Poppy Valentine, Chosen of Graz'zt
Level 8 Solo Warlock Puppeteer of Waterdeep
M50/heroWIL+
Master Controller.

Whenever Poppy is attacked, her nearest thrall is teleported to Interpose for her. Whenever she or her thralls are Crit, she summons 1/Hero Demon minions (size: d10) within Range 2.

After each Hero's Turn, choose one.
  • Warping Blast.

    (Range 8) 1d10+5. On damage: Teleport target spaces equal to the Primary die, halved (rounded up).

  • Charm (1/Round).

    (Range 6, Concentration) DC14 WIL save or Charmed. While Charmed, Poppy controls one of their available Actions.

  • Backing Band (1/Round).

    Bard moves 6 and grants Advantage to all "allies" for the remainder of the Round.

  • Sonic Storm (1/Round).

    Bard attacks: (Reach 3, AoE) DC14 STR save or 5d10 Thunder, Knockback 2, half damage only on save.

  • Knightwall (1/Round).

    Knight moves 6, then Slash: 1d10+10. Enemies in Reach 1 can’t Move away from Knight.

  • Death Strike (1/Round).

    Assassin emerges from the shadows in melee of a random Hero, then 2d10a+10, then disappears into the shadows.

BLOODIED:

Poppy's thralls become unstable and enraged in their cognitive dissonance! Backing Band can't be used and becomes always active, but attacks have Advantage against them in return.

LAST STAND:

The thralls are defeated and Poppy is alone! 80 more damage and she's defeated. Until then, she loses access to Bard, Knight, and Assassin's abilities, and Charm now affects all Creatures within Range.

Notes

  • Poppy keeps three thralls with her: Bard, Knight, and Assassin. They only act when Poppy spends an Action on an order. They share HP and are her Legendary HP, since Poppy doesn't take any damage until Last Stand.
  • If fighting a small party (3 or less), consider using 2 Rounds per "Round."
  • Charm is Concentration, meaning that only one Hero can be Charmed at a time until Last Stand.
  • Don't forget about the stacking Advantage with Backing Band when combined with Death Strike!
  • Determing random targets: For 3 players, use 1d6 halved (rounded up); 5 players, use 1d10 halved (rounded up). For 4 or 6 players, use a d4 or d6, respectively.
  • Use Backing Band as the first Action.
  • Then use Sonic Storm before they have a chance to Move away.
  • Then use Charm and target the highest damage single attack Hero with a weak WIL save (Cheat/Shadowmancer) and avoid Charming strong WIL saves (Shepherd, Songweaver, and Stormshifter). Even better to target someone who hasn't gone yet. If Charm doesn't work well against the party, then this can be skipped to Death Strike.
  • If the party has 4+ Heroes, then use Death Strike, but instead of a random target, choose the Hero with the lowest HP.
  • If the party has 5+ Heroes, throw Knightwall into the mix to restrict movement. This is purely psychological, as Poppy doesn't take any damage and the thralls share HP.
  • If the party is large enough that all the 1/Round abilities are used, finish off the round with Warping Blast.
  • If a beneficial circumstance shows up on the map that allows you to take advantage of the teleport of Warping Blast for extra damage or removing a Hero from the fight for a round or more, then use it instead of the expected ability.

Collected In