
Whenever Eldrick would fail a save or take more than 15 damage while he has a creature Dominated, he may avoid the attack instead, but all Dominated creatures come to their senses.
- •Dominate.2d12.
(If no creatures are Dominated) Choose half of the heroes to suffer psychic damage (ignoring armor). DC 15 WIL save or Dominated as well. Dominated: Rolls are made with disadvantage. Eldrick spends your first action on each of your turns. Damage ends.
- •Mind blown.6d12.
(Dominated creature) Contested INT or WIL check, on success: Avoid damage but Dazed. Cannot be Defended or Interposed against.
- •Control.
Teleport 8. (Reach 8) DC 15 WIL save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 125 HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a Dominated creature, making them the new target of the attack.
Eldrick is dying! 110 more damage and he dies. Until then, Dominated no longer ends on taking damage. Every hero makes a WIL save or become Dominated.