Curse of the Crimson Throne

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Form Up!

When adjacent to an ally, attacks against you have disadvantage.

  • Strike.

    1d6+1.

Hidden Trap.

(1 use) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 10) and deal 1d8 damage.

Vengeful Dead.

Attackers take 3 damage.

  • Longbow.

    (Range 12) 1d8+8. OR:

  • Maul.

    1d12+8.

Lvl 6
H640
  • Crush.

    1d4+30 (with disadvantage) and Prone.

M50
  • Tentacle.

    (Reach 12) 2d8+12 On hit: Grappled (escape DC 13).

That all you got?!

Reduce all incoming damage by 2.

Hidden Trap.

(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.

Lvl 6
M42
  • 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.

Form Up!

When adjacent to an ally, attacks against you have disadvantage.

  • Longsword (or Longbow) (2x).

    1d8+8.

Stand Your GroundQ.

Allies attack with advantage so long as you have not moved (or been moved) since your last turn.

That all you got?!

Reduce all incoming damage by 3.

  • Twin Strike (2x).

    1d10+6. OR:

  • Vicious Mockery (2x).

    (Range 12) 1d4+5, Taunted for 1 round.

1285
Separate.

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.

M64
Magic Resistance.

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).

Level 8 Solo Large Barghest
M55/heroSTR+ WIL+
Oh gods, it BURNS!

Morgmora is vulnerable to Fire. If Mogmora is crit with Fire damage, he loses his armor for 1 round.

ACTIONS:
  • Pouncing Strike.

    Move 10, 2d10+8. On crit: Prone.

  • Disappear.

    Mogmora turns invisible until he attacks again.

BLOODIED:

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.

Command.

(1 use) give an ally an extra turn.

Veteran.

The first time you would drop to 0hp, reset to 20hp and use Command immediately.

  • Polearm (2x).

    (Reach 2) 1d10+10.

Lvl 11
H75
Command.

(1 use) give an ally an extra turn.

Veteran.

The first time you would drop to 0 hp, reset to 20 hp and use Command immediately.

You'll die when I say so!

(1/round) When an ally would die, give it 1 hp instead.

  • Flaming Sword (2x).

    (Reach 2) 1d10+10.

Level 11 Solo Undead Torturer
90/heroINT++ WIL++
Protect Me!

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.

LEGENDARY:
  • 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.

BLOODIED:

Shield of Cruelty. (Reaction, 1 use) If Zenobia would be damaged, instead she may reflect that much radiant damage back at the attacker.

LAST STAND:

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.

That all you got?!

Reduce all incoming damage by 6.

  • Whirwind.

    (AoE) 3d12+6. On hit: Knockback 6. Then:

  • Klar.

    3d6+6.

Lvl 12 large
48158
Charge.

2d8 to smaller creatures whenever you move through their space. On damage, Prone.

Overwhelming Stench.

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).

Lvl 12
6145
That all you got?!

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.

Lvl 12
12155
Consumptive Aura.

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.

Level 12 Legendary Hunter & His Cougar
LEGENDARY DUO.

After each hero's turn, choose the Cinderlander or Neverfar to act.

The Cinderlander
60/heroSTR+ DEX+
Hidden Trap.

(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.

Neverfar
50/heroDEX++
Evasion.

If an attack against Neverfar misses, the attackers next attack is at disadvantage.

  • Pouncing Strike.

    Move 10, then 2d12+10.

BLOODIED:

When the Cinderlander is bloodied, he and Neverfar become Invisible until their next attack. If either of their next attacks hit, they crit.

LAST STAND:

When The Cinderlander or Neverfar dies, the living member goes into a rage and has advantage on all their attacks.

Level 12 Solo Assassin Leader
H62/heroSTR+ DEX++
Nimble Assassin.

Cinnabar is immune to Opportunity Attacks.

Parry.

Treat attacks against Cinnabar that roll a 2 as a miss.

ACTIONS:
  • 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.

BLOODIED:

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.

LAST STAND:

Cinnabar is dying! 90 more damage until she dies. Until then her Mantis Swarm summons giant mantis minions (size: d12).

Lvl 13 large
170
Tip the Scales.

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.

Level 13 Solo Large Territorial Monstrosity
H60/heroSTR++ WIL-
Distracted by Beauty.

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.

After each hero's turn, choose one:
  • 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.

BLOODIED:

Savage Roar recharges.

LAST STAND:

The Red Reaver is dying! 115 more damage and it dies. Until then, its attacks use d12s instead of d10s.

Level 14 Solo Gargantuan Fire Worm
H70/heroSTR+++
Cinder Armor.

Vulnerable to Ice, immune to Fire. When crit or dealt Ice damage: (AoE, Reach 3) 1d20 fire damage & Blind 1 round.

Tremor Sight.

Advantage vs any who moved this round.

ACTIONS:
  • 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.

BLOODIED:

Fire Breath recharges.

LAST STAND:

Cindermaw is dying! 125 more damage and it dies. Until then, its Crush attack now covers a 3x8 adjacent area.