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Woggy Sognart

Lvl 14 large oni - Aoe
M6138
Oni: Deceptive Veil.

Appear as a medium or small humanoid, act first if nobody sees through your disguise.

Electric Retort.

When crit: use lightning leap.

Choose one.
  • Lightning Leap.

    Teleport 8. 4d6 to all adjacent targets on arrival (doubled against metal armor)

  • Frigid Blast(1 Use).

    (Cone 10) d66 damage (half/ DC 16 Str save). Fail: Restrained (Escape DC 16)

  • Tetsubo.

    3d6+30. On hit: pushed primary die spaces

Oni
Lvl 16 large oni - Controller
6182
Oni: Deceptive Veil.

Appear as a medium or small humanoid, act first if nobody sees through your disguise.

Misty Escape.

When crit: use mist form

Choose one.
  • Hypnotic Breath(1 Use).

    (6 Cone) DC 16 Will save. Fail: Dazed 1 minute (save ends); 2nd Fail: Incapacitated (damage ends)

  • Mist Form.

    Fly 6. Become Invisible and insubstantial until you attack.

  • Devour Soul.

    (Incapacitated target) 80 damage (ignores defense) and recharge hypnotic breath.

  • 2x Claws..

    On crit: Frightened (save ends)

Lvl 10 devil - Summoner
118
Infernal Contract.

If a willing creature signs their name and soul away to the devil's contract, the devil can fulfill their desire with an ironic twist or caveat. A recipient of such a contract can't be resurrected, as their soul is doomed to hell.

Blood Debt.

When crit: use Summon Debtors.

Choose one.
  • Conjure Debtors.

    Summon Infernal Debtor minions (1/Hero;d8) which act immediately. Debtors deal their damage to any melee attackers when slain.

  • (2x) Infernal Contract.

    (Reach 4) 4d6. On hit: Restrained (Escape DC 15)

Lvl 5 devil - Melee
M46
Burning Hoofprints.

Any space you walk through becomes burning till the end of the next round (3 fire damage per square moved through for non-devils).

Choose one:
  • Trident.

    1d6+6. 1d6 extra damage per adjacent Vordine.

  • Whip.

    (Reach 2) 1d6+6. On hit: Prone

Adult Red Dragon
Lvl 10 large dragon - Skirmisher
M1294
Snatch Prey.

The wyvern can drag Grappled creatures its full speed.

Choose one.
  • Bite.

    3d6+20. On hit: Grappled and the wyvern flies 6 for free

  • Stinger..

    (Reach 2) On hit: Poisoned (healing ends)

Lich
Level 12 Solo Undead
M75/heroInt ++ Will++
Unholy Rebuke.

When dealt radiant damage, deal that much damage back at the attacker.

Soul Vessel.

If the lich dies, it reforms in 1d10 days from its soul vessel, as long as its soul vessel isn't destroyed.

At the end of each hero's turns, choose one.
  • Rift Walk.

    Teleport 10. 2d10 to all targets within 2 on arrival.

  • Withering Ray.

    (Range 12) 3d10, on hit: Weakened (Weakened: Disadvantage on STR or DEX attacks and tests, ended by healing)

  • Grip of Death.

    6d10. On hit: Dazed

BLOODIED:

At 50% HP: the lich summons skeletal minions (1/Hero; D10) at the start of each round (they act when summoned).

LAST STAND:

At 100 HP: Heroes gain half as much HP from all healing, and whenever they would be healed the lich regains the other half (can't be brought above 100 HP).

Giant Frog
Lvl 3 large - Skirmisher
Leap(1/Round).

Move 4 any direction when a creature moves into adjacent.

  • Tongue.

    (Range 4) 1d6+8. On hit: pull 4. On crit: Swallowed (Swallowed: Restrained, take 10 damage at the start of your turns, you can't miss the creature that swallowed you)

Ogre
Lvl 4 large - Melee
58
Rampage.

When Bloodied: Your attacks and attacks against you have Advantage

  • Greatclub.

    1d6+10. On damage: knocked back primary die spaces.

Dwarf Cleric
Lvl 4 dwarf(duergar - Controller
49
Duergar: Duergar Resilience.

Can't be Dazed.

Shrink.

When Bloodied, shrink to Tiny. Attacks against you have Disadvantage.

Choose one.
  • Mind Mastery.

    DC 11 Will save. Fail: GM immediately spends on of your actions.

  • Psychic Dagger.

    (Range 6) 4d4+4 psychic damage (ignores defense) On crit: Dazed

Dwarf Warrior
Lvl 2 dwarf(duergar) - Melee
M27
Duergar: Duergar Resilience.

Can't be Dazed.

Enlarge.

When Bloodied, grow to Large and pick becomes 2d4+8

  • Pick.. On crit: Prone
Brain In a Jar
Level 12 Solo Huge Aberration(Illithid)
102/heroInt ++ Will++
Illithid: Hive Mind.

Advantage on Int and Will saves, you can communicate to all hive members telepathically.

Psychic Link.

Each time the elder brain takes damage, you take half as much psychic damage (ignoring defend/interpose). The elder brain can read your thoughts.

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

    (Reach 4) 2d8+20 damage. On hit: Grappled (Escape DC 16)

  • Psychic Link.

    2d8 psychic damage, DC 16 Will save. Fail: Psychic Link (save ends)

  • Sever Psychic Link.

    (One psychically linked target) d88 psychic damage, concentration and psychic link both end.

  • Telekinesis.

    Fly 4. Move a target 8 (DC 16 Str for 4/ Fail: Prone)

BLOODIED:

At 50% HP, the elder brain uses psychic link against all heroes.

LAST STAND:

The elder brain is dying 150 damage and its dead. Until then, the elder brain can use its telekinesis for free each turn.

Ulitharid [Fanart]
Lvl 9 large aberration(illithid) - Summoner
M683
Illithid: Hive Mind.

Advantage on Int and Will saves, you can communicate to all hive members telepathically.

Alpha Illithid.

(1/Round) another non-minion illithid must Interpose for the ulitharid.

  • Conjure Tentacles.

    Summon tentacle minions (1/Hero; d8), which act immediately. When a tentacle hits a target, it is Grappled (Escape DC 15). THEN:

  • Telekinesis.

    Move a target 8 (4 on a DC 15 Str save/ Fail: Prone). This follows forced movement rules.

  • Mass Dominate(1 Use).

    All targets that aren't dominated take 4d8 psychic (ignores armor and interpose) then DC 15 Will save, Fail: Dominated (Dominated: Disadvantage on all attacks, GM controls your first action. Ended by damage)