GregCanela
Spell attacks have disadvantage on Karzoug.
Karzoug heals 15 HP at the start of each round.
- •Arcane Blast.
(Range 18) Fly 10, then 3d12 and pushed 2 spaces.
- •Burning Glaive.
(Reach 6) 3d12 fire damage. Then 15 damage at the end of their next turn.
- •Thundering Teleport.
(1/round) Teleport 20. 2d12 to each creature adjacent to where you began or ended.
- •Plasma Blast.
(1/round) 3 heroes take 2d10 fire damage and 2d10 lightning damage. DC 19 DEX save for half.
- •Meteor Swarm.
(1 use) Each hero makes a DC 19 DEX save. 4d20 damage, half on save.
- •Runelords Greed.
(1 use) Fly 10, then (Cone 12) DC 19 WIL save or d44 damage, half on save. Karzoug gains 5 temp HP for each hero that fails.
At 205 HP Karzoug recharges either Meteor Swarm or Runelords Greed.
Karzoug is dying! 180 more damage and he dies. Until then Karzoug loses his Regeneration, and deals 15 damage to each creature in his lair, including himself, at the start of each round.
Creatures that start within 6 spaces of Ceoptra make a DC 18 WIL save or become Enthralled (cannot take actions). On success, they are Charmed by Ceoptra for 1 round. Creatures can look away from Ceoptra, being Blinded to Ceoptra, to avoid the save.
- •Unholy Dagger (2x).
Move 12, then 2d4+12 (Reach 2). On hit: Frightened 1 round.
- •Intoxicating Bolt.
(Range 12) Move 8, then 3d12 damage. Then, DC 18 WIL save or Charmed 1 round.
- •Slay our Enemies!
(A Charmed creature). Ceoptra commands one Charmed creature to make a weapon attack or cast a cantrip at a creature of her choice.
- •Firestorm.
(1 use) Move 12, then summon 4 2x2 square areas in Range 12. Creatures in the areas take d44 damage. DC 18 DEX save for half.
At 180 HP, Ceoptra recharges her Firestorm.
Attacks against her have disadvantage. When hit, this effect ends for 1 round.
- •Sword of Greed.
Move 6, then 2d6+18. On hit: Dazed.
- •Frightening Gaze.
(Range 12) Move 4, then DC 18 WIL save or 3d12 psychic damage (ignores armor) and Frightened. Half on save.
- •Command Ally.
(1/round) Command an ally to move and attack an enemy within range.
At 175 HP, Viorian gains advantage on her attacks and moves double her movement speed each turn.
Creatures within 6 spaces take 5 lightning damage at the start of their turns.
- •Lightning Breath.
(1 use) Fly 16, then (2 spaces wide, 24 spaces long Line) DC 18 DEX save or 8d10 lightning, half on save.
- •Lightning Rend.
(Reach 3) Move 8, then 3d12. On crit: Dazed.
- •Tail.
(Reach 4) 1d12, and knocked back that many spaces.
- •Thunder Blast.
(1/round) 4d8 thunder damage in a 3x3 area in Range 20.
At 165 HP Ghlorofaex's Lightning Breath recharges.
Ghlorofaex is dying! 150 more damage and he dies. Until then, he can Thunder Blast twice each round and the range of his Lightning Aura is doubled.
Creatures within 6 spaces take 5 cold damage at the end of their turns.
- •Ice Spear.
Move 8, then 2d12+8 damage. On hit: Slowed.
- •Frost Ray.
5d8 damage to each creature in a 1 space wide, 12 space long Line.
- •Freezing Blizzard.
(1 use) Move 8, then each creature in Reach 5 makes a DC 17 STR save or 10d4 damage and Dazed. Half on save.
At 155 HP, Gamigin recharges Freezing Blizzard.
Gamigin is dying! 110 more damage until he dies. Until then, the damage and range of his Chilling Aura is doubled.
Each creature that starts within 4 spaces makes a DC 18 WIL save or Dazed from hunger.
- •Icy Claws.
Move 10, then 3d10+5. On hit: Slowed.
- •Icy Spittle.
Move 6, then 5d10. On crit: Restrained (escape DC 18).
Terrifying Howl. At 205 HP, the Wendigo unleashes a terrifying howl. Each creature in Reach 10 makes a DC 18 WIL save or 6d4 psychic (ignores armor) and Frightened. Half on save.
(1/Encounter, Reaction) When struck by a crit, you can teleport to the closest corner.
- Ripping Gaze.
(Reach 14) DC 17 INT save or 8d8 damage, half on save.
Treat dice you roll less than 6, as 6.
- •Thunderstride.
2d12 damage to any enemies within Reach 2 of your movement this round.
- •Lightning Spear.
(Reach 8) 2d12+15. Deal Primary Die damage to the next nearest enemy.
Forked Lightning. (Reaction: at 95 HP) 4d10 divided as you wish among up to 4 different creatures, on damage Dazed.
Creatures within 4 spaces take 3 necrotic damage at the start of their turns. Then DC 15 STR save or Poisoned (magical healing ends).
- •Claws.
(Reach 2) 3d12. On hit: Grappled (escape DC 15).
- •Tentacles.
(Reach 4) 4d4+10. On crit: Dazed.
Creatures in 2 spaces that miss you take 4 lightning damage and become Blinded 1 round.
- •Dominate.
(Range 10) Choose one hero to suffer 4d10 psychic damage (ignoring armor). DC 18 WIL save or Dominated.
- •Great Weapon.
(Reach 4) 8d8 damage. On hit: Prone.
Spark Storm. (Reaction: at 125 HP, Cone 10) DC 18 DEX save or 8d6 fire damage, half on save.
Immune to Charmed and Frightened, resistant to radiant, and you know when you hear a lie.
- •Holy Light Pillar.
3x3 area. DC 18 DEX save or 20 damage.
- •Holy Sword.3d10+10
Does not die at 0 HP. Only a crit while at 0 HP can kill it.
- •Glaive (2x).
(Reach 2) 2d10+6.
- •Cone of Cold.
(1 use, Cone 12) DC 13 STR save or 4d8 damage, half on save.