On Silverwinds

Enemies and NPCs made for Silverwinds

Lvl 1 construct
0
Pylon of Elemental EEVVVIIIL .

The pylons emit elemental energy. One is immune to one of the elements but vulnerable to another.

  • Immune to Fire; Vulnerable to Water or Ice
  • Immune to Ice; Vulnerable to Fire
  • Immune to Lightning; Vulnerable to Ice or Earth
  • Immune to Wind; Vulnerable to Fire

If a element not immune hits a pylon, it combines with it and isn't destroyed. But its Emit ability changes to the two combined elements. On the next attack, the Pylon will be destroyed.

Choose one.
  • Emit.

    Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.

Lvl 2 small demon
6
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Horrid Stench.

If a creature starts its turn within 2 spaces of 3 Pitlings, the creatures are poisoned

Choose one.
  • Stab.

    1d6 (follows minion rules)

Pitlings are one of the most smallest and weakest creatures of the underworld. Feeding on insects and scraps. They like to boast a tough game and attack anything larger than them, but fall easily in line of the commands of a stronger demon with one smack across the head.

Lvl 2 humanoid
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

Choose one.
  • Psychic Knife.

    Range 8: 1d8 (see Minion Rules)

Level 2 Solo Construct "Evil Wizard"
H55
Pylons of Elemental EEEEEEvvvvvil.

Tutor is powered by the Elemental Pylons. They are immune to each pylon that is of the corrospawning element; Fire, Ice, Lightning, Wind. When each pylon is destroyed, Tutor is vulnerable to that damage type.

Magic Surge?

When an non-(1/use) crits, restore a use of one

Choose one.
  • Magic Bolt..

    On Zapped Targets: Consume and Gain Advantage

    On Smoldered Targets: Consume and Add extra damage die

  • Lightning Bolt! (1/use)..

    AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.

  • Fiiiire Ball! (1/use)..

    Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.

BLOODIED:

At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.

LAST STAND:

Tutor is Dying! (Hopefully not actually) 20 more damage and Tutor will "die". Until then, All 1 use abilities are restored. If already have 1 use, they gain a extra one.

Lvl 2 demon - Skirmisher
34
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (or Range 8)

Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.

Lvl 3 demon - Skirmisher
41
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Legionare Bodyguard.

When another Demon of higher level is attacked, Minor Baatez can interpose for them.

Choose one.
  • Strike (2x)..

    (or Range 8)

Minor Baatez are slightly more humanoid demons. Only enough to wield weapons, but not enough to to think for themselves. Often found as foot soldiers for more component devils.

Lvl 3 beast - Striker
M6833
Choose one.
  • Rend (2x).
Level 4 Solo Demon
M125
Will +
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

After each Hero's Turn, summon a Imp minion (d8) within 8 spaces and choose one:
  • Cappriccio..

    (Or Range 8) Automatically crit on charmed targets, removing it. Spending a soul can inflict a wound.

  • Imp Choir.

    Range 8: Charm a target on a failed DC 12 WIL save. Charmed targets must move toward and dance with the Maestro.

BLOODIED:

At 62 health, Maestro is bloodied! Maestro can use Cappriccio twice.

LAST STAND:

The Maestro Demon is dying! 40 more damage and they will die! The Maestro Demon will start the Finale! With 4 more Crits from the Maestro, the Maestro Demon will reduce all creature's Hit Points to 0.

Level 4 Solo Human Mage
125
WIL +
For My Love.

Reaction: Geoffery III and his minions can interpose for Elizabeth and his family up to 6 spaces.

Create Shadow Minion, then choose one:
  • Shadowbolt..

    (Range 8) On Crit: Create Shadow Minion

  • Shadow Burst..

    Select a Shadow Minion, cause it to explode and expand into a darkness cloud that blinds those that enter in a 3x3. DEX Save DC 12, on failure: Full damage, On Success: Half Damage.

  • Strike!.

    Command all Minions made by Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.

BLOODIED:

When either Chironbow are Bloodied at 62 Hit Points, Minions can take a extra hit when they interpose.

LAST STAND:

When either are dying! 40 more damage and they die! Minions they make are doubled.

Meant to duo with Elizabeth Chironbow

Lvl 4 human mage - Support
125
For My Love.

Reaction: Elizabeth and her minions can interpose for Geoffery III and her family up to 6 spaces.

Call Demon.

After 10 minions have been summoned, all minions are sacrificed to summon a Demon.

Create Lifebind Spirit Minion and then choose 1.
  • Spirit Shard..

    (Range 8) For every ally within Range 4, stack ADV for each ally.

  • Strike!.

    Command all Minions by both Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.

  • Exchange (1/use)..

    Select a minion, those in Range 2 of the minion make a DEX Save DC 12. On Failure: Full Damage and blinded. On Success; Half damage. Allies of Elizabeth those in Range 2 of the Lifebind Spirit Minion are healed half of the damage.

Meant to duo with Geoffery Chironbow III

Lvl 4 humanoid - Striker
M39
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

Full Force (1/use).

Can force the damage die to be a crit. If the psion naturally gets a crit, they can restore a use of this ability.

Predator.

Advantage on frightened targets

Choose one.
  • Psychic Flay (2x)..

    (Or Range 6) On Hit, on one creature, force a WIL Save DC 12. On Failure: Force target to relive their worst fear and become frightened On Success: Immune for 24 hours.

Level 5 Solo Large Demon
M150
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Lightning Aura.

Crits are negated and crit effects do not trigger. If they would be critted, Voltaic Celesto inflicts the target with Charged. Charges can stack. All creatures that would start next to the Voltaic Celesto will gain a stack of Charged.

Lightning Step.

Before or after attacking, Voltaic Celesto can teleport 12 spaces.

Voltaic Black Knight.

Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.

After each Hero's Turn, choose one:
  • Voltaic Slash (2x)..

    (Or Range 8) On Crit: Inflict Charged.

  • Discharge.

    Range 6: Consume all charges within Range 12 to inflict Lightning Damage. 1d12 for each Charge stack consumed. Dex Save DC12: Failure: Full damage and target's Charged Stacks are not consumed. Success: Half damage and Charged Stacks are consumed.

BLOODIED:

At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!

LAST STAND:

50 More damage and they die! Until then, all charge stacks inflicted double.

Otyugh
Lvl 6 demon - Skirmisher
M54
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Ruin.

When a creature heals within 5 spaces of the Misophaes, the creature makes a STR Save DC 13. On Failure: They do not heal, and all creatures in Range 5 take the healing in Necrotic Damage instead.

Skirmisher.

After hitting, the Misophaes can move 3.

Choose one.
  • Claw (2x).

A more lean demon. Known as a Threat Level 2, Misophaes are natural predators commonly found. Rushing down their pray, running away and coming back to finish them off. They can follow their pray easily without getting tired.

Lvl 6 demon - Skirmisher
H41
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Ire.

Always will focus on the creature that last striked it. Gain +3 Speed moving toward their Ire.

Brute.

Attacks also knockback a number of spaces equal to the primary die rolled.

Choose one.
  • Cleave.

Big, bulky and massive, the Antenoras are demons that underwent massive pain and adapted to it, wielding weapons that were used to give them this adaption. They seem to anger easily and strike at the last thing that attacked it. Best not poke the bear.

Lvl 7 demon - Melee
M63
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Interpose.

Can interpose for its allies

Parry.

Attacks miss on a 1-2.

Choose one.
  • Strike. .

    (Or Dark Slash: Range 8)

Lvl 8 large demon - Defender
H655
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Painful Shrek (1 Soul).

Upon taking damage, the Manok chooses a creature to take the same damage they took.

Choose one.
  • Rend (2x)..

    On hit, target is Grappled

  • Wail of Agony (1 Soul)..

    Psychic. Range 6: All creatures make a WIL Save DC 14. On Failure: Full damage. On success: take half.

Manoks are hellish brutes of the hells. Obsidian and brimstone are embedded into their fists with their ape like walking posture. Resulting in it them dealing heavier damage than most demons. Shifting between Threat Levels 2 or 3. One could be easy enough for a platoon to handle, but a large number of them could be a Threat Level 4.

Lvl 8 Controller
M673
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

Try Again.

Reaction: Range 6: Can choose an ally to increase their Damage Die by 1 or an enemy's die decreases by 1.

Choose one.
  • Time Thief..

    On Hit: Choose 1 to grant to self or allies in Range 8:

    > Gain Temp Hit Points equal to Damage. > Gain Double Speed

  • Playback/Fast forward.

    Can choose 1 creature to teleport 8 Spaces to a spot the Chronopath can see. If creature is unwilling, they must make a INT Save DC 14. On Success: Only move half spaces.

Level 9 Solo Psion Orc
250
Int ++
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

After each Hero's turn, pick one
  • Concussive Slam..

    (or Range 8). ADV toward Frightened targets.

  • Face your Fear (1/encounter).

    Create ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside. As long as a creature has a fear minion summoned, they are Frightened of it.

    1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1,1d12 each)

BLOODIED:

At 125 Hit Points, summon 2 Fear Minons/Hero, When these are within range 2 of a creature, that one creature is Frightened

LAST STAND:

Johan is Dying! 90 more damage and Johan will die! Their Concussive Slam can target one additional target in Range 2 of that target.

Lvl 11 demon - Ambusher
133
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Call Minions.

Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.

Teleport.

When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.

Choose one.
  • Whip Arm Blade (2x)..

    (Range 8)

  • Judgement (1 use/encounter)..

    Line 8. DEX Save 15. On Failure: full damage and knocked spaces equal to primary die. On Success: Half damage.

The Judecator are long slander surrounded and entangled by some kind of purple filament that acts some kind of energy and acts as their arms, looking similar to the Antenora Berserker, also found together. They like to teleport around the battlefield and more so lead the battle with their summons

Lvl 13 humanoid - Summoner
M6132
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

Choose one.
  • Psychic Blast (2x). .

    (Or Range 8.) On Hit: Double distance on Telekinetic trait

  • Face your Fear (1/encounter).

    Ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside.

    1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1, 1d12 each).

Lvl 15 demon - Melee
H122
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Parry & Strike.

Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.

Threat Assessment.

Changes targets when they are crit.

Choose one.
  • Strike (2x) . .

    (Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.