GregCanela
Spell attacks have disadvantage on the statue and the statue has advantage on saves against spells.
- •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.
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.
When damaged, teleport up to 4 spaces. Then each creature in 1 space takes 4 lightning damage.
- •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.
At 145 HP, Athroxis recharges Elemental Wave.
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.
- •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.
At 175 HP, acid burst out from Jordimandus, dealing 4d12 acid damage to each creature in Reach 5. DC 16 DEX save for half.
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.
Once per Round, due to Ordikon's metallic skin he can turn a crit into a normal hit.
- •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.
At 120 HP Ordikon's Cone of Cold Metal recharges.
Cantrips and Tiered spells have disadvantage on Azaven, and Azaven has advantage on saving throws against spells.
- •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.
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.
Others suffer 3 damage for each space they move while within Reach 4.
Vulnerable to Fire and Bludgeoning damage. Arkrhyst is enraged and gains advantage on his next attack.
- •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.
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.
Arkrhyst is dying! 120 more damage and he dies. Brutal Storm intensifies, dealing 2d8 damage.
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.
Does not die at 0 HP. Only radiant or a crit while at 0 HP can kill him.
- •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.
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.
The first attack against you each turn has disadvantage. When an attack misses you, you become Invisible until you attack again.
- Serrated Dagger (2x).2d4+14.
On crit: 1d10 extra damage.
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.
Creatures starting their turn in your space make a DC 16 STR save, or 3d6 damage and they become Grappled (escape DC 16).
- •Slam.3d10.
(Reach 2)
- •Tidal Wave.
(1 use, Cone 6) DC 16 STR save or 5d8 damage and Knockback 6 and Prone. Half on save.
(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).2d8+5.
(Melee or Range 12)
When damaged, teleport up to 3 spaces. Attacker takes 3 fire damage.
- Fire Rays.
(Range 12) 2d6 fire damage to two targets.