Jaymz Monsters
Treat the highest die rolled as the Primary Die. On Crit Knock Prone
(Disadvantage on rolls when the source of fear is nearby, speed halved when moving closer to it.)
- •Savage Screech.
(1 Use) All Enemies within reach 12 Suffer 3d6 damage (ignoring armor) DC 12 WIL save or become Frightened for 1 Round
- •Rend and Tear.
Attack for 3d6+14 damage
- •Swift Strike.
Move 8. Attack for 3d6+3 damage
50 HP, The Bat Beast is blooded, its Savage Screech Recharges, And its attacks do d10s instead of d6s
The Bat Beast turns back into Vicky
(1/turn) Deal 1d10 Radiant damage whenever you are hit, the attack is reduced by this amount.
Dazed. Cannot Defend. Damage ends.
- •Sunrise Cut.
Deal 3d6+3 Damage. Your target is considered Bloodied for 1 Round. Fly 8 before or after attacking
- •Blood Bend.
If no creature is Blood Bent, Blood Bend a target on a failed DC 12 WIL save (w/Disadvantage if Bloodied)
- •Beckon & Bite.
Move a Blood Bent creature adjacent to you and bite them: 3d6+14 damage
At 95 HP, Gain Decoy, Whenever Lion would take damage, instead swap places with a Minion, 1/Round
Lion is dying, 40 more damage and he dies. until then, his Sunflare deals Damage and his Minions roll d12s instead of d6s