DanDraco
Attack an extra time with another spell. If Crit, restore a use.
When Tasar fails a Save or takes 20+ damage, they can remove a condition from an enemy to negate it instead.
- •Elemental Bolt (Tier 0 Spell).1d10+10.
Choose between:
- Fire: Range 8. If hit on Drenched or Hampered from Ice, create steam in 3x3 aoe that blocks vision On Crit: Inflict Smoldering
- Ice: Range 12. On hit: Slowed for 1 turn. If Hit on Drenched target, Restrained. If hit on Smoldering, create steam in 3x3 aoe that blocks vision. If hit on Charged Target, those in Reach 3 are pulled 1 space.
- Lightning: Range 12. Advantage on Drenched Targets. On Hit: target gains Charged. If Targets are Drenched within Reach 3 of the original target, Drenched Targets are also hit.
- •Combustion (Tier 3 Spell).4d10+5.
Fire. Range 8, 4x4 Aoe, On hit: Inflict Smoldered. If already Smoldered, remove it, and double damage.
If hit Hampered from Ice or Drenched targets, create steam in 3x3 aoe that blocks vision.
- •Glacial Shard (Tier 2 Spell).3d10+5.
Ice, Range 12.
If Hit on Drenched targets, Restrained and create 3x3 icey difficult terrain. If Hit on Smoldered Targets, create 3x3 Steam cloud that obscures vision If Hit on Charged Targets, same size creatures in Reach 3 of creatures are pulled in 1 space.
- •Frigid Wind (Tier 5 Spell).4d10+12.
Reach 10, AoE, STR Save DC 16 On Failure: Become Slowed, On Success: Half and not slowed. Drenched Targets automatically fail and become Restrained.
- •Lightning Bolt (Tier 3 Spell).4d10+10.
Lightning, Line 12. DEX Save DC 16. On Failure: Full damage. On Success: Half Damage.
Drenched Targets automatically fail. Hampered Targets from Ice are pulled 2 spaces toward the Line 12, if in the line, they are hit as well.
At 162 HP, when Tasar uses Master Elementencer, he can cast a spell, but can't inflict conditions this way.
120 more damage and Tasar dies! Until then, Tasar gains Magical Bloom: Spellfire
Magical Bloom: Spellfire. Before Tasar's turns start, all those in Reach 5, AoE, make a DEX Save 16 take 1d20+10 damage of fire, lightning, or ice or half on success, and any with Smoldered, Hampered or Charged (pick one), automatically fail.
Immune to Crits, If Critted by bludgeoning, reduce Armor 1 step.
Slashing, Piercing, Psychic, Petrified, Incapacitated, Poisoned
- Rend.3d6.
Also hits another target if they are in reach.
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.
Attacks can Push and Pull targets equal to primary die.
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.
When The Crystal Knife moves, they leave behind an echo of their previous location. When they use an action from their statblock, they make a copy of it. This copy is considered a minion.
Reaction: If The Crystal Knife suffers from a failed Save or Crit, she can swap places with their Echo and have that Echo interpose for her.
- •Doom Bolt.3d8+4.
Psychic (Or Range 8). If on Frightened creatures, cleanse condition and then inflict a Wound. On Crit: Reveal their future... Inflict Frightened
- •Witness the End (1 use).8d8.
Inflict Frightened and Psychic Damage to all enemies within Reach 8, half on a DC 15 WIL save.
(137HP) Restore uses of Witness the End, and create 2 echoes along The Crystal Knife's path.
(100): The Crystal Knife becomes a massive Dragon form as the Eye of Savior empowers them, becoming a huge creature. Grants them new abilities:
Trait: Final Countdown. Range 10, A psionic aura damages 2d8 psychic damage when they damage The Crystal Knife. Attacks from The Crystal Knife increase range by the result of 1 Primary Die. Once Range becomes 20, The Crystal Knife MUST use Doomsday on their next turn.
Action: Doomsday. 6d12 Psychic. Only if Final Countdown reaches 20, Aura explodes All in Range 20 must make a STR Save DC 15 or take full damage. Half on success.
When Combat starts, Jack Spawns 3 mech arms on his person. As long as Jack has these arms he has the following:
- Has 1 Advantage on all saves.
- He has Heavy Armor, halving even spell damage
- They add +X for every arm there is active to all damage rolls.
- He has SPD and Climb SPD 12.
- Melee attacks miss on a 2, if they do miss, they take +X Damage.
When Jack fails a save or takes 20+ damage, he can disable a mech arm to prevent that instead. If all are disabled, he can use a action to restore all uses.
- •Blade Slash (x2).3d8.
+X. On Crit: Restore a use of Arm Shot
- •Arm Shot (Fires times equal to arms active)(1/use).1d12.
Multi-Target, Range 8. Jack Prepares a element between Fire, Lightning, Cold, or Wind then fires that element at X targets in range.
At 162: Rregain all Mech Arms usages as they convert into drones.
120 more damage and Jack is finished! Jack absorbs all of the mech arms into himself! "Master" of Magicktech and Work, You Stupid Machine! are disabled as Jack gains Heavy armor and Vicious on his Blade Slash attacks.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
(Reach 8) Offer a hero to learn the Necrotic School + Shadowmancer's exclusive spells
Immune to Offee's Necrotic Damage and Shadow Minions can't harm the Daemongoth.
- •Agonize.6d10+13.
(Or Range 8) On Crit: Frightened If offer was accepted, the Offeree is always Frightened
- •Shadow Minions.
Summon 1/Shadow Minion per Hero facing Daemongoth, then command all Shadow Minions, including Offeree's own Shadow Minions to Move 6 then attack 1d10 any targets they are able.
Ranged attacks damage are lowered by 10. If its reduced to 0, the attack is launched back with half the initial damage.
- •Gravity Well. (Tier 6 Spell)(1 use).
4d8+6 Force. AoE, 3x3. Create a gravity well. Those that enter make a STR Save. On Failure, take full damage and reduce speed by half. On success, half damage and no speed loss.
- •Repluse (Tier 4 Spell).
4d8+6 Force. Range 2. Creatures on a failed STR Save are pulled either 2 spaces toward or away from you. Moonmourne can remove 2 damage die to cause those that failed the save to float helplessly and have 0 Spd.
- •Fling (Tier 1 Spell).
Range: 12. 3d8+6. Throw debris towards the target. On Hit: Push equal to primary die.
- •Comet Violia (Tier 9 Spell)(1 Use).
Line 30. 6d20 Force. Each creature makes a DEX Save or take full damage. Half on success.
At 225 Hit Points, recharge a use of Gravity Well.
At 0, 170 more damage and Moonmourne will die. Until then, Repluses Range doubles Comet Violia recharges, and can be done in a Cone 15.
The Ram Bear uses its horns to collect debris. Depending on what it has, it has one of the following effects, until it uses Sling.
- Boulder (Mountain). Gain 1 Armor Step.
- Snow (Arctic). Those in Range 2 are Slowed
- Log (Forest). Distance pushed from Ram is doubled.
When the Ram Bear moves, it charges forward. The next attack after charging gains 1 Advantage and if on crit, knocks same size or smaller creatures Prone
- •Ram (2x).1d10+6.
On Hit: Knocks back equal to primary die.
- •Sling.3d10+6.
Range 8: 5x5. AoE DEX Save DC 14 to take half. Sling whatever the Ram Bear has collected. Afterward, collect another material in its horn.
- Boulder. On Failure: Dazed
- Snow. Area is covered in Snow. Those within the area are Slowed
- Log. Those caught are pushed equal to primary die.
Ice Damage and Hampered.
Crits inflict 1 Wound on targets.
Vulnerable to Fire Damage, When crit or dealt fire damage: (AoE, Reach 2) 1d12 fire damage & creates a steam cloud that lingers and Blinded 1 round.
- •Rend .2d10+5.
Ice Damage. Fly 10 before or after attacking. ADV on Wounded Targets.
- •Frost Breath (1/use).4d10.
Ice Damage to all enemies within Cone 8 and Slowed, half on a DC 13 DEX save.
- •Spine Fling.2d10+2.
Range 8: Fling a part of Congelatios spines. Area of Radius 2 of target area becomes a difficult terrain
At 77 Hit Points, all enemies within Range 12 gain a wound and Frost Breath regain its use.
70 more damage and they die! Until then, crits will trigger on 1 less die of 9-10.
After each Hero's turn, choose either Geoffery or Elizabeth to act.
Reaction: Minions created by either Geoffery III or Elizabeth can interpose for each other and their family up to 6 spaces.
- •Shadowbolt.
1d10 (Range 8) On Crit: Create Shadow Minion
- •Shadow Burst.
3d12+2 Select a Shadow Minion, cause it to explode and expand into a darkness cloud that blinded and slowed those that enter in a 5x5. DEX Save DC 12: On failure: Full damage, on Success: half damage.
- •Strike!
Command all Minions to move and attack made by either Chironbow, 1d12 for each minion on any target they can attack.
When 10 minions are reached, summon a Daemongoth.
- •Spirit Shard.
1d10. (Range 8) For every ally within Range 4, stack ADV for each ally.
- •Exchange (1/use).
3d12+2. 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.
When either Chironbow are Bloodied, Elizabeth's minions can take a extra hit when they interpose, Geoffery's minions can damage their attack for 1d10 necrotic when they die.
40 more damage and they die! Minions they make are doubled.
Reaction: Elizabeth and her minions can interpose for Geoffery III and her family up to 6 spaces.
After 10 minions have been summoned, all minions are sacrificed to summon a Demon.
- •Spirit Shard.1d10.
(Range 8) For every ally within Range 4, stack ADV for each ally.
- •Strike!1d12.
Command all Minions by both Elizabeth and Geoffery III to move 6 then attack, they can move remaining speed afterward.
- •Exchange (1/use).2d12+2.
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.
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.
Attacks can Push and Pull targets equal to primary die.
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.
- •Concussive Slam.3d10.
(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)
At 125 Hit Points, summon 2 Fear Minons/Hero, When these are within range 2 of a creature, that one creature is Frightened
Johan is Dying! 90 more damage and Johan will die! Their Concussive Slam can target one additional target in Range 2 of that target.
Targets suffer Dazed on hit from a non-minion demon when another Demon ally is adjacent to them.
Can call 1 Pitling/hero or 1 Antenora Berserker after 1 round. The Antenora Berserker can only be 1/encounter.
When the Judecator moves, they teleport. Can also teleport as a reaction to being hit.
- •Whip Arm Blade (2x).3d8+3.
(Range 8)
- •Judgement (1 use/encounter).5d8+11.
Line 8. DEX Save 15. On Failure: full damage and knocked spaces equal to primary die. On Success: Half damage.