starkzero
- •Apex strike.
Move 6. (Reach 3) 2d6+6. On damage, Prone.
- •Eldritch pheromones.
(1/round) Command your minions to move then attack.
- •Hive call.
Summon 2 shardling minions / hero (size: d6). Total minions number at the same time can't exceed 2 x number of heroes. They act at the end of each round.
- •Forced adaptation (4 uses).
A minion transforms into a type of non-minion shardling. Cost transformation LVL uses, rounded up.
At 110 HP, summon 1 Boneshell Shardling for every 2 heroes. They can interpose for the Broodlord while within Reach 2 of it.
At 0, the Broodlord is dying! 70 more damage and it dies! Summon 1 shardling minion / hero (size: d6), then loses access to Hive Call. From now on, ANY shardling within Reach 2 of the Broolord can interpose for it.
This shardling is nothing special, yet.
- Claw.
1d6 (follow minion rules)
Shardlings' attacks have Reach 4 as long as this is alive.
- Sticky belching.
(Reach 4) 2d6+4. On damage, Slowed.
Shardlings can't be critted as long as this is alive.
- Scythe claw.2d6+6
This shardling is nothing special, yet.
- Claw.2d6
Add +1 to Assess DC against shardlings as long as this is alive.
- Confusing strike.2d6+3
Heroes have disadvantage on their Stealth check as long as this is alive.
- (2×) Sharp claws.1d6+1
Shardlings’ attacks don’t miss on a 1 as long as this is alive.
- (2×) Precise stabbing.1d6+1
Shardling attacks deals psychic damage (ignoring armor) as long as this is alive.
- Fraying sanity.
(Reach 4) 2d4+6 psychic damage (ignoring armor). On damage, Dazed.
All shardlings have a Fly speed of 8 as long as this is alive.
- Rending claw.2d6+5