Mokmurian
Level 15 Solo Huge Stone Giant Mage
H290
STR+ INT++
Reflexive Spell Catch.

Ranged attacks and spells have disadvantage on Mokmurian. Once per Round as a reaction, if a spell or ranged attack misses Mokmurian can throw it back (DC 17 DEX save or 3d10 damage).

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

    (Reach 3) Move 8, then 3d12 damage. On hit: Prone. On crit: Mokmurian heals 2d10.

  • Fire Rays.

    (Range 16) Move 4, then 3d6 fire damage to 3 heroes.

  • Fireball.

    (1 use) Throw a ball of fire that explodes in Range 12. Each creature in a 7x7 square makes DC 17 DEX save or 8d8 fire damage, or half on save.

BLOODIED:

At 145 HP, Mokmurian's Fireball recharges.

LAST STAND:

Meltdown. Mokmurian is dying! 120 more damage and he dies. Until then each creature that starts their turn within 4 spaces of him takes 3 fire damage. When he dies he explodes, and each creature in the area takes 4d6 fire damage.