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DanDraco

Level 7 Solo Large Ice Dragon
H155
STR + WIL +
Immunies.

Ice Damage and Hampered.

Open Wounds.

Crits inflict 1 Wound on targets.

Neck Coat.

Fire damage reduces Armor on Congelatios by 1 step for one round.

After each Hero's turn, choose one:
  • Rend ..

    Ice Damage. Fly 10 before or after attacking. ADV on Wounded Targets.

  • Frost Breath (1/use)..

    Ice Damage to all enemies within Cone 8 and Slowed, half on a DC 13 DEX save.

  • Spine Fling..

    Range 8: Fling a part of Congelatios spines. Area of Radius 4 of target area becomes a difficult terrain

BLOODIED:

At 77 Hit Points, all enemies within Range 12 gain a wound and Frost Breath regain its use.

LAST STAND:

70 more damage and they die! Until then, crits will trigger on 1 less die of 9-10.

Level 4 Solo Human Mage
125
WIL +
For My Love.

Reaction: Geoffery III and his minions can interpose for Elizabeth and his family up to 6 spaces.

Create Shadow Minion, then choose one:
  • Shadowbolt..

    (Range 8) On Crit: Create Shadow Minion

  • Shadow Burst..

    Select a Shadow Minion, cause it to explode and expand into a darkness cloud that blinds those that enter in a 3x3. DEX Save DC 12, on failure: Full damage, On Success: Half Damage.

  • Strike!.

    Command all Minions made by Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.

BLOODIED:

When either Chironbow are Bloodied at 62 Hit Points, Minions can take a extra hit when they interpose.

LAST STAND:

When either are dying! 40 more damage and they die! Minions they make are doubled.

Lvl 4 human mage - Support
125
For My Love.

Reaction: Elizabeth and her minions can interpose for Geoffery III and her family up to 6 spaces.

Call Demon.

After 10 minions have been summoned, all minions are sacrificed to summon a Demon.

Create Lifebind Spirit Minion and then choose 1.
  • Spirit Shard..

    (Range 8) For every ally within Range 4, stack ADV for each ally.

  • Strike!.

    Command all Minions by both Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.

  • Exchange (1/use)..

    Select a minion, those in Range 2 of the minion make a DEX Save DC 12. On Failure: Full Damage and blinded. On Success; Half damage. Allies of Elizabeth those in Range 2 of the Lifebind Spirit Minion are healed half of the damage.

Level 9 Solo Psion Orc
250
Int ++
Inheritors: Psion Mask.

The mask of the Inheritors grant the wearer resistance to Psychic damage, abilities and minds cannot be read. Anyone that wears this mask has the other abilities. All Inheritors have a fly speed.

Inheritors: Telekinetic.

Attacks can Push and Pull targets equal to primary die.

Inheritors: Psionic Barrier.

Action: Can create an anti-magic barrier around it in range 3, other creatures with the same ability can use their reactions to assist. When they do, increase the range. Spells and other magic effects cannot pass it, casters inside the barrier are silenced and cannot cast spells and other magical effects are negated. Regular attacks made in and through it are made at disadvantage. In order for spells to break the barrier, an extra cost of mana or hit points equal to the level(s) of the creature(s) that made it can break it.

After each Hero's turn, pick one
  • Concussive Slam..

    (or Range 8). ADV toward Frightened targets.

  • Face your Fear (1/encounter).

    Create ground within Range 4 is difficult terrain for enemies, showing visions of creatures worst fears. Spawn a Fear Minion, when it dies, it degrades in die size(d12->d8->d6->d4->dead) for each creature inside. As long as a creature has a fear minion summoned, they are Frightened of it.

    1/turn: After an attack, command ALL of minions to move 6 spaces then attack (Reach 1,1d12 each)

BLOODIED:

At 125 Hit Points, summon 2 Fear Minons/Hero, When these are within range 2 of a creature, that one creature is Frightened

LAST STAND:

Johan is Dying! 90 more damage and Johan will die! Their Concussive Slam can target one additional target in Range 2 of that target.

Lvl 11 demon - Ambusher
133
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Call Minions.

Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.

Teleport.

When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.

Choose one.
  • Whip Arm Blade (2x)..

    (Range 8)

  • Judgement (1 use/encounter)..

    Line 8. DEX Save 15. On Failure: full damage and knocked spaces equal to primary die. On Success: Half damage.

Lvl 6 demon - Skirmisher
H41
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Ire.

Always will focus on the creature that last striked it. Gain +3 Speed moving toward their Ire.

Brute.

Attacks also knockback a number of spaces equal to the primary die rolled.

Choose one.
  • Cleave.
Level 5 Solo Large Demon
M150
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Lightning Aura.

Crits are negated and crit effects do not trigger. If they would be critted, Voltaic Celesto inflicts the target with Charged. Charges can stack. All creatures that would start next to the Voltaic Celesto will gain a stack of Charged.

Lightning Step.

Before or after attacking, Voltaic Celesto can teleport 12 spaces.

Voltaic Black Knight.

Voltaic Celesto gains ADV stacks for each Charged stack of each target they are facing.

After each Hero's Turn, choose one:
  • Voltaic Slash (2x)..

    (Or Range 8) On Crit: Inflict Charged.

  • Discharge.

    Range 6: Consume all charges within Range 12 to inflict Lightning Damage. 1d12 for each Charge stack consumed. Dex Save DC12: Failure: Full damage and target's Charged Stacks are not consumed. Success: Half damage and Charged Stacks are consumed.

BLOODIED:

At 57 hit points, Voltaic Celesto is bloodied. But they are super charged, they have heavy armor!

LAST STAND:

50 More damage and they die! Until then, all charge stacks inflicted double.

Lvl 7 demon - Melee
M63
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Interpose.

Can interpose for its allies

Parry.

Attacks miss on a 1-2.

Choose one.
  • Strike. .

    (Or Dark Slash: Range 8)

Lvl 15 demon - Melee
H122
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

Parry & Strike.

Attacks against Nelo Celesto miss on a 1-2. Attacks that do miss, Nelo Celesto can use Strike.

Threat Assessment.

Changes targets when they are crit.

Choose one.
  • Strike (2x) . .

    (Or Dark Slash Range 8). Every successive attack against the same target adds an extra die to that target.

Lvl 3 beast - Striker
M6833
Choose one.
  • Rend (2x).
Level 4 Solo Demon
M125
Will +
Demons: Soul Drain.

Targets suffer Dazed on hit when an Demon ally is adjacent to them.

After each Hero's Turn, summon a Imp minion (d8) within 8 spaces and choose one:
  • Cappriccio..

    (Or Range 8) Automatically crit on charmed targets, removing it. Spending a soul can inflict a wound.

  • Imp Choir.

    Range 8: Charm a target on a failed DC 12 WIL save. Charmed targets must move toward and dance with the Maestro.

BLOODIED:

At 62 health, Maestro is bloodied! Maestro can use Cappriccio twice.

LAST STAND:

The Maestro Demon is dying! 40 more damage and they will die! The Maestro Demon will start the Finale! With 4 more Crits from the Maestro, the Maestro Demon will reduce all creature's Hit Points to 0.

Lvl 1 construct
0
Pylon of Elemental EEVVVIIIL .

The pylons emit elemental energy. One is immune to one of the elements but vulnerable to another.

  • Immune to Fire; Vulnerable to Water or Ice
  • Immune to Ice; Vulnerable to Fire
  • Immune to Lightning; Vulnerable to Ice or Earth
  • Immune to Wind; Vulnerable to Fire

If a element not immune hits a pylon, it combines with it and isn't destroyed. But its Emit ability changes to the two combined elements. On the next attack, the Pylon will be destroyed.

Choose one.
  • Emit.

    Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.