Wulfo
- •Unliving, Undying.(1 use).
On death: reset to 1 HP.
- •Crunch.1d4+4.
On damage: Grapple.
Half damage from Ranged attacks.
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) 2d4+5.
Treat the highest die as primary, this attack can crit.
Acts fisrt before heroes. Can teleport instead of moving.
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.
- •Lightning Strike.(Reach 8) 1d8.
Can also damage another creature within reach 2.
- •Electroswap.
Swap places with another creature-
On death explode and deal 1d4 elemental damage to creatures in Reach 1.
When motionless, indistinguishable from ordinary shard of ice.
- Claw.
1d4.
Vulnerable to Fire/Bludgeoning (those have ADV), Dragon gains ADV on next attack.
- •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.
Summon Mephit Minion (1/hero, size d4)
2d4 to adjacent targets when killed (DC 10 DEX save)
At 10 HP, regain 1 use of cold breath.
Disadvantage on attacks for 1 round after taking Fire damage.
Attacks against hampered targets have advantage.
- •Icy Strike (2x).1d6+3.
(Melee or Range 12) On crit: Slowed
- •Yeti's Gaze (Once). .2d6+3.
(Range: 4) On hit: Restrained (escape DC 11 WIL)
Invisible (DC15 Perception check) until a creature is Engulfed.
- •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 x2.1d4+1.
On crit: Next save against being engulfed is at disadvantage.
- •Throw Gunk.(Range 8).
Inflict target with a random condition.
- •Brought a gun to a Swordfight.1d6+2 (Range 8)
Double dmg from lightning/water. Hero takes half the damage rolled.
- •Spew Rockets.(Cone 8).
Shoots mini rockets that blinds Heroes in the area for 1 Round.
- •Hold my Fist.1d12+2 (Range 8)
Double dmg from lightning/water.
- •Punch n Crunch.1d6+2
- •You spin me right round.
Move 3, 1d6+2 to all along the Path and push back 4 spaces. (DC 10 Dex)