H

hauk119

Level 8 Solo Vampire Lord
M200
ALL+
Sanguine Cloak.

(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.

Sunscorn.

Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.

After each hero's turn, summon 1 blood bat minion (d10) within 8 spaces, then choose 1:
  • Sanguine Strike.

    1d10+8 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.

  • Beguile.

    (If no one is Beguiled) Beguile a target on a failed DC 14 WIL save (disadvantage if Bloodied).

  • Beckon.

    Move a Beguiled creature adjacent to you and bite them: 2d10+15 damage and 1 Wound.

BLOODIED:

At 100 HP, gain Mistform. No longer vulnerable to radiant. Bat Decoy. (1/round) When Strahd would take damage, instead first swap places with a bat minion.

LAST STAND:

At 0 HP, Strahd disappears into mist and then reappears slightly out of range. He looks somewhat injured, but still stands strong. He says grimly, "Not bad at all. I look forward to our final meeting. Perhaps you will be the ones?" and then disappears into mist.

remixed from Strahd Von Zarovich
Level 4 Solo Vampire Lord
M120
ALL+
Sanguine Cloak.

(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.

Sunscorn.

Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.

After each hero's turn, choose 1:
  • Sanguine Strike.

    1d10+5 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.

  • Beguile.

    (If no one is Beguiled) Beguile a target on a failed DC 12 WIL save (disadvantage if Bloodied).

  • Beckon.

    Move a Beguiled creature adjacent to you and bite them: 2d10+10 damage and 1 Wound.

BLOODIED:

At 60 HP, gain Mistform. No longer vulnerable to radiant.

LAST STAND:

At 0 HP, Strahd disappears into mist and then reappears slightly out of range. He looks mostly unharmed, and says with an infuriating smirk. "Not bad. Perhaps you're worth playing with after all" and then disappears into mist.

remixed from Strahd Von Zarovich
Level 12 Solo Vampire Lord
M250
ALL+
Sanguine Cloak.

(1/turn) Deal 1d10 necrotic damage whenever you are hit, the attack is reduced by this amount.

Sunscorn.

Vulnerable to radiant. After taking radiant damage, use Beguile as a Reaction, they roll with disadvantage.

After each hero's turn, summon 1 blood bat minion (d10) within 8 spaces, then choose 1:
  • Sanguine Strike.

    1d10+10 damage, your target is considered Bloodied for 1 round. Fly 8 before or afterwards.

  • Beguile.

    (If no one is Beguiled) Beguile a target on a failed DC 16 WIL save (disadvantage if Bloodied).

  • Beckon.

    Move a Beguiled creature adjacent to you and bite them: 2d10+20 damage and 1 Wound.

  • Arcane Blast (Cone 6).

    4d10 damage. Choose type & effect: Cold + Slowed, Fire + Prone, Lightning + Dazed, Necrotic + Frightened, Psychic (ignores armor).

BLOODIED:

At 125 HP, gain Mistform. No longer vulnerable to radiant. Bat Decoy. (1/round) When Strahd would take damage, instead first swap places with a bat minion.

LAST STAND:

Strahd is dying! 120 more damage and he turns to mist, re-appearing in his coffin (stake him within 1 hour to kill him). Until then, his Sanguine Cloak, attacks, and bats roll d20s instead of d10s.

Level 2 Solo Large Tangle of Flesh and Bone
M80
STR+ INT-
Aberrant Flesh.

When healed, take damage instead. If the mound is brought to 0 HP by healing, the baby Walter can be healed instead of killed, peacefully putting him to rest.

Lost In Memory.

If confronted with powerful reminders of Walter's' life, the Flesh Mound loses its next turn. This works up to 3 times. For example, spending an action to play the Music Box found in the Nursery.

At the end of each hero's turn, chooses 1:
  • Bone Crunch.

    Move 4, attack for 1d10+2. On damage: Grappled (dc 10).

  • Engulf (Grappled target).

    Attack for 2d10+2. On damage: Engulfed.

BLOODIED:

At 40 HP, chunks of the mound animate as minions (1d6) equal to the number of PCs. One of them can act each time the Flesh Mound does (once per round each).

LAST STAND:

The Flesh Mound is Dying! Further damage is ineffective. Inside, the crying corpse of the baby Walter is visible. Put it out of its misery to destroy the Flesh Mound! Until then, use d12s instead of d10s, and the DC to escape Grappled increases to 15.

Lvl 8 large infernal beast
M680
Infernal Weakness.

Armor is bypassed by silver weapons and holy damage.

Choose one.
  • Leap & Bite.

    Leap 6, 2d10+10, Prone.

  • Wingblades.

    2d10+5 to 2 creatures.

  • Acid Breath (Cone 4, 1 use).

    6d10, DC 14 DEX save for half.

Lvl 6 large infernal beast
M4860
Infernal Weakness.

Armor is bypassed by silver weapons and holy damage.

Choose one.
  • Claw & Bite (2x).
  • Draw The Lightning (AoE).

    Every creature between this Thunderlizard and another takes 2d10 lightning. Both Thunderlizards become Charged.

  • Lightning Breath (Line 12).

    5d10 lightning. Useable only if Charged. Ends the Charged condition.

Level 5 Solo Large Chimera
M130
STR+ DEX+
Venemous Tail.

Whenever Ravager is crit, Poison an enemy in reach 2.

After each hero's turn choose one:
  • Fire Breath (1 use, Cone 5).

    4d12.

  • Maul (vs Prone creature).

    1d12+20.

  • Ram.

    Fly 8, attack for 1d12+6 damage. On damage, Knockback 2 and Prone.

BLOODIED:

At 65 HP, its Fire Breath recharges.

LAST STAND:

The Raver is dying! 40 more damage and it dies. Unit then, the first time each turn it takes damage, it uses Ram.

Lvl 3 fiend
40
Hobgoblin: Infernal Blood.

On death, adjacent enemies take 2 fire.

Choose one.
  • Burning Breath (1 use, Cone 3).
  • Rip & Tear.

    2d8+5, Grappled (escape DC 11).

Lvl 8 large dragon
M880
Saves ALL+.
Choose one.
  • Poison Breath (1 use).

    Fly 8 into the air. Next turn, deal 2d12+10 to a 4x4 area, then land knocking adjacent enemies prone.

  • Crush (Prone creature, Reach 2).

    2d12+10, 1 Wound.

  • Tooth & Claw (Reach 2).

    2d12 to 2 different targets.

Lvl 1/3 hobgoblin
Hobgoblin: Infernal Blood.

On death, adjacent enemies take 2 fire.

Iron Recruit.

While adjacent to 2+ allies, has Medium Armor and Advantage on attacks.

  • Stab.

    1d8 (follows minion rules).

Level 5 Solo Bugbear Mage
M120
STR+ INT+
Spark Step.

When damaged, teleport up to 4 spaces.

After each hero's turn choose one:
  • Arc Lightning.

    3d8 (Range 12). Also strikes the next closest creature. On miss: damage self instead

  • Get In Here!

    Summon 2x d8 Hobgoblin Recruit minions that immediately attack.

  • Claw.

    Move 6 and attack for 2d8.

BLOODIED:

At 60 HP, Koth summons 4 minions. (1/round) When he uses Spark Step, he can swap places with a minion in range, making them the target instead.

LAST STAND:

Koth is dying! 40 more damage and he dies. Until then, his Arc Lightning hits an additional target of his choice.

Level 5 Solo Huge Hydra
H150
STR+
Burning Weakness.

Armor bypassed by acid and fire.

Cursed Regrowth.

When crit by an attack not dealing acid or fire, a head splits, adding a d12 Hydra Head minion! Each minion moves with the Hydra, is destroyed only by acid or fire, and 1 minion can attack on the Hydra’s turn (once per round each). (A single AoE can only destroy half the existing minions in this way, in addition to damaging the Hydra.)

After each hero's turn choose one:
  • Quick Snap.

    Move or Swim 6, then attack for 2d12 (Reach 3).

  • Storm of Jaws.

    (2x) 2d12 (Reach 3). On hit: Grabbed (Escape DC 13).

  • Swallow Whole.

    (Grapped Target Only) DC 13 STR or Swallowed.

BLOODIED:

At 75 HP, heads split, adding a number of minions equal to the number of players (as per Cursed Regrowth).

LAST STAND:

The Hydra is dying! 50 more damage and it dies. Until then, on each turn, it moves 6 and then uses Storm of Jaws.