W

Wulfo

Lvl 1/2 undead
15
Lightning resistance - Ice vulnerability.
  • •Unliving, Undying.(1 use).

    On death: reset to 1 HP.

  • •Crunch..

    On damage: Grapple.

Lvl 9 large elemental
90
Turbulent Aura.

Half damage from Ranged attacks.

Razor Winds.

On crit, +5 damage (instead of rolling additional dice).

  • •Maelstrom.(Reach 3).

    Move enemies anywhere else within Reach, they are Dazed and Restrained (damaging the elemental ends).

  • •Slicing Gale.(Cone 4) .

    Treat the highest die as primary, this attack can crit.

Lvl 1/2 small elemental
1216
Lightning Speed.

Acts fisrt before heroes. Can teleport instead of moving.

Elemental Lightning.

Immune to lightning damage. Whenever a hero is damaged by this creature, they gain 1 action. Dying creatures fist gain hp. 2x damage against wet/flying targets.

Choose one.
  • •Lightning Strike.(Reach 8) .

    Can also damage another creature within reach 2.

  • •Electroswap.

    Swap places with another creature-

Death burst.

On death explode and deal 1d4 elemental damage to creatures in Reach 1.

False Appearance.

When motionless, indistinguishable from ordinary shard of ice.

  • Claw.

    1d4.

Level 1 Solo
Ice Armor.

Vulnerable to Fire/Bludgeoning (those have ADV), Dragon gains ADV on next attack.

Choose one.
  • •Cold Breath.

    (1 use) Fly 10, then (Cone 3) DC10 DEX save or 3d6 Cold, half on save.

  • •Claws (x2).

    1d8 slashing

  • •Tail.

    1d8, and knocked back that many spaces then fly 8

  • •Attack!

    Command all of your Minions to move 6 spaces and attack once each.

BLOODIED:

Summon Mephit Minion (1/hero, size d4)

2d4 to adjacent targets when killed (DC 10 DEX save)

LAST STAND:

At 10 HP, regain 1 use of cold breath.

Lvl 2 large
35
Fear of Fire.

Disadvantage on attacks for 1 round after taking Fire damage.

Sense Weakness.

Attacks against hampered targets have advantage.

Choose one.
  • •Icy Strike (2x)..

    (Melee or Range 12) On crit: Slowed

  • •Yeti's Gaze (Once). ..

    (Range: 4) On hit: Restrained (escape DC 11 WIL)

Lvl 1/2 huge solo - Ambusher
310/hero
Transparent. .

Invisible (DC15 Perception check) until a creature is Engulfed.

Choose one after every second turn.
  • •Engulf.

    Move onto another creature's space - DC 10 Dex save.

    Max 3 medium creatures engulfed at a time. Engulfed = dazed , riding, Disadv on attacks, 2d4 damage at the start of their turn. Escape-Action DC 10 STR check.

  • •Psuedopod x2..

    On crit: Next save against being engulfed is at disadvantage.

Lvl 1/2 beast - Skirmisher
815
Pack Tactics:.

Advantage against creatures, if an ally is adjacent to it.

  • Bite..

    On crit: Prone.

small minion
Choose one.
  • •Throw Gunk.(Range 8).

    Inflict target with a random condition.

  • •Brought a gun to a Swordfight. (Range 8)
Lvl 3 large
50
Highly Conductive.

Double dmg from lightning/water. Hero takes half the damage rolled.

Choose one.
  • •Spew Rockets.(Cone 8).

    Shoots mini rockets that blinds Heroes in the area for 1 Round.

  • •Hold my Fist. (Range 8)
Lvl 1/2 large
18
Sensitve Wiring.

Double dmg from lightning/water.

  • •Punch n Crunch.
  • •You spin me right round.

    Move 3, 1d6+2 to all along the Path and push back 4 spaces. (DC 10 Dex)