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ollesealey

Cultists: Zealots.

While a cult leader is present cultists are immune to mind-altering conditions, never flee and attack with advantage.

Devils: Devilish.

Resistant to cold. Immune to fire. Devil's true sight.

ImpLvl 2
34
Ice Mephit
ImpLvl 2
34
54
Dregs: Haze camouflage.

Very hard to spot in haze

Dregs: Dreg mutations.

May have one of the abilities below

86
Elemental: Elemental.

Immune to most conditions. Immune to named element, vulnerable to opposite element. Choose a type below.

ElementalLvl 10
95
Garmyr: Bloodthirsty hunters.

Gain advantage against bloodied foes.

Garmyr: Infighting.

On miss target an allied Garmyr if possible.

Mephit: Death burst.

Reach 1. 2d8 damage. Can't be defended against.

Mephit: Mephit type.

Choose a mephit type from below

Mephit: Immunities and vulnerabilities.

Mephits are immune to their named element and vulnerable to the opposite.

MephitLvl 1
26
Nimble fighters: Riposte.

1/round when attacked in melee they attack.

VeteranLvl 7
63
Ratling: Skulker.

Ranged attacks against ratlings are at disadvantage.

Ratling: Confidence in numbers.

Have advantage on attacks when outnumbering foes. Have disadvantage on attacks when outnumbered.

Sanctified soul: Deny the witch.

When an enemy in range 6 casts a spell of tier 2 or lower they must pass a 13 WIL save or fail to cast the spell (keeping the mana)