Shihotori
Adjacent creatures can ignore armor, but they suffer the same damage they deal to this creature (can't Defend).
- •Necrotic Burst.
(Reach 2 or Range 12) 3d12+5 necrotic damage. On damage: Poisoned for 1 round.
- •Bug of Decay.
Summon a Bug of Decay minion (Reach 2, 1d4n each). On miss: the minion dies, one adjacent creature suffers 2d4n necrotic damage and Poisoned for 1 round.
At 115 HP, gain Wounding Touch. (1/round) Creatures in Reach 6 succeed a DC 14 STR save or suffer one of: (1/encounter) reduce to 0 HP, 1d20n necrotic damage on save; or suffer 3d20n necrotic damage, half on save.
The Seed of Decay is dying! Only 90 more damage until it's defeated! Until then, it uses Necrotic Burst one more time on each of its turn.
When there are 2 or more creatures adjacent to Mortis, he takes one more action on each of his turn.
- •Scythe of Death.
5d10v slashing damage (crit on 8 or more).
- •Slaygore.
(1/round) Each creature in a 4x2 Cone takes 4d10n slashing damage and becomes Dazed for 1 round when it fails a DC 17 DEX save. Half damage only on save.
- •Killer Bees.
(1/round) Free action: shoot out 2 bees, each can hit any creature within Reach 6 (may target the same creature). Each target succeeds a DC 17 WIL save or takes 1d10n piercing damage and has Disadvantage on rolls for 1 round.
- •For all...
(1/encounter) Free reaction, triggered by Death comes...: Each creature within Reach 20 succeeds a DC 18 STR save or takes 4d20n necrotic damage and gains 2 Wounds. Half damage and 1 Wound on save.
At 150 HP, gain and use this action on the first turn of next round:
Death comes... (1/encounter) Gain 75 temp HP and Heavy armor for 1 round. If any temp HP remains after all heroes have taken their turn, use For All...
Mortis is dying! 140 damage until he's defeated. Until then, his attacks no longer miss on a 1 and he moves 8 spaces each turn instead.
Advantage on STR saves. Immune to the Poisoned condition.
Immune to being Frightened or Charmed.
A creature with this curse takes extra 2d20n psychic damage (cannot be defended) when taking damage from the Divine Mistake, and it has a -10 penalty to WIL saves.
- •Tremor.
Each creature within Reach 3 succeeds a DC 14 DEX save or takes 3d12n bludgeoning damage and falls Prone.
- •Despairing Whistle.
Each creature within Reach 6 succeeds a DC 14 WIL save or gains the Sinking Curse for 1 minute. On success, take 2d6n psychic damage only (cannot be defended, does not miss nor crit).
- •Call of Gloom.
Each creature within Reach 6 succeeds a DC 14 WIL save or takes 1d12n psychic damage (cannot be defended) and becomes Taunted for 1 round. For creatures with the Sinking Curse, they also gain 1 Wound and lose the Sinking Curse afterwards.
Resist necrotic damage and has immunity to being Poisoned.
(1/round) Free action: take off from or descend to the ground. Before the end of its next turn, it must descend to the ground to avoiding falling.
While Smoldering, attacks that deal fire damage always crit but lose 10 HP at the end of its turn.
- •Flame Dart.
(Range 8) 1d10+10 fire damage. On crit, target is Smoldering for 1 round.
- •Scorching Breath.
Each creature in a 5x5 Cone succeeds a DC 14 STR save or takes 2d20n fire damage (Smoldering creatures automatically fail). Half on save. The Lesser Suzaku is Smoldering for 1 round.
- •Heart's Fire.
(Range 5) One ally gains an extra action.
Resist necrotic damage and has immunity to being Poisoned.
Advantage when attacking creatures that Frightened, Prone, or behind Cover.
- •Controlled Strike.
2d6+5 slashing damage. On crit, target becomes Dazed for 1 round.
- •INDISCRIMINATE REND!!
Each creature within Reach 2 succeeds a DC 14 WIL save or takes 2d6n+15 slashing damage and becomes Frightened for 1 round. Half on save.
- •Devour.
One creature succeeds a DC 14 STR save or gains 1 Wound and becomes Dazed for 1 round (creatures that are Frightened or Prone automatically fail).
Resist necrotic damage and has immunity to being Poisoned.
(1/encounter) Read the surface thoughts of a creature within Reach 6. Creatures can detect this action. Attacks from the target has Disadvantage when attacking the Lesser Genbu.
- •Shadow Weapon.
(Reach 2) 2d12+5 necrotic damage (or Range 8).
- •Devil Eye.
One creature within Reach 6 succeeds a DC 14 WIL save or takes 2d12n psychic damage (cannot be defended) and suffers a crit from the next attack that hits it.
- •Shadow Trap.
(1/encounter) An adjacent Medium or smaller creature succeeds a DC 14 WIL save or suffers 3d12n necrotic damage (doesn't miss nor crit) and becomes Restrained. Half on save.
Resist necrotic damage and has immunity to being Poisoned.
Always crit against creatures adjacent to the Lesser Seiryu's allies or Hampered.
Always crit while Invisible.
- •Stab.
1d6+5 piercing damage. (1/encounter) On damage, Poisoned for 1 round. On crit, deal extra 2d8n damage.
- •Venomous Pierce.
(1/encounter) Each creature within Reach 4 succeeds a DC 14 STR save or takes 1d6n+15 necrotic damage and becomes Poisoned for 10 minutes.
- •Ambush.
(1/round) Free action if it's obscured: become Invisible. Lose this condition after making an attack.