Health:
9
Difficulty:
10
SP:
0
Movement:
30
Action Points:
3
BDY
+1
MND
+0
SOL
+0
PRS
+-1
Actions
Shortsword: 1d6 + 1, Keen
5 ft., Full Action, Weapon Attack
Health:
15
Difficulty:
12
SP:
1
Movement:
30
Action Points:
6
BDY
+2
MND
+1
SOL
+0
PRS
+1
Actions
Dagger (dual-wield): 2d4 + 3, Keen
5 ft., Full Action, Weapon Attack
Dagger Throw: 1d4 + 2, Keen
20 ft., Full Action, Weapon Attack
Defensive Actions
Dodge: +2
Health:
18
Difficulty:
12
SP:
1
Movement:
30
Action Points:
3
BDY
+2
MND
+0
SOL
+0
PRS
+1
Actions
Longsword (two-handed): 1d10 + 2, Keen
5 ft., Full Action, Weapon Attack
Shoulder Charge: 1d8 + 2, Blunt
2 / Combat
10 ft., Full Action, Weapon Attack
The Enforcer charges into a target within 10 ft. of them, deaing damage and forcing them to make a Body saving throw(13), or have their next Defensive Action, until the end of their next turn, be at disadvantage. This movement does not provoke attacks of opportunity.
Defensive Actions
Block: 1d6 damage negated
Health:
18
Difficulty:
12
SP:
1
Movement:
30
Action Points:
6
BDY
+2
MND
+0
SOL
+0
PRS
+1
Actions
Longsword (one-handed): 1d8 + 2, Keen
5 ft., Full Action, Weapon Attack
Defensive Actions
Block: 2d6 damage negated
Health:
14
Difficulty:
14
SP:
0
Movement:
30
Action Points:
6
BDY
+2
MND
+1
SOL
+0
PRS
+1
Actions
Shortbow: 1d6 + 2, Piercing
40 ft., Full Action, Weapon Attack
Health:
15
Difficulty:
12
SP:
1
Movement:
30
Action Points:
6
BDY
+2
MND
+1
SOL
+0
PRS
+1
Actions
Shortsword (dual-wield): 2d6 + 2, Keen
5 ft., Full Action, Weapon Attack
Defensive Actions
Parry: +2
Health:
18
Difficulty:
15
SP:
1
Movement:
30
Action Points:
6
BDY
+3
MND
+1
SOL
+0
PRS
+1
Actions
Longbow: 1d8 + 3, Piercing
60 ft., Full Action, Weapon Attack
Feint Fire: 1d8 + 3, Piercing
1 / Combat
10 ft., Reaction, Weapon Attack
When an enemy moves within range, the Sharpshooter may use their Reaction to make a swift attack, and jump 5 ft. away.
Defensive Actions
Dodge: +3
Health:
22
Difficulty:
14
SP:
1
Movement:
30
Action Points:
6
BDY
+3
MND
+0
SOL
+1
PRS
+1
Actions
Greatsword: 1d12 + 3, Keen
5 ft., Full Action, Weapon Attack
Hilt Strike: 1d6 + 3, Keen
5 ft., Half Action, Weapon Attack
Sweep: 1d12 + 3, Keen
1 / Combat
10 ft., , Weapon Attack
With a heave, the bandit sweeps their greatsword in a whirl, striking at every creature within 5 ft. of them.
Defensive Actions
Parry: +3
Health:
35
Difficulty:
15
SP:
2
Movement:
30
Action Points:
6
BDY
+3
MND
+2
SOL
+1
PRS
+2
Abilities
Get Back Up!: Triggered - Half health
2 / Combat
Once this creature reaches half health, they gain the ability to, as a Power Action, call out to one downed Minion ally and force them to back up to their feet at 1 health.
Actions
Longsword (one-handed): 1d8 + 3, Keen
5 ft., Half Action, Weapon Attack
Defend Me!:
2 / Combat
10 ft., Reaction
With a sharp command, an ally within range lunges forward, taking the attack meant for the Leader.
Defensive Actions
Block: 3d6 damage negated
Parry: +5
Health:
8
Difficulty:
10
SP:
0
Movement:
40
Action Points:
4
BDY
+2
MND
+-1
SOL
+0
PRS
+0
Abilities
Strength of the Pack: For each ally within 5 ft. of this creature's target, their damage is increased by 1, up to a maximum of 3.
Actions
Bite: 1d6 + 2, Piercing
5 ft., Full Action, Weapon Attack
Health:
20
Difficulty:
14
SP:
1
Movement:
40
Action Points:
6
BDY
+3
MND
+0
SOL
+1
PRS
+1
Abilities
Strength of the Pack: For each ally within 5 ft. of this creature's target, their damage is increased by 1, up to a maximum of 3.
Actions
Bite: 1d8 + 3, Piercing
5 ft., Full Action, Weapon Attack
Howl:
1 / Combat
15 ft., Power Action, Feature
All allied Wolf creatures within range reduce the action point cost of their Bite attack by 1 on their next turn.
Defensive Actions
Dodge: +3
Health:
6
Difficulty:
12
SP:
0
Movement:
20
Action Points:
4
BDY
+1
MND
+0
SOL
+1
PRS
+0
Abilities
Violent End: When this creature dies, it releases a piercing wail before it explodes into black ichor, forcing all creatures within 5 ft. to make a Body saving throw (12), or be dealt 1d6 acid damage.
Actions
Bite: 1d4 + 1, Piercing
5 ft., Half Action, Weapon Attack
Leap and Leach: 1d8 + 1, Piercing
1 / Combat
20 ft., Power Action, Weapon Attack
The spawn bunches up and suddenly lunges at a target within range, dealing 1d8 piercing damage, and gaining temporary health equal to the damage dealt.
Health:
22
Difficulty:
15
SP:
1
Movement:
40
Action Points:
6
BDY
+2
MND
+1
SOL
+2
PRS
+0
Abilities
Roiling Coat: The first time this creature takes damage from a creature within 10 ft. each round, the attacker is dealt 1d6 void damage as the hound's coat ripples into black spines that shoot towards them.
Actions
Bite: 1d8 + 2, Piercing
5 ft., Full Action, Weapon Attack
Shade Hop:
2 / Combat
30 ft., Half Action, Passive
Appearing to meld completely into a nearby shadow, the hound appears from another shadow within range, this may be done with a Bite attack for 1 additional Action Point.
Vile Thorns: 1d10 + 2, Void
2 / Combat
15 ft., Power Action, Weapon Attack
The hound's fur drips like liquid into its shadow, and blackened thorns suddenly lash out at all targets from their own shadows. Each target must make a Body saving throw (15), or take 1d10 void damage.
Defensive Actions
Dodge: +2
Health:
14
Difficulty:
13
SP:
1
Movement:
30
Action Points:
4
BDY
+1
MND
+1
SOL
+2
PRS
+0
Abilities
Roiling Coat: The first time this creature takes damage from a creature within 10 ft. each round, the attacker is dealt 1d6 void damage as the hound's coat ripples into black spines that shoot towards them.
Actions
Ritual Dagger: 1d6 + 1, Keen
5 ft., Full Action, Weapon Attack
Bloody Bolt: 1d8 + 1, Keen
30 ft., Full Action, Spell Attack
Degradation Spear: 3d6 Void
1 / Combat
60 ft., Power Action, Spell Attack
This spell may only be used if the acolyte has used Bloody Bolt or done damage with their Ritual Dagger. A spear of dripping corrosive energy explodes forth, launching at a target within range, dealing 3d6 void damage and dealing an additional d8 each time they would make a Defensive Action before this creature's next turn.
Defensive Actions
Dodge: +1
Health:
10
Difficulty:
15
SP:
1
Movement:
30
Action Points:
4
BDY
+0
MND
+2
SOL
+1
PRS
+1
Actions
Frozen Grasp: 1d8 Ice
30 ft., Full Action, Spell Attack
The mage reaches forward and projects a phantom hand of ice toward a creature within range dealing 1d8 ice damage, disallowing the target to gain health, normal or temporary, until the start of this creature's next turn. Until then, the hand clings to the target.
Churning Aether: 2d6 + 2, Aetheric
1 / Combat
40 ft., Power Action, Weapon Attack
This spell may only be used after this creatures first turn. The mage targets a creature within range and beckons forth the chaotic powers of the earth. A twisting mass of power forms within their hand and they launch it toward their targeted creature, dealing 2d6 Aetheric damage .
Barrier:
1 / Combat
Self, Reaction, Spell
When the mage is attacked, they quickly form a barrier, attempting to Block the attack. Their next Block roll for this attack is made with 2 additional dice, and is rolled at advantage.
Defensive Actions
Block: 1d6 damage negated
Dodge: +2
Health:
8
Difficulty:
10
SP:
0
Movement:
30
Action Points:
3
BDY
+1
MND
+0
SOL
+-1
PRS
+-1
Abilities
Call: Once this creature reaches half health, if it is alive on its next turn, it releases a piercing call that vibrates the Haze around you, alerting any Ironrot in the area where you are.
Actions
Swing: 1d4 + 1, Blunt
5 ft., Full Action, Weapon Attack
Health:
6
Difficulty:
10
SP:
0
Movement:
40
Action Points:
3
BDY
+2
MND
+-1
SOL
+-1
PRS
+-1
Abilities
Rust Burst: As this creature dies, this creature suddenly sucks in any surrounding rust, and explodes, sending out condensed metal shards. All creatures within 10 feet of this creature must make a Body or Mind saving throw (12), or take 1d6 damage.
Actions
Bite: 1d6 + 2, Keen
5 ft., Full Action, Weapon Attack
Health:
12
Difficulty:
12
SP:
1
Movement:
30
Action Points:
6
BDY
+1
MND
+0
SOL
+1
PRS
+1
Actions
Shortsword: 1d6 + 1, Keen
5 ft., Full Action, Weapon Attack
Defensive Actions
Parry: +1
Health:
18
Difficulty:
12
SP:
1
Movement:
30
Action Points:
4
BDY
+3
MND
+-2
SOL
+-1
PRS
+0
Actions
Bash: 1d10 + 3, Blunt
5 ft., Full Action, Weapon Attack
Throw: 1d6 + 3, Blunt
20 ft., Full Action, Weapon Attack
Defensive Actions
Block: 2d6 damage negated
Health:
12
Difficulty:
12
SP:
1
Movement:
30
Action Points:
6
BDY
+1
MND
+2
SOL
+0
PRS
+0
Actions
Rust Bolt: 1d6 + 2, Piercing
30 ft., Full Action, Weapon Attack
Defensive Actions
Block: 1d6 damage negated
Health:
16
Difficulty:
13
SP:
2
Movement:
30
Action Points:
6
BDY
+1
MND
+3
SOL
+1
PRS
+0
Abilities
Haze Wall:
1 / Combat
Once per combat, the Rushshaper is able to coalesce the Haze around them into a solid wall of rusted metals, increasing their Block by 2 dice.
Actions
Haze Knives: 1d10 + 3, Keen
15 ft., Full Action, Spell Attack
Rusty Shrapnel: 1d4 + 1, Piercing
1 / Round
10 ft. radius, Half Action, Weapon Attack
Iron Call: 3d6 + 3, Keen
2 / Combat
15 ft., , Spell Attack
This attack may only be used if there is another Ironrot within range, and kills them immediately. The Rustshaper reaches forth, causing the metals within and around the targeted Ironrot to rip free and form blades that rake towards their foe.
Defensive Actions
Block: 2d6 damage negated
Health:
28
Difficulty:
15
SP:
2
Movement:
30
Action Points:
6
BDY
+3
MND
+2
SOL
+1
PRS
+1
Abilities
Ironbound Strength: Triggered - Another Ironrot's death
2 / Combat
As another Ironrot dies within 30 ft. of the Plague Warden, it may choose to draw in the plague that sustained its comrade, increasing its Body stat by 1 until the end of its next turn.
Actions
Longsword (one-handed): 1d8 + 3, Keen
5 ft., Half Action, Weapon Attack
Rust Mirror My Blade:
3 / Combat
10 ft., Power Action
The Haze around the Warden thrums. Until the end of the Warden's next turn, all of its attacks also strike one additional target within range, as the Haze forms into a replica of its weapon.
Defensive Actions
Block: 3d6 damage negated
Parry: +3