DorgaJohn
Whenever Zenobia would fail a save or take 20 or more damage, she may sacrifice her Lifebinding Spirit, Spawn, instead. She spends her next turn to move 6 and resummon Spawn.
- •DOOM.
(Range 12, undamaged target) DC 15 WIL save or 2d12+30. Half on save.
- •Rebuking Bolt.
(Range 8) 3d12+6. Double damage against those behind cover. (1/round) You may swap places with them.
- •Terror Claws.
2d4+4. On hit: DC 15 WIL save or Dazed and Frightened. Then move 6.
Shield of Cruelty. (Reaction, 1 use) If Zenobia would be damaged, instead she may reflect that much radiant damage back at the attacker.
DIE FOR URGATHOA! Zenobi is dying! 110 more damage and she dies. The hero that most recently damaged her is reduced to 0 HP, and Spawn is sacrificed into a Vengeful Spirit: (Reach 3, AoE) 2d12+6 damage at the end of each of Zenobia's turns.
Cinnabar is immune to Opportunity Attacks.
Treat attacks against Cinnabar that roll a 2 as a miss.
- •Sawtooth Flurry (2x).
Move 8, then (Reach 1, AoE) 2d8+6. On crit, +40 damage.
- •Vanish.
Turn Invisible, then move 8. Invisible until her next attack.
- •Mantis Swarm.
Summon 1 mantis minion/hero (size d8).
- •Feed.
Cinnabar commands all mantis minions to move or fly 6 and attack.
Sprout Wings. Cinnabar grows a set of praying mantis wings and she can now fly double her movement speed. She also makes her first attack at advantage each turn, but her second attack has disadvantage.
Cinnabar is dying! 90 more damage until she dies. Until then her Mantis Swarm summons giant mantis minions (size: d12).
Morgmora is vulnerable to Fire. If Mogmora is crit with Fire damage, he loses his armor for 1 round.
- •Pouncing Strike.
Move 10, 2d10+8. On crit: Prone.
- •Disappear.
Mogmora turns invisible until he attacks again.
I’m your friend! Mogmora tries to Charm all enemies. Each enemy within Reach 4 makes a DC 14 WIL save or is Charmed by Mogmora. If Mogmora attacks a Charmed enemy, on a hit it crits.
Vulnerable to Ice, immune to Fire. When crit or dealt Ice damage: (AoE, Reach 3) 1d20 fire damage & Blind 1 round.
Advantage vs any who moved this round.
- •Crush.
Move or Burrow 6, then (2×6 adjacent area) d44 damage on a failed DC 17 DEX save. (Creatures who fail can spend 1 Action to dive out of the way instead of taking this damage. They move half their speed and land Prone).
- •Bite/Swallow.
(Reach 6) 1d4+40. On crit: Swallowed.
- •Swallowed.
You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.
- •Fire Breath.
(1 use, Cone 8) 7d10, DC 17 DEX save for half.
Fire Breath recharges.
Cindermaw is dying! 125 more damage and it dies. Until then, its Crush attack now covers a 3x8 adjacent area.
If a hero uses an action to make a DC 16 Influence check to perform for it, the Red Reaver is distracted until the performance ends, it takes damage, or it sees someone steal its treasure.
- •Bite.
Fly 6, then 3d10.
- •Rend.
Move 4, then 3d10+10 (Reach 2).
- •Savage Roar.
(1 use) All enemies within Reach 18 suffer 3d10 damage (ignoring armor). DC 16 WIL save or become Frightened 1 round.
Savage Roar recharges.
The Red Reaver is dying! 115 more damage and it dies. Until then, its attacks use d12s instead of d10s.
After each hero's turn, choose the Cinderlander or Neverfar to act.
(3 uses) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 16) and deal 2d10+8 damage.
- •Vindicator (2x).
Move 6, then 2d10+10 (Range 12).
- •Handaxe (2x).
Move 6, then 2d4+6. On crit: Invisible until his next attack.
If an attack against Neverfar misses, the attackers next attack is at disadvantage.
- Pouncing Strike.
Move 10, then 2d12+10.
When the Cinderlander is bloodied, he and Neverfar become Invisible until their next attack. If either of their next attacks hit, they crit.
When The Cinderlander or Neverfar dies, the living member goes into a rage and has advantage on all their attacks.
(1 use) give an ally an extra turn.
The first time you would drop to 0hp, reset to 20hp and use Command immediately.
- Polearm (2x).
(Reach 2) 1d10+10.
(1 use) give an ally an extra turn.
The first time you would drop to 0 hp, reset to 20 hp and use Command immediately.
(1/round) When an ally would die, give it 1 hp instead.
- Flaming Sword (2x).
(Reach 2) 1d10+10.
When adjacent to an ally, attacks against you have disadvantage.
- Longsword (or Longbow) (2x).
1d8+8.
When adjacent to an ally, attacks against you have disadvantage.
- Strike.
1d6+1.
Enemies roll Disadvantage, with +1 Disadvantage. Allies roll Advantage with +1 Advantage.
- I Offer You ABSOLUTION!
(Reach 8) Permit 1 hero to kneel (considered Prone). Otherwise punish them for 2d20+10 damage.
Enemies in Reach 4 have disadvantage on attacks and take 4 necrotic damage at the end of their turn due to intense hunger.
- Hunger Strikes (2x).
2d12. On hit: Starving 1 round. Starving- Dazed, Poisoned, and Slowed.