Pope
![[Fanart]Ulitharid](https://nimble-nexus.fly.storage.tigris.dev/paperforge/0760/100.png)
You have heavy armor against nonphysical damage and cannot be crit by nonphysical damage.
Everything within Reach: 3 is difficult terrain and any creature that starts its turn within Reach: 3 takes 12d6 damage.
- •Maddening Attention.
Teleport up to 12, then a creature within Reach: 12 makes a DC 22 WIL save or they cannot move until the end of their next turn.
- •Consume.
5d20. On hit: Suffer one 1 wound.
The Elder God is Bloodied. It is unconcerned.
The Elder God is close to dying. 250 more damage and it will sink back below the seas. It does not care.
Heroes can spend an extra action with each action they take to do it quietly. If they don't, you have advantage against them until the start of their next turn.
- Trample.3d8+10.
On crit: Prone
You always attack first, unless you are caught napping.
- •Pounce.5d12.
Jump 6, then attack. On hit: Prone
- •Shiny!1d8+12.
Move 12 to a golden object smaller than a basketball, attacking all in your path. You hit the golden object, moving it 8 squares away.
You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
X = 1. If someone tries to open your jar without knowing you're there, attack first!
- Bite.2d8+2.
Or: Zap (Range: 4)
Your attacks gain: "On crit: Heal the damage you dealt".
When you die, two Eldrazi Scions are created within Reach: 2.
- Slap.1d12
Your attacks gain: "On crit: Heal the damage you dealt".
- Slap.1d12
Fall Prone when you miss.
When you fall Prone, you immediately use Wave of Booze with Burst: 2.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Tipsy.
- •SMASH.
Move 10, then 1d20+12. Misses on a 1 or 2. On hit: Tipsy
- •Booze Pulse.
Move 8, 1d6+16 (Range: 12). On hit: Tipsy
- •Bad Breath.
Move 2, then 1d4+10 to all within a 5 by 5 by 5 square originating from your mouth. On hit: Tipsy
You are Bloodied! Immediately use Wave Of Booze, but Burst 8 instead of Cone 8, then fall Prone.
170 HP and you're done! You now act after each hero's turn.
Fall Prone when you miss.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Drunk until healed or you miss.
- •SMASH.
Move 8, then 1d20+12. Misses on a 1, 2, or 3.
You are Bloodied! From now on, your attacks deal an extra dice of damage.
170 HP and you're done! You now act after each hero's turn.
Your attacks get: "On Hit: Frightened for 2 actions"
- •Claw.
Move 8, then 1d10+10
- •Suplex.
1d12+10 to two targets. On hit: Prone
- •Radiation Ray (1 time).
Attacks a 2 square wide by 2 square tall by 25 square long line. 2d6+10, DC 17 dexterity save for half.
You are Bloodied! You immediately use Radiation Ray whenever a hero suffers a wound, avoiding any dying heroes.
You're almost dead! 150 more damage and you're done! You can move 8 before you Suplex.
You have heavy armor against fire damage.
Your attacks gain: "On Crit: Prone"
You have advantage on all saving throws except intelligence.
- •Bite (x3).1d8+2.
Damage increases by 5 for each time you've dealt damage this turn.
- •Dragon Fire (1 time).4d6+2.
(Cone: 4). DC 15 DEX save for half.
When you move: Creatures restrained by you are moved as well.
- Ram.
1d6. On hit: Restrained (escape DC 12).
You can Interpose within Reach: 3, and when you do, attack your attacker.
- Bite.1d8.
On hit: Deal 10 poison damage. The target becomes immune to your poison for 24 hours.