F

Finnyous

M24
  • Bash.
Spark Step.

When damaged, teleport 4

  • Arc Lightning (Range 12)..

    Also strikes the next closest creature. On Miss: damage self instead

remixed from Bandit Fire Mage
Fiery Shield.

Melee attackers suffer 2 fire damage and gain Smoldering

  • Heart's Fire (Reach 8).

    An ally can move or attack. Then:

  • Pyromancy (Range 8). to a Smoldering Target
remixed from Bandit Fire Mage
Fiery Shield.

Melee attackers suffer 2 fire damage and gain Smoldering

  • Heart's Fire (Reach 8).

    An ally can move or attack. Then:

  • Pyromancy (Range 8). to a Smoldering Target
remixed from Bandit Captain
  • Slice (3x). .

    (or Shoot, Range 8)

remixed from Bandit Minion
  • Stab .
remixed from Assassin
Lvl 2
24
Sneak.

You are invisible until you attack

  • Poison Blade (2x)..

    On Damage: Dazed

remixed from Bandit
Lvl 1/3
12
  • Stab. (or Shoot, Range 8)
Cloaker
Lvl 7 large ray
M88452
Shadow Camouflage.

While in dim light, darkness, or murky water, attacks against the Cloaker have disadvantage.

Bright light suppresses this ability.

Shadow Undertow (on initiative 20).

Every creature within 4 spaces of the waterfall makes a DC 13 STR save.

On a failure, they're pulled 3 spaces toward the waterfall.

Move 8 and attack
  • Bite and Smother..

    After attaking a creature, the Manta may "latch on" to it's face

    While attached

    The Cloaker occupies the target’s space and moves with it. The target is Blinded. The Cloaker can attack only the attached target. Damage dealt to the Cloaker is divided evenly between the Cloaker and the attached target.

    The target or an adjacent hero can spend an action and make a DC 13 STR save to tear the Cloaker free.

Level 23 Solo Gargantuan AC 23
620STR CON
Save DC 24.

1d20+16 STR 1d20+10 DEX 1d20+16 CON 1d20+8 INT 1d20+10 WIS 1d20+16 CHA

Truesight, Speed of 120'.
Immunities .

Necrotic, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned and it's shape cannot be changed through any means.

Resistant to cold

Legendary Resistances 4/day.
Holy Damage.

The first time GIGA ROCK takes radiant damage on a creature's turn, he takes an additional 20 radiant damage, and 2 Butt Rock Groupies appears in an unoccupied space within 30 feet of him.

After each hero’s turn choose 1
  • Necrotic Scream.

    (CON 24) A 90' wide cone of necrosis shoots out of Kid Rocks mouth doing 2d10+20 necrotic damage.

    A creature that fails the saving throw is deafened until the end of its next turn, while deafened this way it has disadvantage on attack rolls

  • Inward Singing.

    Giga Rock starts inwards singing. Each creature within 60 feet must succeed on a DC 24 Strength saving throw or be pulled to within 15 feet in front of GIGA ROCK, take 1d10+10 necrotic damage, and GIGA ROCK regains 30HP. On a successful save, the creature isn't pulled and takes half damage.

    Crowd Surf. After resolving this ability, every Butt Rock Groupie may immediately move up to its speed toward Giga Rock or the nearest enemy without provoking opportunity attacks.

  • Swipe.

    (1d20+19) Giga Rock makes one Swipe attack against each creature of his choice within 60 feet. On a hit, the target takes 1d10+10 bludgeoning damage and Giga Rock chooses one:

    Push the target up to 30 feet.

    Knock the target prone.

    Grapple the target.

  • Dethchord.

    (CON 24) GIGA ROCK slams a devastating chord on his guitar. Each creature within line of sight takes 6d10+25 thunder damage, or half as much on a successful save.

    On a failed save, until the end of its next turn, the creature's speed is halved, it can't take reactions, and it can either take an action or a bonus action on its turn, not both.

BLOODIED:

At 310, GIGA Rock summons forth the dead. Enough butt rock groupie minions appear so that there are 4 for every PC and they attack the party at the start of the round

LAST STAND:

GIGA Rock is dying. 200 more damage until he dies. Until then he transforms to phase 2

remixed from Leviathan
Specter
Lvl 1 tiny
1208
Terrifying.

If an enemy starts their turn within 5 feet of other wisps the enemy must succeed on a WIL saving throw or be frightened until the start of their next turn. The DC for this saving throw equals 10 plus the number of Wisps within 5 feet of the enemy. On a successful save, the enemy is immune to the Terrifying trait of all shades for the next 24 hours.

Move 12 then attack or turn invisible
  • Shine.

    1d8 melee per Wisp 2d8, 3d8, 4d8

Level 7 Solo Huge Dragon
M176All
Shadow Breath (1/encounter).

Fly up to 8 spaces into the air and mark a 5×5 area within Reach 12. On the Nine Tails’ next turn, creatures in that area make a DC 13 DEX save, taking 3d10+15 shadow damage on a failure or half as much on a success. The Nine Tails then lands in or adjacent to the area, knocking adjacent enemies Prone.

Crush.

(Prone creature, Reach 2) Move 6 3d10+10, 1 Wound.

Tooth & Claw.

(Reach 2) Move up to 6. During this movement, attack up to 2 different creatures dealing 1d10+10.

Mighty Tail (Cone 3).

1d10+10 damage (min 6), and they are knocked back 3 and prone.

Living Darkness.

The dragon can move through occupied spaces.

BLOODIED:

At 100 HP The Nine Tails is bloodied, Shadow breath recharges.

LAST STAND:

At 0 HP, the Nine Tails is dying! It dies after taking 70 more damage. Until then, it creates a reach 3 aura of magical darkness centered on itself. Enemies in the darkness have disadvantage on attacks against the Nine Tails. After resolving an attack, the Nine Tails may move up to 3 spaces without triggering Opportunity Attacks.