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GregCanela

Level 15 Solo Huge Greed Golem
H300
STR+++
Magic Resistance.

Spell attacks have disadvantage on the statue and the statue has advantage on saves against spells.

After each hero's turn, choose one:
  • Stone Glaive.

    (Reach 3) Move 8, then 3d12+10. On hit: Dazed.

  • Ground Slam.

    (Reach 4) Each creature in reach makes a DC 17 STR save or 6d6 damage and fall Prone.

  • Glaive Whirl.

    (1/Round) Move 8, then 3d12 damage to all creatures within Reach 3.

Level 14 Solo Wrathful Leader
H290
STR++ INT+
Explosive End.

When Athroxis is at 15 or below HP, she immediately sacrifices herself blowing herself up. Each creature within Reach 4 makes DC 17 DEX save or take 8d6 damage, half on save.

Spark Step.

When damaged, teleport up to 4 spaces. Then each creature in 1 space takes 4 lightning damage.

After each hero's turn, choose one:
  • Flaming Whirl.

    3d10+6 fire damage to all creatures within Reach 2.

  • Arc Lightning.

    Move 6, then 3d12 (Range 20). Also strikes next closest creature.

  • Elemental Wave.

    (1 use) Teleport 8, then (Cone 12) DC 17 INT save or 8d8 damage (Athroxis chooses damage type for each creature between acid, cold, fire, lightning, poison or thunder). Half on save.

BLOODIED:

At 145 HP, Athroxis recharges Elemental Wave.

Level 14 Solo Overweight Slime Mage
M350
STR- DEX- INT+++
Heart of Slime.

Once per round, Jordimandus can turn a crit against him into a normal hit. When a creature in 2 spaces hits him, they take 3 acid damage.

After each hero's turn, choose one:
  • Acid Burst.

    3d8 damage (Melee or Range 12). On crit: Poisoned for 1 Round.

  • Summon Slimes.

    Summon slime minions (3/hero, size: d8); they act only when commanded.

  • Consume Them!

    Command all of your slime minions to move up to 6 spaces and attack once each.

BLOODIED:

At 175 HP, acid burst out from Jordimandus, dealing 4d12 acid damage to each creature in Reach 5. DC 16 DEX save for half.

Level 13 Solo Mithral Skinned Mage
H240
INT++
Conductive Skin.

Ordikon is vulnerable to lightning damage. When he takes lightning damage, he stores it and on his next attack he deals an additional 2d12 lightning damage.

Mithral Skin.

Once per Round, due to Ordikon's metallic skin he can turn a crit into a normal hit.

After each hero's turn, choose one:
  • Mithral Strike.

    Move 6, then 3d12 (Melee or Range 12). On crit: Dazed.

  • Gravity Pulse.

    (1/Round) Teleport 20. Then each creature in Reach 4 makes a DC 16 STR save, taking 3d10 and knocked back 4. Half on save.

  • Cone of Cold Metal.

    (1 use) Move 6, then (Cone 12) DC 16 DEX save or 8d8 damage and knocked Prone. Half on save.

BLOODIED:

At 120 HP Ordikon's Cone of Cold Metal recharges.

Level 15 Solo Azlanti Lich
H250
INT++
Magic Resistance.

Cantrips and Tiered spells have disadvantage on Azaven, and Azaven has advantage on saving throws against spells.

After each hero's turn, choose one:
  • Paralyzing Touch.

    Move 6, then 1d4+14. On hit: Dazed. On crit: Incapacitated for 1 Round.

  • Arc Lightning.

    4d12 (Range 12). Also strikes the next closest enemy.

  • Frightful Gaze.

    (1/Round, Range 12) Azaven glares at one target. DC 17 WIL save or 3d8 psychic damage (ignores armor) and Frightened 1 Round. Half on save.

BLOODIED:

Disrupt Life. At 125 HP Azaven teleports 10. Then he unleashes a burst of necrotic energy. Each creature in Reach 5 must succeed on a DC 17 STR save, or take 6d6 damage. Half on save.

Level 15 Solo Huge Ancient White Dragon
H320
STR+ WIL+
Rimeblade Aura.

Others suffer 3 damage for each space they move while within Reach 4.

Shielded by Ice.

Vulnerable to Fire and Bludgeoning damage. Arkrhyst is enraged and gains advantage on his next attack.

After each hero's turn, Fly 12 or choose one:
  • Wall of Ice.

    (1 use, Reach 20) Summon a wall of ice 10 spaces in a line.

  • Bite.

    Move 4. (Reach 3) 2d10+10. On damage, Frostbite: Can't use Reactions (healing or fire damage ends).

  • Shattering Claws.

    Move 8. (Reach 3) 3d10. Any die can be chosen as the primary die against a Hampered target. On crit: deal +30 damage instead of rolling additional dice.

  • Blizzard.

    (1 use, AoE, Reach 10) 3d8+20 damage. DC 17 STR save or frozen in place (Restrained). Escape DC 17, or any Fire/Bludgeoning damage.

BLOODIED:

Brutal Storm. At 160 HP Arkrhyst summons a mighty blizzard. Others are Blind beyond Reach/Range 8 and take 1d8 damage at the end of their turns.

LAST STAND:

Arkrhyst is dying! 120 more damage and he dies. Brutal Storm intensifies, dealing 2d8 damage.

Level 14 Solo Cleric of Lamashtu
M344
STR+ WIL++
Protect Master!

Whenever the Scribbler would fail a save or take 20 or more damage, he may sacrifice his Lifebinding Spirit, Scrawl, instead. He spends his next turn moving up to 6 spaces and summoning Scrawl.

Regenerate.

Does not die at 0 HP. Only radiant or a crit while at 0 HP can kill him.

After each hero's turn, Scrawl attacks for 1d12+6 then the Scribbler chooses one:
  • Fanged Falchion.

    Move 10 (immune to Opportunity Attacks), then 3d4+10. On crit: DC 17 STR save or Incapacitated for 1 Round.

  • Dimension Door.

    (1/Round) The Scribbler teleports to another location in his lair.

  • Mad Ramblings.

    (Range 12) DC 17 WIL save or 4d10 and Confused next turn (GM spends next action). Half on save.

BLOODIED:

At 172 HP The Scribbler channels necrotic energy. Each creature in Reach 6 makes a DC 17 WIL save, or takes 5d12 damage. Half on save.

Lvl 13 undead
H8115
Sneaky Undead.

The first attack against you each turn has disadvantage. When an attack misses you, you become Invisible until you attack again.

  • Serrated Dagger (2x)..

    On crit: 1d10 extra damage.

Lvl 3 small elemental
640
Death Burst.

On death, explode in high pressure water burst. DC 11 DEX save for each creature in 1 space or knocked Prone.

  • Acid Spray.

    (Cone 3) 2d4 each creature.

Lvl 12 huge elemental
12150
Whelm.

Creatures starting their turn in your space make a DC 16 STR save, or 3d6 damage and they become Grappled (escape DC 16).

Choose one.
  • Slam..

    (Reach 2)

  • Tidal Wave.

    (1 use, Cone 6) DC 16 STR save or 5d8 damage and Knockback 6 and Prone. Half on save.

Lvl 7 humanoid
M64
Explosive Retribution.

(1/encounter) When Bloodied, you throw a fireball in Range 24. DC 13 DEX save for each creature in a 5x5 area or 6d6 damage, half on success.

  • Wrathful Strike (2x)..

    (Melee or Range 12)

Lvl 7 humanoid
80
Burning Step.

When damaged, teleport up to 3 spaces. Attacker takes 3 fire damage.

  • Fire Rays.

    (Range 12) 2d6 fire damage to two targets.