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Immune to Lightning. When damaged, deal 1d20 Lightning to all adjacent Creatures.
Has Fly 8 (to a maximum height of 8 spaces. She loses Fly when Crit while Unarmored.
- •Stunlock.
Teleport 8, then 1d20+10 Lightning. On Damage: Dazed.
- •Spark Blast.
Fly 8/Move 6, then (Cone 4) DC17 STR save or 2d20 Lightning, Knockback spaces = Primary die/Creature size, rounded up. Half damage only on save.
- •Lightning Bolt.
(Line 8) DC17 DEX save or 4d20 Lightning, half on save.
- •Verbose Incantation.
Fly 4/Move 3, then gain Chant +1. Chant can stack up to the number of Heroes. The stack resets to 0 when Crit or Verbose Incantation is not maintained consecutively.
- •Atmospheric Explosion.
(Range 8, Chant x Chant Area) DC17 DEX save or 4d20 x Chant Thunder damage, half on save. On Damage: Prone.
Vedisa's barrier is shattered, lowering her Armor to Unarmored and Varadé's Cage is lost. Instead, all Creatures that start their Turn in Reach 3 (or enter that area on their Turn) of Vedisa take 1d20 Lightning.
Vedisa is dying! Her Death Ward activates and 140 more damage and she dies. Until then, she Teleports up to 6 in a random d8 direction (1 is North, then clockwise) after using an Action and Hovers if there’s no solid ground. When she dies, her soul transfers to one of her Clones, if available.
Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.
Advantage VS damaged Creatures.
- •Incite Rampage.
2 Severedchain Gnolls can move and make one Ravage attack. THEN:
- •Ravaging Axe (2x).
(Reach 4) 1d10.
Starts combat Hidden (Spot DC 14). When he finishes his Turn, he Hides, if possible. When attacking from Hidden, deal +1d6 on hit to the primary target.
Benny has Advantage on Skill Checks.
- •Shadow Strike (2x).
(Reach 4) 2d6+3, and a second target within 6 spaces of the first takes 1d6 Necrotic that can't miss or crit.
- •Crossbow Snipe.
(Range 12) 5d6+3 (5d6a+3 if he forgoes his Move), and a second target within 6 spaces of the first takes 1d6 Necrotic that can't miss or crit.
Damage types can be Acid, Cold, Fire, Lightning, or Thunder
Takes no damage on successful DEX saves and reduces FALL damage by 40.
- •Flurry of Blows.1d8+4.
(Reach 3) 1d8+4, can Knockback 1. On Damage: Dazed.
- •Elemental Burst.
(Range 6, 4x4 Area) DC14 DEX save or 3d8+4, half on save.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
- •Claw Slash (2x).3d4+5
- •Phlogiston Spray.
(Cone 3) DC13 DEX save or 3d4+10 Radiant, half on save. On Damage: Poisoned.
- •Phlogiston Shot (2x).
(Range 6) 1d4+10 Radiant.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.
The Berserker can Grapple one Astral Sea Pirate for free each Turn.
- •Claw Strike (2x).2d4+5.
On Damage: Grappled.
- •Grab n Throw.
(Range 4, 2x2 Area) Toss Grappled Creatures into the area. DC13 DEX save or 1d4+10 per Creature thrown. The tossed Creature also takes this damage.
- •Phlogiston Shot.
(Range 6) 1d4+20 Radiant.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Does not die at 0 HP. Only a crit while at 0 HP can kill it.
- •Reinforced Claws (2x).3d4+6
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Launcher (2x).
(Range 6) 1d4+10 Fire.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to Thunder. Whenever it is hit by damage types other than Thunder or mundane, it gains Energized.
This is a stackable condition up to a max of 3 times. It is used for Plasma Cannon.
- •Grafted Blade (2x).3d4+5
- •Wave Generator.
(Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.
- •Plasma Cannon.
(Energized 3, Range 8) d44 Fire.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Starts Combat with two Astral Pirate Militia minions/Hero (size: d4, Range 12).
- •Warp.
Teleport 12.
- •Phlogiston Slash.
Move 6, then 6d4+5 Radiant, Knockback 2.
- •Phlogiston Beam.
Teleport 6, then (Line 6) DC16 DEX save or 1d4+20 Radiant.
- •Summon Commandos (1 use).
Summon 1 Astral Pirate Commando per Hero.
Reinforcements! Summon 2/Hero Astral Pirate Militia minions and Summon Commandos recharges.
The Commander is dying! 120 more damage and it dies. Summon 4/Hero Astral Pirate Militia minions and Summon Commandos recharges.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Can replace Move 6 with Jump 8.
Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.
- •Grafted Rifle.
(Range 12) 4d4+10.
- •Grafted Blade (2x).3d4+2.
- •EMP Grenade.
(Range 8, 2x2 Area) 3d4 Lightning. On Damage: Shuts down the regen of their Shields* for one extra Round.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
Vulnerable to Fire. When it takes Radiant damage, it also takes +5 Fire damage (ignoring Armor).
- •Heavy Pistol (3x).1d4+2.
(Range 12) 1d4+2.
- •Homing Missile (2x).
(Range 6) 3d4, any die is Primary.
- •Sacrifice Strike.
(HP <6) Fly 8, then Explode. (Reach 3, AoE) DC12 DEX save or 3d4+10 Thunder. The Aerotrooper also takes this damage.
Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.
- Shoot.
(Range 12) 1d4 (follows minion rules).