3d8 necrotic (range 12). Hero cannot regain HP for 1 round.
- •Cleaving Claw.
(1 use) 4d10 to all creatures in reach 5. DC 14 DEX save for half.
Andaisin recharges Cleaving Claw. She now deals and additional 1d4 on her Claw Sweep and 1d8 on her Necrotic Daze until she dies.
Heavy armor VS. spells.
Can divide damage as it choposes among 6 creatures in Reach or Range.
- Slithering Assault.
(reach 2 or Range 12) 6d6+6.
(1 use) On death: reset to 10 HP.
- •Tusks.
3d10+6. On damage: Prone.
- •Stomp.
(A Prone creature) 4d10. On crit: 1 wound.
- •War Stomp.
(1 use) Reach 4, DC 14 STR save or Prone.
You are Invisible until you attack. You automatically crit Distracted creatures if it is adjacent to (or Taunted by ) an ally, or if it cannot see you.
- •Sawblades.
1d4+5 with advantage. On crit: +50 damage. OR:
- •Throwing Dagger.
(Range 10) 1d4. On crit: +50 damage.
Turn Invisible (until you attack) and move 8.
When a creature damages the glass case or attempts to pick the lock. DC 14 Perception to spot it.
- •
Summon 2/hero belker minions (d8).
- •Disable Trap.
DC 14 Arcana check.
One round after a creatyre enters the room. DC 14 Perception check to spot it. Otherwise, DEX save every two rounds.
- •1-11.
2d8 damage and Poisoned (magical healing ends).
- •12+. .
1d8 damage and Poisoned (magical healing ends).
- •Disarm Trap.
DC 14 Arcana or Finesse check
(1 use) On death: reset to 10 HP.
- •Infused Strike (2x).
1d8+10 (or Range 12). On hit: Frightened 1 round. On Crit: Incapacitated 1 round. OR:
- •Devour Soul.
(A dying creature, reach 1) DC 14 STR save or death.
Radiant deals +10 damage to you. When damaged this way, gain advantage on your next attack.
- •Incorporeal Bite.
2d8+20. On crit: 1 wound. OR:
- •Terrifying Laugh.
Each hero in reach 6 makes a DC 14 WIL or become Frightened until the geist dies. On success, immune for 4 hours.
Immune to Fire. Vulnerable to Ice, it gains advantage on its next attack.
- •Bite.
2d8+20. OR:
- •Fire Breath.
(1 use, Cone 6) 3d10.
When attacked by an Erinyes, the target may choose to make a DC 14 STR save.
- Fiendish Whip.
(Reach 6) 2d8+20 damage. If offer was accepted, the target gains 15 Temp HP, but is Restrained 1d4 Rounds (escape DC 14).
(2 uses) When attacked choose a different target.
- •Vicious Mockery (2x).
(Range 12) 1d4+8, Taunted for 1 round. OR:
- •Lethargic Cloud.
Each hero in a 4x4 area becomes Dazed and Slowed 1 round.
When a creature inscribes their name on the crystal. DC 14 Perception to notice the crystal is trapped. Otherwise DC 14 WIL save.
- •1-13.
The hero’s soul becomes trapped, Incapacitating them until the gem is shattered.
- •14+.
No effect.
- •Disable Trap.
DC 14 Arcana check.
Heroes within reach 6 are Poisoned on their turn.
- Pestilent Breath.
(Cone 4) 3d8+6. Then DC 14 STR save or Dazed and Poisoned (magical healing ends).
When Andaisin reaches 0 HP, she transforms into Andaisin Transformed.
Andaisin's minions and any undead within reach 3 have advantage on attacks and saves.
- •Scythe Sweep.
Move 6, then 2d4+10 to each adjacent creature.
- •Necrotic Gaze.
Move 4, then 3d8 necrotic (range 12). Hero cannot regain HP for 1 round.
- •Summon Undead.
Summon 1/hero zombie minions (d8).
Circle of Death. Andaisin unleashes a wave of death. DC 14 WIL save for each hero or 5d10 necrotic, half on save.
(1 use) give an ally an extra turn.
The first time you would drop to 0hp, reset to 20hp and use Command immediately.
- Polearm (2x).
(Reach 2) 1d10+10.
When you hit the same creature twice with your claws, they take an extra 15 damage.
- Claw Flurry .
1d6+5.
When attacked by a Lashfiend, the target may choose to make a DC 15 STR save.
- Punish.
(Reach 8) 2d20+10 damage. If the Offer was accepted, roll 1 additional d20. On save, the hero chooses one of the dice rolled for the Lashfiend to suffer, the hero takes the remaining damage.
When damaged, teleport adjacent to an enemy, Frighten them.
- Umbral Curse (2x).
(Reach 6) 1d8+10. On crit: Terror.
Waking Nightmare. Heroes gain Terror on a failed DC 15 WIL save.
Creatures that enter into your area make a DC 14 STR save or take d44, half on success.
- Spawn Zombies.
Summon 1/hero zombie minions (d8).
When crit, summon 1 Deadwatcher Ancestor/hero (place them within Reach 6).
- •Ancestors of Death.
(If there are more heroes than Orcs) Use Hordecaller.
- •Command the Horde.
(1/round) Command your horde to move then attack.
- •Death Slash.
(Reach 6) 2d10+4.
Use Hordecaller.
Ury is dying! 100 more damage and he dies. Use Hordecaller at the end of each turn.
Heroes have disadvantage on Initiative. While mounted, Lashton does not trigger Opportunity Attacks and can move through smaller creatures as if they were not there.
- •Doom Charge.
Charge forward up to 10 spaces in a straight line. Each creature you pass through takes 20 damage – DEX save. They are knocked Prone if they take 10 or more damage this way.
- •Doomblade.
1d10+20, on crit: 1 Wound (Req: DC 16 WIL save to Interpose).
When Lashton is reduced to 100 HP, he dismounts and summons his Doomsteed (100 HP Large, unarmored creature, it can Interpose 1/round from up to 10 spaces away). He uses Doomblade AND the Doomsteed can Doom Charge each turn.
Lashton is dying! 100 more damage and he dies. Summon 2 Gravecrow minions (2 damage) within Reach 10 at the end of each of your turns (they act at the end of each round). Gain advantage on Doomblade attacks.
10 seconds after a creature enters the room. DC 14 Perception to notice the faint sounds of battle, otherwise WIL save.
- •1-12.
2d4 psychic damage and Confused 1d6 rounds.
- •Confused.
The GM spends 1 action this round.
- •13-15.
1d4 psychic and Confused 1d4 rounds.
- •16+.
No effect.
- •Disable Trap.
DC14 Arcana or Lore check.
When a creature walks within 4 spaces of an oven. DC 14 Perception to notice the tendrils of smoke rising from the ovens. Otherwise WIL save for each hero.
- •1-12.
8d6 fire damage.
- •13-15.
4d6 Fire damage.
- •16+.
No damage.
- •Disable Trap.
DC 14 Arcana or Lore check.
Reduce all incoming damage by 4.
Can leap away 4 spaces after being attacked.
- Whirlwind.
(AoE) 2d12+10.
Attackers take 5 damage.
(1 use) Choose a 2nd target for your Hedge Curse.
- •Hedge Curse.
1d4, Cursed 30 (the next time you take damage this round, it deals +30 damage).
- •Flame Thrower.
(Cone 4) 1d10+20.
Medium armor VS spells (ignore all damage modifiers).
- •Mystical Claw.
1d8+10. On damage: Teleport the target 4.
- •Lightning Bolt.
(Line 12) 4d8+10.
- •Fireblast.
(Reach 2) 4d8+10.
- •Freezing Blades.
(Reach 6) 1d8/space moved in the area this round.
Arcane Rebound. You begin shimmering mystically. (1 use) Negate damage taken, reflect it back at the attacker.
Reduce all incoming damage by 4.
- Whirlwind.
(AoE) 2d12+10.
- •Radiant Strike (2x).
1d8+10 (ignores Cover, cannot be Defended or Interposed).
- •Final Judgement.
(VS a creature who killed an ally this round) 2d8+30.
- •Summon Shadows.
(Reach 3) Summon 3 shadow minions (d12). then all your minions move 6 and attack.
Attackers take 5 damage.
(2 uses) When attacked, choose a different target.
- •Vicious Mockery (2x).
(Range 12) 1d4+10, Taunted for 1 round. OR:
- •Hedge Cursed.
1d4, Cursed 30 (the next time you take damage this round, it deals +30 damage).
At 0 HP lash out and attack an adjacent creature.
- Reefclaws (2x).
4d4+7.On hit: Grappled (escape DC 15). On crit: Poisoned (magical healing ends).
(1/round) When attacked, first move 4, taking no damage if you are out of range or have Full Cover.
Spell attacks against you have disadvantage.
- Triple Strike (3x).
3d6+4.
(2 uses) When an enemy would move adjacent to you, move them back 1. Restrain them (escape DC 14) and deal 2d8+8 damage.
Can move 6 spaces after attacking and after being attacked. (1 use) make an attack miss you, Blinding the attacker 1 round.
- •Daggers.
2d4+10 (either die can be primary). On crit: +30 damage (instead of rolling additional dice). OR:
- •Longbow (2x).
(Range 12) 2d8+8.
Can enter the space of other creatures, Submerging them.
Grappled, and at the end of each round take a cumulative 1d20 damage (ignoring armor) for each consecutive round you've been Submerged (escape DC 14).
- Pull.
(Reach 8) 3d8, on damage: pull a smaller target into your space.
(1/Round Reaction) When hit, DC 15 INTsave or Confused one round (GM spends you next action).
- •Kukri Assault.
Fly10, then 6d4+8 damage to all creatures in Reach 2.
- •Unholy Curse.
Range 12, 5d10 damage and DC 15 WIL save or Cursed (Poisoned and Slowed, Tier 3 or higher magical healing ends).
- •Pounce.
Move 8, then 3d8+8. On hit: Prone.
Can use Dark Riddle twice per round.
1 round after a hero enters the room. DC15 Perception check to spot it. Otherwise, magical tigers attack.
- •
2d8+6 to 4 creatures in the room.
- •Disarm Trap.
DC 15 Arcana check.
2 rounds after a hero enters the room. DC 15 Perception check to spot it. Otherwise DEX save for each creature within 1 space of the fountain.
- •1-13.
4d6 damage.
- •14+.
2d6 damage.
- •Disarm Trap.
DC 15 Finesse check.
Three rounds after a hero enters the room. DC 15 Perception check to spot it. Otherwise DC 15 STR save or Incapacitated. Then DEX save each round:
- •1-13.
4d8 damage.
- •14+.
2d8 damage.
- •Disarm Trap.
DC 15 Acana or Finesse check.
(1 use) give an ally an extra turn.
The first time you would drop to 0 hp, reset to 20 hp and use Command immediately.
(1/round) When an ally would die, give it 1 hp instead.
- Flaming Sword (2x).
(Reach 2) 1d10+10.
Whenever Zenobia would fail a save or take 20 or more damage, she may sacrifice her Lifebinding Spirit, Spawn, instead. She spends her next turn to move 6 and resummon Spawn.
- •DOOM.
(Range 12, undamaged target) DC 15 WIL save or 2d12+30. Half on save.
- •Rebuking Bolt.
(Range 8) 3d12+6. Double damage against those behind cover. (1/round) You may swap places with them.
- •Terror Claws.
2d4+4. On hit: DC 15 WIL save or Dazed and Frightened. Then move 6.
Shield of Cruelty. (Reaction, 1 use) If Zenobia would be damaged, instead she may reflect that much radiant damage back at the attacker.
DIE FOR URGATHOA! Zenobi is dying! 110 more damage and she dies. The hero that most recently damaged her is reduced to 0 HP, and Spawn is sacrificed into a Vengeful Spirit: (Reach 3, AoE) 2d12+6 damage at the end of each of Zenobia's turns.
After each hero’s turn, choose Sial or Asyra to act.
- •Spiked Chain (2x).
Fly 10, then (Reach 2) 4d4+4. On crit: Prone.
- •Create Pit.
(1/Round). Fly 4, then create a 2x2 square, 6 space deep pit in Range 16. Creatures standing above where the pit is formed make a DC 15 DEX save or fall in.
- •Empower Eidolon.
Sial gives Asyra advantage on her next attack, and the next attack against her has disadvantage.
(1/round Reaction) Asyra can Interpose for Sial if he is in Reach 6.
- •Chain Wrap.
Move 6, then (Reach 3) 6d4+6. On hit: Grappled (escape DC 15).
- •Rend Flesh.
(A Grappled creature) 10d4 damage. Grapple ends, then move 6.
- •Chain Whirl.
(1/Round) 3d4+6 damage to all creatures within Reach 3.
Sial’s pits are now 3x3 square, 8 space deep holes. Asyra’s damage die increases to d6’s.
Creatures that start with reach 6 make a DC 15 WIL save each turn or become Frightened 1 round. If a creature is already Frightened, they become Incapacitated 1 round. On success, immune for 24 hours.
- •Scary Claws (2x).
Move 6, then 4d4+5. On Crit: Frightened 1 round.
- •Phantasmal Bolt.
Move 6, then (Range 8) 4d10 psychic damage (ignoring armor). Then DC 15 WIL save or Frightened 1 round.
Terrifying Darkness. When Bloodied, darkness emanates out to Reach 6. Frightened creatures in the darkness take 5 psychic damage at the start of their turn.
- •Tusks.
3d10+10. On damage: Prone. OR:
- •Stomp.
(A Prone creature) 5d10+10. On crit: 1 wound.
Reduce all incoming damage by 6.
- •Whirwind.
(AoE) 3d12+6. On hit: Knockback 6. Then:
- •Klar.
3d6+6.
2d8 to smaller creatures whenever you move through their space. On damage, Prone.
When rolling initiative VS catoblepas, make a STR save instead.
- •Sweeping Strike (2x).
3d8+4, Knockback 2. OR:
- •Noxious Breath.
(1 use, Cone 12) 7d8, DC 16 STR save for half. Poisoned (magical healing ends).
Reduce all incoming damage by 4.
- •Radiate Strike (2x).
1d10+10 (ignores Cover, cannot be Defended or Interposed).
- •Final Judgement.
(vs a creature who killed an ally this round) 2d8+30.
Enemies in Reach 4 have disadvantage on attacks and take 4 necrotic damage at the end of their turn due to intense hunger.
- Hunger Strikes (2x).
2d12. On hit: Starving 1 round. Starving- Dazed, Poisoned, and Slowed.
After each hero's turn, choose the Cinderlander or Neverfar to act.
(3 uses) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 16) and deal 2d10+8 damage.
- •Vindicator (2x).
Move 6, then 2d10+10 (Range 12).
- •Handaxe (2x).
Move 6, then 2d4+6. On crit: Invisible until his next attack.
If an attack against Neverfar misses, the attackers next attack is at disadvantage.
- Pouncing Strike.
Move 10, then 2d12+10.
When the Cinderlander is bloodied, he and Neverfar become Invisible until their next attack. If either of their next attacks hit, they crit.
When The Cinderlander or Neverfar dies, the living member goes into a rage and has advantage on all their attacks.
Cinnabar is immune to Opportunity Attacks.
Treat attacks against Cinnabar that roll a 2 as a miss.
- •Sawtooth Flurry (2x).
Move 8, then (Reach 1, AoE) 2d8+6. On crit, +40 damage.
- •Vanish.
Turn Invisible, then move 8. Invisible until her next attack.
- •Mantis Swarm.
Summon 1 mantis minion/hero (size d8).
- •Feed.
Cinnabar commands all mantis minions to move or fly 6 and attack.
Sprout Wings. Cinnabar grows a set of praying mantis wings and she can now fly double her movement speed. She also makes her first attack at advantage each turn, but her second attack has disadvantage.
Cinnabar is dying! 90 more damage until she dies. Until then her Mantis Swarm summons giant mantis minions (size: d12).
Enemies within Reach 2 cannot regain HP, when healed they instead suffer 2d10 damage.
(Reaction, 1 use) Instantly descend into the earth and erupt from the ground up to 6 spaces away. Creatures within Reach 2 are knocked Prone on a failed DC 16 DEX save.
- •Doom Blade.
1d10+20 (Req: DC 14 WIL save to Interpose). On damage, 1 Wound. THEN (optional):
- •Call Servant.
(Single use) Summon 2 Grave Crows or 1 Grave Squire within Reach 6.
Injured creatures in Reach 2 take 2d4 damage (cannot crit, ignores armor).
- •Ravage (3x).
2d6+4. On crit: Incapacitated 1 round. Then:
- •Frightening Gaze.
(Cone 6) DC 15 WIL save or Frightened 1 round.
When a creature enters the room. DC 15 Perception to notice motes of dust being swept by invisible hands. Otherwise DC 15 WIL save for each hero.
- •1-14.
The hero is compelled to start cleaning the castle furiously. Roll 1d20 to determine which room on this floor they must go clean.
- •Disable Trap.
DC 15 Arcana or Lore check.
When a hero enters the room. DC 15 Perception to notice spatters of blood on the wall and floors. Otherwise DC 15 WIL save for each hero.
- •1-14.
The hero is compelled to attack and fight the nearest creature. Multiple heroes who fail fight each other.
- •Disable Trap.
DC 15 Arcana or Lore check.
When attacked by a Fury, the target may choose to make a DC 15 STR save.
- Fiendish Whip.
Fiendish Whip. (Reach 6) 2d8+30 damage. If offer was accepted, the target gains 15 Temp HP, but is Restrained 1d4 Rounds (escape DC 14).
Enemies roll Disadvantage, with +1 Disadvantage. Allies roll Advantage with +1 Advantage.
- I Offer You ABSOLUTION!
(Reach 8) Permit 1 hero to kneel (considered Prone). Otherwise punish them for 2d20+10 damage.
If a hero uses an action to make a DC 16 Influence check to perform for it, the Red Reaver is distracted until the performance ends, it takes damage, or it sees someone steal its treasure.
- •Bite.
Fly 6, then 3d10.
- •Rend.
Move 4, then 3d10+10 (Reach 2).
- •Savage Roar.
(1 use) All enemies within Reach 18 suffer 3d10 damage (ignoring armor). DC 16 WIL save or become Frightened 1 round.
Savage Roar recharges.
The Red Reaver is dying! 115 more damage and it dies. Until then, its attacks use d12s instead of d10s.
You are considered Invisible in natural vegetation until you attack.
- •Grasping Vines (4x).
1d8+6. On hit: Grappled (escape DC 15). OR:
- •Swallow.
A Grappled creature becomes Swallowed.
Medium armor against Piercing and Slashing damage.
- •Limb Flail.
d44 to each creature in Reach 2. OR:
- •Pain Shriek.
(1 use) Each creature in Reach 8 makes a DC 15 STR save or takes d66 thunder damage. Half on save.
When crit, deal 10 damage to an adjacent enemy.
Medium armor, except against magic damage.
- Cleaving Smash.
4d8+10 to up to 2 enemies in Reach.
Enemies roll Disadvantage, with +1 Disadvantage. Allies roll Advantage with +1 Advantage.
- I Offer You ABSOLUTION!
(Reach 8) Permit 1 hero to kneel (considered Prone). Otherwise punish them for 2d20+10 damage.
Attackers in Reach 1 take 2d6 damage. DC 15 STR save or Poisoned 1 round.
- •Toxic Strike (2x).
2d8+8. On hit: Poisoned 1 round. OR:
- •Rock.
(Range 10) 4d10.
- •Deathly Wail.
(1 use, Reach 12) DC 16 WIL save or drop to 0 HP, on save lose half your max HP. Advantage on the save if their hearing is adequately protected.
- •Horrible Glare.
(Reach 8) 3d10, Frightened 1 round.
- •Ghastly Touch.
Fly 6 then 5d10.
Hold Fast to Hope! Any dying heroes gain 1 HP and 1 action.
Aeriliya is dying! 100 more damage and she dies! Deathly Wail Recharges, and she uses it immediately.
(reach 6) Heroes make a DC 16 WIL save or Frightened 1 round.
- •Unholy Scythe (2x).
Fly 12, then (Reach 2) 2d8+10.
- •Blasphemy.
Fly 6, then (Range 8) DC 16 WIL save or Incapacitated 1 round. On success: Dazed.
- •Chain Lightning.
(1 use) 3 heroes in Reach 18, 6d10 damage. DC 16 DEX save for half.
Recharge Chain Lightning.
When the heroes enter this room. DC 15 Perception to notice the bell vibrating. Otherwise STR save for each hero.
- •1-13.
D66 damage and Deafened 1 hour.
- •14+.
D44 damage.
- •Disable Trap.
DC 15 Arcana or Lore check.
Spells have disadvantage x2 against Zev Ravenka.
- •Necrotic Burst.
Fly 6, then (Melee or Range 12) 7d6 damage.
- •Grave Dust.
Fly 6, then DC 16 STR save for each hero he moves by that is adjacent to him, or Blinded 1 round.
- •Baleful Howl.
(1 use) Each creature in Reach 6 takes 10d6 damage.
Baleful Howl recharges.
Vulnerable to Ice, immune to Fire. When crit or dealt Ice damage: (AoE, Reach 3) 1d20 fire damage & Blind 1 round.
Advantage vs any who moved this round.
- •Crush.
Move or Burrow 6, then (2×6 adjacent area) d44 damage on a failed DC 17 DEX save. (Creatures who fail can spend 1 Action to dive out of the way instead of taking this damage. They move half their speed and land Prone).
- •Bite/Swallow.
(Reach 6) 1d4+40. On crit: Swallowed.
- •Swallowed.
You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.
- •Fire Breath.
(1 use, Cone 8) 7d10, DC 17 DEX save for half.
Fire Breath recharges.
Cindermaw is dying! 125 more damage and it dies. Until then, its Crush attack now covers a 3x8 adjacent area.
You are surrounded by an aura of incorporeal dancers. Heroes that start in Reach 8 make a DC 15 WIL save. On a failure the hero gains 1 wound and is Incapacitated 1 round as they are forced to dance. On success, immune for 24 hours.
Spell attacks against you have disadvantage.
- Incorporeal Scythe (2x).
(Reach 2) 3d10. On crit: 1 wound.
You always return back to your starting pace at the end of each round.
Vulnerability to Radiant: when dealt Radiant damage summon 1/hero spirit minion (d8).
- •Spectral Chains (4x).
(Reach 6) 1d6+2. On hit: Grappled (escape DC 15). OR:
- •Incorporeal Touch.
(A grappled creature) 4d10 damage, and you gain temp HP.
(Reach 6) Enemies take 10 necrotic damage at the start of their turns.
- •Draining Bite.
(Reach 3) 4d4+30. On hit: devour 5 mana points. OR:
- •Cold Breath.
(1 use, Cone 12) 8d8. DC 15 STR save for half.
Knorlott's Squires can attack for 1d10 damage.
- •Squire's Attend Me.
Summon 1 Grave Squire adjacent to you and each hero.
- •Strike!
Each Grave Squire can move 6 and attack (Req: DC 16 WIL save to Interpose).
"Squires, hold fast!" When Knurlott is reduced to 180 HP, he summons 1 Grave Squire per hero. Grave Squires now die only when they suffer 10 or more damage at a time.
Knurlott is dying! 140 more damage and he dies. He summons 2 Grave Squires adjacent to himself and each hero, they act immediately.
On damage, target loses 1 action, summon a Umbral Minion.
On death, grant attacker 1 action.
Whenever a Dying creature damages you or a minion, you heal that much HP.
- •Entropic Breath.
(1 use, Cone 5) 8d10.
- •Ebon Claws.
(Reach 3) 5d10.
- •Umbral Tail.
(Cone 3) 3d10, Knockback 3.
Summon 1 Umbral Minion/hero.
Belshallam is dying! 140 more damage until they die! Summon 2 Umbral Minions/hero. Recharge Entropic Breath.
After each hero’s turn, choose Anizora or the Wyvern to act.
(1/round reaction) When crit, attacker makes a DC 17 INT save or Feebleminded.
- •Pain Touch.
Fly 12, then 8d6 damage.
- •Malevolence.
DC 17 WIL save or Dominated. (Rolls are made with disadvantage while Dominated. Anizora spends your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends.)
- •Bite.
Move 6, then 4d10 damage. On hit: Grappled (escape DC 17).
- •Sting.
Move 6, (Reach 2) then 1d4+20. On hit: Poisoned (magical healing ends).
Anizora can target 2 heroes with Malevolence, and the Wyvern has advantage on attacks.
Heroes that start in Reach 4 make a DC 15 STR save or gain 1 wound.
- Soul Slaves.
Summon 2/hero soul slave minions (size d8). They immediately move 6 and attack.
(1 use) Give an ally an extra turn.
The first time you would drop to 0 HP, reset to 30 HP instead.
- Falchion (2x).
2d12+8 (Longbow Range 12).
Medium armor VS spells (ignore all damage modifiers).
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Lightning Bolt.
(Line 12) 4d10+12.
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Fireblast.
(Reach 2) 4d10+12.
- •Mystical Claw.
1d10+12. On damage: Teleport the target 4.
- •Freezing Blades.
(Reach 6) 1d12/space moved in the area this round.
Arcane Rebound. You begin shimmering mystically.(1 use) Negate damage taken, reflect it back at the attacker.
Tiger's Swiftness. Bahor is dying! 125 more damage and he dies! Until then Mystical Claw gains (2x).
Kleestad lives in eternal pain. Because of this he ignores the extra damage caused by crits. Crits still ignore his armor. When he is crit, his next attack has advantage.
- •Painful Claws (2x).
Move 6, then 2d12+8 (Reach 4). On hit: Dazed.
- •Excruciating Bite.
Fly 6, then 4d12 damage. On hit: DC 17 STR save or Incapacitated until end of next turn.
- •Caustic Breath.
(1 use, Cone 10) DC 17 DEX save or 10d6 acid damage and Poisoned (magical healing ends). Half damage on success.
Caustic Breath Recharges.
Painful end. Kleestad is dying, 130 more damage until he dies. Until then Kleestad no longer ignores the extra damage from crits, but he now crits on 10+ on his primary die.
Melee attackers take 6 poison damage and become Poisoned 1 round.
- •Tentacles.
1d20+10. On hit: Grappled (escape DC 15). Then:
- •Bite.
2d10+8. On hit: Poisoned (magical healing ends).
Whenever an enemy rejects an Offering, they take 10 psychic damage.
- •Rise, My Minions!
(Reach 8) Summon 3 fiendish minions (size:d8). Then:
- •We Offer You Clarity!
Each fiendish minion Offers to Taunt an enemy.
Deals 2x damage to creatures already dealt fire damage this round.
Steam Cloud (Reach 6, AoE 15 fire damage, obscured for 1 round).
Ignore Wind or Fire damage (deal +15 damage for 1 round).
- •Opening Move.
Summon 2 Motes of Fire minions (d10)/hero.
- •Incinerate.
(Cone 6) 2d12.
- •Heart of the Efreeti.
Deal 1 fire damage to an ally, they act twice on their next turn.
Summon a wall of Fire that fills 8 contiguous spaces. Creatures in the wall, or within 1 space of the wall take 2d6 fire damage.
Whenever Togomor would fail a save or take 20 or more damage, he may sacrifice his Lifebinding Spirit, Pudgyknuckles, instead. He spends his next turn to move 6 and resummon Pudgyknuckles.
- •DOOM.
(Range 12, undamaged target) DC 17 WIL save or 3d12+30. Half on save.
- •Get Over Here!
(Range 8) 3d12+12. Double damage against those behind cover. (1/round) You may swap places with them.
- •Fear My Bloat!
3d4+6. On hit: DC 17 WIL save or Dazed and Frightened. Then move 6.
Bloat Shield. (Reaction, 1 use) If Togomor would be damaged, instead he may reflect that much radiant damage back at the attacker.
Pudgy Snack. Togomor is dying! 135 more damage and he dies. The hero that most recently damaged him is reduced to 0 HP, and Pudgyknuckles is sacrificed into a Vengeful Spirit: (Reach 5, AoE) 1d12+10 damage at the end of each of Togomor’s turns.
Kayltanya is immune to Opportunity Attacks.
Treat attacks against Kayltanya that roll a 2 as a miss.
- •Sawtooth Flurry (2x).
Move 8, then (Reach 1, AoE) 2d10+8. On crit, +50 damage.
- •Vanish.
Turn Invisible, then move 8. Invisible until her next attack.
- •Mantis Swarm.
Summon 1 mantis minion/hero (size d10).
- •Feed.
Kayltanya commands all mantis minions to move or fly 6 and attack.
Sprout Wings. Kayltanya grows a set of praying mantis wings and she can now fly double her movement speed. She also makes her first attack at advantage each turn, but her second attack has disadvantage.
Kayltanya is dying! 130 more damage until she dies. Until then her Mantis Swarm summons giant mantis minions (size: d12).
Can enter the space of other creatures, Submerging them.
- Pull (2x).
(Reach 8) 3d8, on damage: pull a smaller target into your space.
When an enemy is crit, they can heal 30 HP. However they become Dominated by you.
Rolls are made with disadvantage while Dominated. The belier spend your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends.
- •Tongue Lash (3x).
(Reach 4) 2d4+16. On hit: grappled (escape DC 16). OR:
- •Strangle.
(A grappled creature) each creature grappled by you gains 1 wound.
When a creature shines light on the statues. DC 16 Perception to notice the trap. Otherwise DC 16 WIL save, and 4 shining children are summoned.
- •1-15.
Incapacitated 1d4 rounds.
- •16+.
No effect.
- •Disable Trap.
DC 16 Arcana check.
Creatures within 4 spaces take 6 necrotic damage at the start of their turns. Then DC 16 STR save or Poisoned (magical healing ends).
- •Claws.
(Reach 2) 5d12. On hit: Grappled (escape DC 16). OR:
- •Tentacles.
(Reach 4) 4d4+20. On crit: Dazed.
When crit or dealt any slashing damage: summon 8 ooze minions (size: d6); their attacks inflict Digested.
Deal an additional 8 damage for each time the target has been Digested this encounter.
- •Acid Touch (4x).
(Reach 3) 1d8+8, Digested. OR:
- •Charming Bolt.
(Range 10) 2d12+12. Then DC 16 WIL save or Charmed for the encounter by the ichor.
When crit: DC 16 INT save, or suffer 1 wound.
- •Rotting Breath.
(1 use, Cone 12) DC 16 STR save or 2 Wounds. 1 Wound on success. OR:
- •Rotting Claws (2x).
(Reach 2) d44+15. On hit: Poisoned.
Spell attacks have disadvantage on Ileosa.
Ileosa cannot be Grappled/Restrained, or Slowed.
- •Ice Shatter Rapier.
Fly 12, then 3d8+15. On hit: Slowed. On crit: Restrained.
- •Dominating Bolt.
Choose a hero who hasn’t been Dominated. They suffer 4d12 psychic damage (ignoring defense). DC 19 WIL save or Dominated as well.
- •Dominated.
Rolls are made with disadvantage while Dominated. Ileosa spends your first action on each of your turns, moving, making a weapon attack, or casting a cantrip. Damage ends.
- •Dirge of Doom.
(1/Round) Fly 8, then (Reach 6) DC 19 WIL save or Frightened and 4d10 psychic damage. Half on save.
- •Summon Fiends.
(1/use) Summon 2/hero fiend minions (size d12) within Reach 6. They immediately move 6 and attack.
- •Irresistible Dance.
(1/Round, Range 20) Fly 8, then DC 19 WIL save or Incapacitated 1 round. On success, 6d4 psychic damage (ignores armor).
Ileosa’s Summon Fiends recharges.
Ileosa is dying! 200 more damage and she dies. Until then enemies that start within 6 spaces of her take 10 lightning damage.
Immune to being Hampered. Ignore any damage less than 10, reduce all damage taken to 10.
- •Iron Grip.
(Reach 2) 1d20, Grapple (escape DC 20). +1d20 for each round Grappled. Then:
- •Dross Fumes.
(Reach 2, AoE) 1d20 damage.
Mighty Leap. Immediately leap 12, knock creatures adjacent to where you land Prone. (1/ round) You can use Iron Grip as a reaction when a creature would enter or leave your Reach.
Creatures within Reach 8 take 10 lightning damage at the start of their turns.
- •Lightning Breath.
(1 use) Fly 20, then (3 space wide, 30 space long Line) DC 20 DEX save or 11d10 lightning damage, half on save.
- •Lightning Rend.
(Reach 4) Move 10 then 4d12. On Crit: Dazed.
- •Tail.
(Reach 6) 1d20, and knocked back that many spaces.
- •Plasma Blast.
(1/Round) 3 heroes take 2d10 fire and 2d10 lightning damage. DC 20 DEX save for half.
- •Thunder Blast.
(1/Round) 6d8 thunder damage in a 4x4 area in range 20.
Kazavon’s Lightning Breath recharges.
Kazavon is dying! 200 more damage and he dies. Until then, he can Thunder Blast twice each round and the range of Lightning Aura is doubled.